Chorus of Nations 4.2
by Jeff Hartke

 

Note: All changes (excluding spelling and grammar corrections) from the last version (4.1) to the current version (4.2) are presented in red text.


Introduction

Chorus of Nations is a set of supplemental rules intended for use with the World in Flames: The Final Edition game system. This supplement adds depth, complexity and new possibilities to the interaction of Major Powers with each other and with minor countries and colonies while playing World in Flames.

Use of this supplement requires the addition or replacement of rules within the World in Flames, the Final Edition Release 7 core system. These rules are not compatible with the Politics in Flames expansion set, Days of Decision, Patton in Flames, America in Flames or Lines of Communication.

Most rules governing political relations have been changed. Few, if any, rules have been changed regarding gameplay.

World in Flames, World in Flames: The Final Edition, Days of Decision, Patton in Flames, America in Flames, Ships in Flames, Mech in Flames, Politics in Flames and Lines of Communication are copyrighted products of Australian Design Group. Australian Design Group has not authorized the production of Chorus of Nations, and is not responsible for its content.

How to Use These Rules

Chorus of Nations is not a complete game; it is a supplement to World in Flames: The Final Edition (WiFFE) that governs the relationship of Major Powers to each other and to minor countries. Rules that are unique to Chorus of Nations are numbered in a separate section, beginning with 25.0 Political Standing. These rules also replace entirely sections 17 (Vichy France) and 19 (Minor Countries) of the WiFFE rule set.

E7.7 The Politics Step

The End of Turn Stage is expanded to include a new step, Section E7.7 Politics (following the Surrender Step) that will be used to administer political actions. The Politics step is comprised of the steps listed below.

E7.7.1 Political Initiative

The side with initiative chooses which side will act first throughout the Stage.

E7.7.2 Negate Influence

Powers may eliminate the influence of another side's powers.

E7.7.3 Accommodations

Powers may use influence to gain Accommodations from minor countries.

E7.7.4 Resolve Political Standing Gain or Loss

All gain or loss of Political Standing as described in 25.0 Political Standing is now resolved.

E7.7.5 Resolve Influence Gain or Loss

All gain or loss of influence due to change of control of victory cities, Vichy declaration, US Entry Actions, US Entry Options or Soviet Border Rectification is recorded. 1 Discretionary Influence Roll (DIR) is gained by a Major Power for each of the following cities it controls: Berlin, Chungking, London, Moscow, Paris, Rome, Tokyo and Washington DC when the US is not at war with a Major Power. When the US is at war with a Major Power, Washington DC is worth 2 DIR/turn for the US only, and Paris is worth no DIR until France is liberated.

E7.7.6 Assign Influence

All Major Powers may assign influence to minor countries from their Discretionary Influence Pools (DIPs) and move influence from one region's Pool to another. A Major Power can assign no more than 4 DIR per minor country per turn. Note that this refers to Discretionary Influence only - the possibility exists that a Major Power may get the opportunity to gain many more than 4 Influence Points (IP) in a turn due to other factors, but no more than 4 can be voluntarily assigned using DIP.

E7.7.7 Compellance

Powers may attempt to compel the surrender or alignment of minors currently aligned with enemy Major Powers, or compel the surrender or alignment of French Administration Groups.


25.0 Political Standing

The Political Standing (PS) of a Major Power measures the way other countries perceive that Major Power's chances for victory. The higher the PS is, the more likely that a Major Power's diplomatic overtures will sway others. After all, most minor countries wanted to be on the side of the winner, and gain a share in the fruits of victory.

The PS of Major Powers will ebb and flow over the course of the war, but a Major Power's PS may never be greater than 7 or lower than 3, except by means of conditional gains and losses (see below). Nevertheless, a modified PS can never be lower than 1 or greater than 9. If a permanent PS would rise above 7, then for each point above 7 that the PS would rise, the Major Power instead gains 1 DIR in the region containing its capital (London for the CW).

Example: Germany as a PS of 7. It declares war on the USSR. Normally this would advance its permanent PS to 8. Instead, it gains 1 DIR in Europe and its PS remains at 7. Later, Germany declares war on the US. Again, normally this would advance its permanent PS to 8. Instead it gains another DIR in Europe.

Permanent Political Standing Gain and Loss

Below are listed the conditions that will permanently raise or lower a Major Power's PS. These modifiers are cumulative.

+1 PS is gained when declaring war on a Major Power (exception: China may not gain PS by declaring war on a Major Power and no Major Power may gain PS by declaring war on China). In the case of a declaration of war on multiple Major Powers at the same time, the determining factor is the number of US Entry rolls made. For each separate US Entry roll made because of a declaration of war, that Major Power gains a +1 PS.

Example:  Italy declares war on France and the CW simultaneously for a single US Entry roll. In that case, it would gain only a +1 PS. On the other hand, if Italy had declared war on the CW and then, in a later Declaration of War step declared war on France, then it would have been subject to 2 US Entry rolls and would have gained a total of +2 PS.

+1 PS is gained by the USSR when making a claim on Bessarabia and also when making a claim on the Finnish Borderlands.

+1 PS is gained when conquering, either completely or incompletely, a Major Power or a CW home country. This also applies if Germany chooses to install a Vichy government in France. Such a gain can only be received once per Major Power or CW home country conquered. For example, if the US conquers Italy and then the Germans liberate it in a later turn, when the US (or CW or any other Ally) reconquers Italy there is no PS gain.

+1 PS is gained by the US every 6 turns after it plays the US Entry Option "War Appropriations" (or, if playing with the WIF-H Revised US Entry System, then every 6 turns after playing the US Entry Option "US Adopts War Footing").

+1 PS is gained by Japan if a compulsory peace is initiated by the USSR, and +1 PS is gained by the USSR if a compulsory peace is initiated by Japan.

+1 PS is gained by Italy for the annexation of Corsica and each French Colony transferred (25.9.2 Axis Annexations and 25.9.4 Territorial Concessions and Final Administration.)

-1 PS is lost each time a home nation factory is destroyed during a strategic bombing raid. This can occur multiple times, but no more than once per city.

-1 PS is lost by the US, CW and France for each neutral minor country they declare war on. If more than one Major Power declares war on a given minor then all of them that do suffer this penalty. If, by way of the WIF rules, one of these Major Powers becomes at war with that minor in a later impulse, then there is no PS loss for that Major Power.

Example: The CW declares war on Norway in M/J 1940. It suffers a –1 PS loss. Since France is an active Allied Major Power, it is forced to also be at war with Norway simultaneously with the CW declaration. Therefore, it also suffers a –1 PS loss. Should the CW still be fighting in Norway when the US enters the war against Germany and Italy, then the US is immediately at war with Norway, but does not suffer a loss to its PS.

Conditional Political Standing Gain and Loss

PS is also modified by certain conditions, both generally and in regard to specific minors PS. These modifiers are cumulative. A summary is listed below.

-2 PS is applied when not at war with a Major Power.

-1 PS is applied when an enemy unit is in a Major Power's home nation hex.

-2 PS is applied to Italy if it does not currently control Tripoli.

-2 PS is applied when a Major Power is at war with the US.

-5 PS is applied to all Major Powers (exception: the US) when attempting to influence a minor country in a geographical region (Europe, Africa, Asia/Pacific, or Americas) where that Major Power or one of its aligned minors does not control a victory city. Japan does not suffer this penalty for the Americas region if it holds any one of: Kwajalein, Pago Pago or Honolulu. The geographical region of a given minor country is determined by its inclusion on the Chorus of Nations Charts.

-2 PS is applied to the USSR towards any minor country from whom it demanded a Border Rectification.

Resistant Minors

Many minor countries had political leadership that was reluctant to surrender neutrality. See 25.7.4 Resistant and Cooperating Minors for details.

Diminishing Returns

Anytime that a Major Power attempts to convert 3 or more IR to IP in a minor country in a single turn, a -1 modifier is applied to the PS to influence that minor country.

Example: Germany captures Warsaw, a victory city that gives it 2 IR in (among other places) Hungary and Romania. If Germany were to gain any additional IR in these countries, or place DIR there, all die rolls would be done with a -1 modifier to its PS.


25.1 Influence

Influence is a catchall term that refers generally to all the varied means by which one country can attempt to affect the foreign policy of another. Influence is expressed numerically by Influence Points (IP): the higher the number, the greater the influence. IP can be used to gain military, economic or territorial concessions; encourage or pacify partisans; or prevent another Major Power from gaining influence. IP can generally only be gained in unconquered minor countries, though IP may also be placed in China and India for the sole purpose of influencing Partisan activity (see 25.6.2.1 Accommodation Types: Partisan Number). When the term “minor country” is used throughout these rules it includes China and India for the above purpose.

IP may not be given, traded or assigned in any way to another power. IP of one power cannot be combined with those of another to achieve an Accommodation. IP may be voluntarily destroyed during the E7.7.4 Negate Influence step.

The military, political and economic activities of Major Powers will gain them Influence Rolls (IR) and Discretionary Influence Rolls (DIR), which can be converted into IP. A Major Power may assign no more than 4 DIR to any given minor country per turn. Note that this is in addition to any IR that may have been gained by other means.

Example: Germany conquers Warsaw, gaining 2 IR in all minors with a home country hex within 12 European hexes of Warsaw. Germany could expend 4 DIR in Hungary (giving it a total of 6 rolls there) and 2 DIR in Denmark (giving it a total of 4 rolls.) It would be illegal to spend 5 or more DIR in either of the two countries, however.


25.1.1 Influence Rolls vs. Influence Points

IR represent the opportunity to gain influence, not influence itself. To translate IR into actual Influence a die is rolled and compared to the Major Power's current modified Political Standing. If the roll is equal to or less than the PS then an IP is gained. All IR must be resolved in the turn in which they are gained, and are expended once the die roll is made.

Example: Germany gains 2 IR in Hungary. Germany's PS is currently 6 and there are no applicable modifications. A die is rolled twice - each roll equal to or less than 6 gains Germany an IP in Hungary.


25.1.2 Discretionary Influence Rolls (DIR)

Most influence gained is assigned automatically to specific minor countries, but some allow the Major Power to influence any minor country in the region. These are called Discretionary Influence Rolls (DIR). DIR are assigned to one of the four geographical regions (Europe, Africa, Asia/Pacific, or Americas). DIR may be moved to another region's DIR pool at a rate of 2 DIR moved for 1 DIR gained.

Major Powers assign as many or as few DIR to a minor country during the E7.7.6 Assign Influence step as is desired. DIR are now converted to IP as described in 25.1.1 Influence Rolls. Note that the number of DIR assigned to a minor is determined before the rolls are made!

A neutral Major Power may have no more than 8 DIR total in all its pools at the end of the Politics Step.


25.1.3 Residual Influence

Once a Major Power has achieved an Accommodation with a minor country, any residual influence value that Accommodation has may be used to lower the cost of any future Accommodations. The Residual Influence number follows the cost of an Accommodation, so that Access to Country (4/2) has a Residual Influence of 2. The effects are not cumulative - if several Accommodations have been granted to a given Major Power, use only the single highest residual influence value. However, Residual Influence may be in effect for several different Major Powers in the same minor country at the same time.

Residual influence also makes it more difficult for the other side to gain Accommodations.

Example: Italy has gained the Grant All Resources (4/1) Accommodation with Yugoslavia. All future Accommodations for Italy will cost one less IP. Any Allied powers seeking Accommodations must spend 1 IP more. Note that this does not affect Germany or Japan.


25.2 Gaining Influence

IP are potentially earned through conquest of victory cities; performing certain US Entry Actions and US Entry Options; politically aligning minors who control victory cities; demanding Soviet Border Rectifications; at the start of each Politics step and at times when the Production Multiple of a country is permanently increased.


25.2.1 The Start of Each E7.7.0 Politics Step

1 DIR is gained by the controlling Major Power for each of the following cities it controls: Berlin, Chungking, London, Moscow, Paris, Rome, Tokyo and Washington DC when the US is not at war with a Major Power. Once the US is at war with a Major Power, Washington DC is worth 2 DIR/turn for the US only and Paris is worth no DIR until France is liberated. This DIR can be played in any region.

Italy does not gain a DIR if it does not control Tripoli.


25.2.2 US Entry Actions, US Entry Options and Minor Influence Actions

Chorus of Nations adds a new chart named "Minor Influence Actions." These describe political actions that have an affect on minor countries but that do not fall within the US Entry framework.


USSR Declares United Front from Above

The repression of socialist and communist parties in Europe forced its adherents to learn how to live and operate secretly. The USSR - an ally of Germany during the early part of the war - directed such groups to avoid armed struggle with the Germans, even when they were in occupation of their country. After Barbarossa the USSR called on the parties of Marxism to rise. Toughened by years of covert struggle, these groups quickly became the most effective partisans in the fight against the Germans.

During any Declaration of War phase that the USSR is at war with Germany, the USSR may play the Minor Influence Action "United Front from Above." The USSR may immediately raise or lower the Partisan Number of any 5 minor countries in the European region by 2.


Japan Declares Greater East Asian Co-Prosperity Sphere

Japan reaped some propaganda benefits by promising the peoples of Asia a more benevolent rule than that of the European colonial powers. This propaganda was quickly discredited by the ruthless exploitation of resources that the Japanese employed. This option allows the Japanese player to gain political benefits at the expense of economic advantages.

During any Declaration of War that Japan is at war with the CW, Japan may play the Minor Influence Action "Declares Greater East Asian Co-Prosperity Sphere." Japan may now earn influence and has the option to raise or lower the Partisan Number of any Asia/Pacific minor country, China or India.

To do so, Japan permanently forgoes the use of a Japanese-controlled resource that is not within the Japanese home nation. Japan can no longer transport the resource, use it for production, convert it to gas (if using the WIFCON gas rule), or use it for oil reorganization. In effect the resource no longer exists for the Japanese. Any time after the Co-Prosperity Sphere is declared Japan may permanently forego any eligible resources in any Production phase - however, once a declaration is made it can never be withdrawn.

Japan now receives 2 DIR Asia/Pacific for each resource so obligated. In addition, Japan may raise or lower the Partisan Number by 4 for each resource in the country where the resource is located. Should Japan lose control of the resource, the Partisan Number modifier is eliminated.

If playing with the WiFH house rule whereby resources in China outside of Occupied China are not usable by Japan, then Japan may not obligate those resources in order to gain the benefits of this action.

Example: Japan has invaded India, declared the Co-Prosperity Sphere and now controls 2 Indian resources. Japan chooses to permanently forego the use of both, and places a counter over the resource to remind the players of this fact. Japan permanently loses the use of the resources, but gains 4 DIR Asia/Pacific and decides to raise the Partisan Number of India by 8. Of course, should Japan conquer India, control of the partisans will pass to the CW the new conqueror will have to reckon with the increased partisan activity.

Japan Forms Wang Ching Wei Puppet Government

Japan does not begin the game with any Chinese Worker Units in its forcepools. Nanking must be Japanese controlled for Japan to pick this action. Nanking then becomes a secondary supply source for the Japanese. Add the Nanking MIL to the Japanese forcepool (and the MIL can be placed on the spiral immediately as a city-based unit). In addition, Japan may now add any Chinese Worker units for cities it controls to its forcepool to be built by Japan if desired. If new cities are captured by Japan it can build the new Worker units.

If Nanking is retaken by the Allies, the puppet government is permanently dissolved. The Nanking MIL is removed from the game and no further Worker units can be built. Any Worker units controlled by Japan on the map remain, but are removed from the game if eliminated unless their respective cities are retaken by China.


Germans Release French Prisoners of War

Germany took over 1,000,000 French soldiers as prisoners of war in 1940, and used them as slave laborers for the duration. Vichy France desperately wanted the return of these men, but the Germans refused, since this freed up German citizens for military service. This option allows the German player to trade economic for political benefits.

During any Declaration of War phase when Germany has installed a Vichy government or conquered France completely or incompletely, Germany may play the Minor Influence Action "Germany returns French POW." Germany now gains 4 DIR: Europe. The Partisan Number for Occupied France is reduced by 8. The cost for all German MIL is now increased to 3.


US Encourages Investment in Latin America

The countries of the Americas were torn between the desire to assist their enormous ally in its war against the Axis and the fear that this would return their economies to a colonial condition. The "50/50" plan - a proposal first made by Venezuela (even though in the game Venezuela provides all of its oil resources to the CW and US) that split oil royalties evenly between the state and foreign oil firms - was an ideal compromise rewarding foreign investors while developing the indigenous economy. The US invested considerable resources in Latin America to rationalize it for war production, with gratifying results.

During any Declaration of War phase after which it is at war with a Major Power, the US may play the Minor Influence Action "US Encourages Investment in Latin America." Once it is played, the US can receive one Grant Half Resources (2/0) Accommodation from any unconquered minor country in the Americas region without expending IP, each time its Production Multiple increases. This Accommodation can be saved up to be used at a later time. It does not have to be expended the turn it is earned.


US Entry Option Clarification: Japan Enters or Aligns Nation

The number to the left of the slash is the US Entry Number should a Japanese controlled unit enter the nation under the terms of the Accommodations "Use of Base" or "Access to Country". The number to the right of the slash is used if Japan aligns the nation.

If Japan first enters and then later aligns the nation, both US Entry Actions are resolved.

US Entry Action Clarification: Allies Support Attacked Minor

Adjacent minor is defined as a minor country that shares a border with the attacked minor.


25.2.3 Victory Hexes

IR are gained when a power controls a victory hex through conquest that was in the possession of a neutral or enemy nation during the previous turn's Peace Stage. Victory hexes that are aligned by playing an Accommodation also earn IR. A victory city may generate IR as many times as it changes control.

The controlling power gains DIR in the region containing the victory hex and IR in all minor countries (except the country in which the victory hex is is located) that have a home country hex within 12 European hexes of the victory hex. Note that the definition of "home country hex" is not effected by Control and is determined solely by the printed 1939 borders.

Victory hexes that are controlled by a minor that aligns to a Major Power because it was declared war on by the other side do not earn IR or DIR.

Example 1: In 1941 Germany gains the Accommodation Align Country (6/3) from Yugoslavia, which controls Belgrade, a victory city. Germany will gain 1 DIR (Europe) plus 1 IR in each of: Hungary, Bulgaria, Rumania, Greece, Poland, Switzerland and Turkey.

Example 2: In 1944 the Commonwealth liberates Athens, a victory city controlled by Germany, an enemy Major Power. The CW will gain 3 DIR (Europe) plus 3 IR in each of: Bulgaria, Hungary, Italy, Rumania, Turkey and Yugoslavia.

Example 3: In 1940 Germany declares war on Belgium, which aligns with France. Since the alignment was not done through Accommodation, no Influence is gained


25.2.4 Soviet Territorial Demands

The USSR may gain IR and PS by increasing its territory through the US Entry Actions "Controls East Poland" and "Controls Nazi-Soviet Pact Areas", and by making Border Rectification demands. The USSR gains by making the demands, whether accepted or rejected. All are described in the US Entry Action, US Entry Option and Influence charts, and in 25.8 Nazi-Soviet Pact.


25.2.5 Production Multiple Increase

All Major Powers (with the exception of the US) gain influence at the start of every calendar year. While this is termed a “Production Multiple Increase”, the PM of a Major Power doesn’t need to have increased in order to gain this influence. 3 DIR are gained in the region where their capital is located (for this purpose the capital of the CW is London) and 2 DIR in every region it has an in-supply HQ-I or HQ-A. These effects are not cumulative. The US gains influence similarly when it plays the options “National Defense Resources Board,” “War Appropriations,” and each PM raise the US receives after it is at war with a Major Power. Note that this means that the first rise in PM due to a DoW does not qualify, but the second one does.


25.3 Losing Influence

The loss of victory hexes within a Major Power's home country causes a drastic loss of influence for that Major Power. If, during the conquest phase, a hostile power has gained control of a Major Power's home nation victory hex, that power loses one IP from every minor country it has influence in that region. If the power has no influence in a minor country, then the Major Power that conquered the city gains 1 IR. This is in addition to the influence gained as described under 25.2.3 Victory Cities.

Example: Germany conquers Kiev, a home country victory city previously controlled by the USSR, a Major Power. Germany gains 3 DIP: Europe and 3 IR in Hungary and Rumania. Now the USSR loses 1 IP from every minor country in Europe. Where it does not have 1 IP to lose, Germany gains 1 IR.

Influence may also be lost due to the conquest of Major Powers or CW home countries. See 25.5 Effects of Conquest.


25.4 Influence and Geography

Influence gained in one part of the world is more effective when applied to other areas within the region. There are 4 geographical regions of the world: Europe, Africa, Asia/Pacific, and the Americas. The capital of the CW is considered to be London.

DIR may be moved from one region's pool to another, at a cost of 2 DIR moved for each DIR gained. Note that this does not allow you to combine 1 DIR from one pool and 1 DIR from another to do so.

The geographical region of Europe is defined as all hexes comprising minor countries whose capital is on one of the two European Maps with the exception of the continent of Africa, as well as all other hexes on the two European Maps.

The geographical region of Africa is defined as all hexes in the continent of Africa (including Egypt, but excluding Arabia and Palestine for example), including Madagascar and including all islands in or bordering upon sea zones adjacent to Africa (including Madagascar).

The geographical region of Asia/Pacific is defined as all hexes comprising minor countries whose capital is on the Asia or Pacific Map outside of Africa as well as all other hexes on the Asia or Pacific Map outside of Africa.

The geographical region of the Americas is defined as all hexes comprising minor countries whose capital is on the Americas Map, as well as all other hexes on the Americas Map.

25.4.1 Chinese Influence

China may onlu gain IP in the following countries: Afghanistan, China, French Indochina, Korea, India, and Mongolia.


25.5 Effects of Conquest

These rules are in addition to those described in 13.7.1 Conquest.


25.5.1 Major Powers


25.5.1.1 Complete Conquest

Major Powers that have been completely conquered, and France if a Vichy government is installed, lose all IP in all minors in all regions. All Accommodations with minor countries are eliminated entirely. All countries conquered by the completely conquered Major Power revert to neutrality with no IP or Accommodations whatsoever. All DIR in all geographical regions are also lost. Should a home victory hex be lost in the same turn as conquest, first make all adjustments due to the hex loss(es) and then remove all IP and Accommodations.

WiF-H Italian Surrender Rules: Special Case WiF-H has a set of special surrender rules for Italy, which is considered completely conquered upon surrender. The below rules apply to any minor country aligned with Italy at the time of surrender.

All such minors offer to revert to neutrality. If accepted, any units on the map or production spiral are removed, as are any IP or Accommodations. The Major Power conquering Italy may refuse this offer if it chooses. Control of the minor country reverts to the active Axis Major Power whose capital is closest to the capital of the minor country. The minor is assumed to have the same level of Accommodation with its new controlling Major Power as it did with Italy. If no active Axis Major Power is available, then control reverts to the nearest non-active Axis Major Power.

Example: Italy has Fully Allied Yugoslavia in 1941. It is now 1943 and the US conquers Italy by forcing it to surrender. Yugoslavia now offers to revert to neutrality. Should the US player refuse this offer, then Yugoslavia would become a Full Ally of Germany (assuming it was not conquered).


25.5.1.2 Incomplete Conquest

Incomplete conquest of a Major Power, or the conquest of a CW home nation has several results. First, all that country's Accommodations in the geographical region of its capital are subjected to the Reduce Accommodations action (see 25.6.2.1 Accommodations). The incompletely conquered power also loses one half of its IP in all minors of that region, and one half of its DIR in that geographical region. All countries conquered by the incompletely conquered Major Power revert to neutrality with no IP or Accommodations whatsoever.

Any minor country aligned with the incompletely conquered Major Power offers to revert to neutrality with no IP or Accommodations whatsoever. The conquering Major Power may refuse this offer, in which case control of the minor country immediately reverts to the active Major Power on the side of the conquered Major Power whose capital is closest to the capital of the minor country. The minor is assumed to have the same level of Accommodation with its new controlling Major Power as it did with its previously controlling Major Power. If no active Major Power is available, then control reverts to the nearest non-active Major Power.

Example: Japan has conquered India, a CW home nation. The CW had the Accommodation Grant Half Resources (2/0) in the NEI and Grant All Resources (4/1) in Persia, 1 IP in Siam and 4 DIR: Asia/Pacific. Persia is reduced to Grant Half Resources, the NEI is reduced to no Accommodations, the IP in Siam is eliminated, and the CW loses 2 DIR: Asia/Pacific.


25.5.2 Minor Countries

Conquest of a minor country ends most of its participation in the political process. Any minor country that is either completely or incompletely conquered is subject to the following:

Note that these rules do not apply to France and French AG if a Vichy government is declared - see 25.9 Vichy France for all details.

Minor countries and territories controlled by Denmark and the Netherlands may become independent. See 25.7.5 New Minor Countries for details


25.6 Using Influence


25.6.1 Negating Influence

Influence can be used to negate the influence of other powers. During E7.7.2 Negate Influence a power may expend some or all of its IP to reduce another power's IP. Each point spent negates one point of the opposing power.

Example: In Greece, Germany has 1 IP, Italy 2 IP and the CW 1 IP. The Allies have initiative and choose to go first, using its 1 IP to negate 1 of Italy's 2 IP. If instead the Axis had initiative, Germany could spend its 1 IP to negate the CW IP, allowing Italy to use its 2 IP to gain the Grant Half Resources (2/0) Accommodation.


25.6.2 Accommodations

Influence may be used to achieve Accommodations with minor countries. Accommodations are made between a Major Power and the minor, and cannot be granted, traded or applied in any way to another Major Power, even on the same side.

To gain Accommodations a Major Power spends IP equal to the number listed on the chart. Some Accommodations reduce the cost of future Accommodations, and others increase the cost for the other side. This form of influence is called Residual Influence (see 25.1.3 Influence Types).

Most Accommodations can only be granted to a single power per region. Once that Accommodation is granted, another power may not be granted that same Accommodation. An exception to this is the Grant Half Resources (2/0) Accommodation - a minor country can grant this to two different powers if it has two or more resources available. If the minor has an odd number of resources, the extra resource goes to the Major Power that gained the Accommodation first. Another exception is the Partisan Influence Accommodation, which can be granted to multiple Major Powers multiple times.

Example: The CW and the USSR have both gained the Grant Half Resources Accommodation from Persia, with the CW having gained it first. Persia will provide 2 resources to the CW and 1 to the USSR.

In addition, the Major Power that gained the Accommodation first may choose which specific resources are granted to it during the Production phase of the turn.

Example: The CW and Japan have both gained the Grant Half Resources Accommodation from Persia, with the CW having gained it first. Persia will provide 2 of its resources to the CW, and the CW may choose during each Production phase which two Persian resources will be provided to it.

The terms of some Accommodations are not compatible with others - it is not possible for an aligned minor to grant its resources to a power on another side, for instance. In all such cases the Accommodation with the higher influence cost takes precedence.

Example: Japan has gained the Grant Half Resources Accommodation from Persia. The CW now gains Grant All Resources from Persia. Since the two Accomodations are not compatible, and since the Grant All Resources Accomodation has a higher cost than the Grant Half Resources Accommodation, the CW gains all of the resources from Persia and Japan, even though it keeps the Accomodation in place, gains no resources.

Some Accommodations can only be effective from neutral minors.

Partisan Influence (2/0) is the only Accommodation that can be made in China or India.

Metropolitan Vichy France (not including any other Vichy AG) may never be aligned or fully allied by means of accommodations.


25.6.2.1 Accommodation Types

The following is the list of Accommodations. The first numbers in the parentheses refer to the amount of influence needed to gain the Accommodation, the second the residual influence. Note that the first two Accommodation types are not shown on the charts due to the fact that there is no need to track them on a continuing basis. Partisan influence is tracked by means of the partisan modification counters and rental of convoy points is a one-time occurrence.

Rent Convoy Points (1/0) - The Major Power may perform the US Entry Action Rent Convoy Points (27 & 41). Note that this US Entry Action cannot be performed unless this Accommodation is granted. Any US Entry effect is resolved normally. This Accommodation may only be granted by a neutral minor and it may only be granted once per neutral minor. This Accommodation is not lost due to conquest and is not subject to Reduce Accommodation.

Partisan Influence (2/0) - Partisan Influence may be used to increase or decrease the partisan number of a conquered minor country, China, India, or any country that is printed in red on the Partisan Chart. This is the only Accommodation that can be gained in a conquered minor country or in a conquered China or India.

The Partisan Number is raised or lowered by 1 at the discretion of the power spending IP. This Accommodation may be gained as many times as is desired. This Accommodation is not lost due to conquest and is not subject to Reduce Accommodation.

Grant Half Resources (2/0) - The minor country provides one half of its total resources to the Major Power. This Accommodation can only be granted once per Major Power. Resources are transported in accordance with 13.6.1 Resource Transportation.  This Accommodation may only be granted to a Major Power that is not at war with the minor. This Accommodation is subject to Reduce Accommodation.

Use of Base (3/0) - The minor country allows the Major Power to enter one designated port that it controls. The power can place up to 4 naval units (every 2 CP or fraction thereof counting as a single naval unit) and 1 aircraft unit in this port. Such units must belong to the Major Power in question (units of controlled minors are not allowed). For the purpose of supply only, the port hex is considered controlled by the Major Power achieving this Accommodation. In addition, supply may be traced by the units in the port through territory controlled by the minor. No attack on the Major Power's units (by port strike, ground strike etc.) can be made without a Declaration of War on the controlling minor country.

Once the base has been designated it cannot be changed for another. This Accommodation may be granted multiple times until all ports have been designated.

This Accommodation may only be granted to a Major Power that is not at war with the minor.

This Accommodation may only be granted to a single Major Power for a given port at a given time. Should the Accommodation be reduced or nullified and the minor country that controls the port is not at war with the Major Power, then all naval units are rebased (and if they cannot be rebased are destroyed) and any air unit is moved to the nearest friendly controlled hex and placed face down. Should the Accommodation be reduced or nullified and the minor country that controls the port is at war with the Major Power, then all units of the Major Power in the port are considered overrun.

This Accommodation is subject to Reduce Accommodation.

Grant All Resources (4/1) - The minor country provides all of its resources to the Major Power. Resources are transported in accordance with 13.6.1 Resource Transportation. This Accommodation may only be granted to a Major Power that is not at war with the minor. This Accommodation is subject to Reduce Accommodation.

Access to Country (4/2) - The Major Power may enter the minor country and its controlled minors and territories, even if either or both are neutral. To do so, these units must satisfy the foreign troop commitment limits (see 18.2 Foreign Troop Commitments). The Major Power's air units may fly rebase missions through hexes controlled by the minor. The Major Power's units may trace supply through the minor's territory.

Unlike Use of Base (3/0), attacks on the Major Power's units (by port strike, ground strike or combat) are allowed as long as the hostile Major Power's units do not end a step in the minor country. Thus it would be legal for a CW land unit in Gibraltar to attack German units in Spain without a DoW, but illegal to advance into the Spanish hex afterwards. Note that this Accommodation in no way gives the Major Power the ability to stack with or cooperate with units of the minor country.

This Accommodation may only be granted to a Major Power that is not at war with the minor.

This Accommodation is subject to Reduce Accommodation.

Example: The CW gains the Accommodation Access to Country (4/2) with Portugal. The CW may now enter Portugal or any of its controlled minors or territories subject to the Foreign Troop Commitments rule as applied on a country-by-country basis. The FTC test is done independently by country or territory. The presence of an HQ in Lisbon does NOT allow the CW access to the Azores, East Timor, etc.

Align Country (6/3) - The minor may be aligned to the Major Power in any Declaration of War phase. Once it is aligned, all resources and use of all factories is granted. The minor country units are controlled by, and cooperate with, the aligning power. Half the minor country's land and aircraft units may leave its home nation, and its naval units may move to sea zones that are adjacent to a hex in its home nation. Metropolitan Vichy France may never be subject to this accommodation.

This Accommodation is subject to Reduce Accommodation.

Full Ally (8/4) - The minor may be aligned to the Major Power in any Declaration of War phase. Once it is fully allied, all resources and use of all factories is granted. The minor country units are controlled by, and cooperate with, the aligning power. There are no restrictions on the movement of any unit. Metropolitan Vichy France may never be subject to this accommodation.

This Accommodation is subject to Reduce Accommodation.

Reduce Accommodation (cost) – A Major Power can reduce the minor country's Accommodation granted to a Major Power on the other side by spending influence equal to its IP cost. Only 1 Accommodation can be reduced in a minor country each E7.7.6 Accommodations Step by each side. Note that residual influence amounts and resistant minor modifiers (see 25.7.4 Resistant and Cooperating Minors) are considered when reducing Accommodations.

Reducing an Accommodation has the following effect:

Full Ally is reduced to Align Country.
Align Country is reduced to Grant All Resources.
Grant All Resources is reduced to Grant Half Resources.
Access to Country is nullified.
Use of Base is nullified.
Grant Half Resources is nullified.

Units that had left their country under the terms of Full Ally are not required to return if the Accommodation is broken. Any units attempting to leave the country's borders must comply with the new level of Accommodation. If a Major Power loses its Align Country Accommodation, then the minor becomes neutral. All units of the minor are immediately returned to the forcepools.

If a Major Power loses the ability to have its units present in hexes controlled by a minor country due to a reduction in Accommodation (e.g. from Align Country to Grant All Resources), then all such land and aircraft units are immediately moved to the nearest friendly hex in which they can stack. All naval units are immediately rebased (and destroyed if they cannot rebase). Such activity can occur during the Politics Step.

Example: Germany has achieved the Grant All Resources (4/1) Accommodation from Sweden, a resistant minor. To reduce the Accommodation the CW would need 7 IP - 4 for the cost of the Accommodation, +1 for the residual influence number, and +2 for Sweden's resistant minor modifier.

 

25.6.3 Compellance of Minor Countries

A Major Power may attempt to compel the surrender or alignment of a minor country that was aligned with the other side. The compelling power must be at war with the minor country's controlling Major Power. Compellance requires that the Major Power be at war with the minor country for at least 3 turns.

In no case may a minor be compelled to surrender or to align unless there is at least 1 enemy land unit in that minor.

Exceptions:

Minor countries that are aligned to a major power due to a declaration of war can be compelled to surrender, but not compelled to align.

Example: Germany declares war on Yugoslavia, and the Allied side chooses to align her with the CW.  If, after 3 turns, Yugoslavia is not conquered it can be compelled to surrender if the appropriate conditions are met, but not aligned.  If Yugoslavia had been aligned by the CW by Accommodation, then Germany would be allowed to compel alignment.

Vichy and Free French Administrative Groups can be compelled to align or surrender by any Major Power (even without being at war with the AG), whether or not it is aligned to a Major Power due to a declaration of war, though there are other restrictions (see 25.6.3.1 French Administration Groups and 25.6.3.2 Effects of Surrender).

Determination of compellance is made during the E7.7.7 Compellance Step and any US Entry effect is applied. The effects of surrender or alignment are resolved by the compelling power during any subsequent Declaration of War step during the next turn. Should the compelling power choose not to exercise this option during the turn, determination of compellance must be recalculated in the next Compellance Step. This means that even if the requirements for Compellance are no longer met during the next turn, Compellance can still happen.

Compellance of surrender is successful if the compellance value of the Major Power is greater than double the compellance value of the targeted minor nation.

Compellance of alignment is successful if the compellance value of the Major Power is greater than triple the compellance value of the targeted minor nation. The compellance values are composed of:

First, determine the garrison value for all units of the compelling Major Power, its aligned minors and cooperating Major Powers that are within 3 hexes (European or Pacific scale) of any of the targeted minor's home country hexes. For this purpose, units in ZOC are counted, as are face down units. To determine the garrison values, use the values listed in 13.1 Partisans (exception: 25.6.3.1 French AG.) Now add any IP and the highest residual influence number that the compelling Major Power may have.

Next, do the same for all units of the minor country and its controlling Major Power. Again, units in ZOC are counted, as are face down units. Add to this the number of IP and the highest residual influence point number of the controlling Major Power.

Compare the two totals. If the compellance value of the Major Power is greater than double the compellance value of the minor, surrender is compelled. The surrender may be compelled by the compelling power in any subsequent Declaration of War step. If the compelling power chooses not to exercise surrender during that next turn, all totals are recalculated in the next Compellance Step.

Similarly, alignment may be compelled if the compellance value of the Major Power is greater than triple the compellance value of the minor.

In cases where the compellance value of the minor is zero, the compelling Major Power's number must be at least 2 or 3 respectively for surrender and alignment.


25.6.3.1 French Administration Groups

There are special modifications for Vichy and Free French AG. The garrison value of Free French units is doubled and that of the USA is multiplied by 1.5. The garrison value of all USSR units is halved. The value of CW units is halved if Free France has not been installed. Vichy France also gains 1 point of garrison value for every 2 Vichy French non-CP, non-TRS, non-AMPH, and non-SUB naval units in the AG.

French AG cannot be compelled to surrender unless the compelling power is at war with the AG. They can be compelled to align without a declaration of war, however. Note that this allows Axis nations to compel alignment of Free French AG, even if at peace with the CW. GE or IT cannot comel the surrender or alignment of any Vichy AG.

Example 1: It is 1944 and the USSR player wishes to compel the surrender of Finland, a country that is aligned with Germany. The USSR player totals his garrison value and comes up with a value of 32. The USSR has no Accommodations or IP, so his total remains 32. Germany now totals the garrison value and comes up with a value of 9. The Germans have an Align Country (6/3) Accommodation, which has a residual influence value of 3, and 1 IP. His total is 13. Since the USSR's total of 32 is greater than double the modified value for Finland, the USSR may compel surrender in any Declaration of War phase of the following turn. The USSR is not required to compel surrender, but if it does not the totals are recalculated during the next E7.7.6 Compellance Step.

Example 2: It is 1942 and the Japanese player wishes to compel the alignment of the French Indochina Administration Group, which is a minor country aligned to the CW. Japan totals its garrison value, and comes up with a value of 8. Japan has 4 IP, so its total is now 12. The CW now totals the garrison value and comes up with a value of zero. The CW has an Align Country (6/3) Accommodation which has a residual value of 3. Japan may compel alignment.

25.6.3.2 Effects of Surrender

The minor country is subjected to 13.7.1 Complete Conquest. French AG cannot be compelled to surrender unless the compelling Major Power is at war with the AG. If a French AG surrenders, any French units in the AG that would normally be removed from the game per 13.7.1 are instead placed in the Free French force pools.


25.6.3.3 Effects of Alignment

The compelling power is considered to have achieved the Accommodation Full Ally (8/4). All other Accommodations and IP of all Major Powers are removed.

All land and aircraft units of the minor country are now controlled by the compelling power, unless they are stacked with, or in the ZOC of, a land or aircraft unit controlled by a nation at war with the compelling Major Power. These units are destroyed. The Major Power that compelled the alignment has the option to add the minor country's units to his own force pool at any time. Land or aircraft units stacked with units they no longer cooperate with are now moved to the nearest legal hex they can stack in.

Naval units remain under the control of the power that controlled them prior to alignment. Units at sea remain under the control of the power that controlled them prior to alignment. Naval units on the production circle, in the repair pool and in the construction pool belong to the Major Power that compelled alignment. Any naval units in hexes controlled by the aligning power are now treated as overrun suring a surprise impulse. Rebasing ships are rebased by the side not compelling.

Control of hexes in the controlled minor is as per 13.7.1 Conquest with this exception: all hexes occupied by a land or aircraft unit or in the uncontested ZOC of a unit of a nation at war with the compelling Major Power remain under the control of the Major Power that controls the unit, unless already controlled by another Major Power on the same side.

Example: Russia has compelled Rumania to ally with it. A German INF is in Bucharest and a German FTR is in Ploesti. Bucharest, Ploesti, and any hexes adjacent to Bucharest that do not contain a unit on the Allied side are considered German controlled hexes. All other hexes in Rumania are considered Russian controlled.

25.7 Minor Countries

These rules replace WiFFE section 19.0 in its entirety.

Minor countries are defined by the scenario information (see 26.0 Global War Scenario). There you will also find which minors have granted Accommodations to, or been conquered by, Major Powers.


25.7.1 Neutral Minor Countries

Major Powers can achieve a wide variety of Accommodations from minor countries that are fully described in 25.6.2 Accommodations. Unless the appropriate Accommodation is gained, units may not enter or trace supply through hexes controlled by a neutral minor country.

Resources and production points may be transported through hexes controlled by neutral minor countries. Note that the Accommodations Use of Base (3/0) and Access to Country (4/2) do not change control of hexes, so a resource can be transported through a hex that is occupied by enemy units so long as the minor is neutral.

Option 58: (Internment) A minor country unit can move or rebase into a neutral minor country. A unit that does that is destroyed (PiF option 28: but any pilot survives). Such minor country units that are destroyed without being able to trace a supply path of any length to a primary supply source of their controlling Major Power (see 2.4.2) are removed from the game.


25.7.2 Controlling Neutral Minors

Neutral minor countries enter the war when they are declared war on, or by Accommodation.


Entering by War

When a Major Power declares war on a minor, the minor must be aligned with a Major Power on the other side that is at war with the declaring Major Power if possible. If there are several choices, the power whose capital is closest to the minor country's capital chooses. All Accommodations and IP of all Major Powers that are at war with the minor or that are at war with the Major Power on the other side that declared war on the minor are removed. Accommodations with Major Powers that are not at war with the minor and not at war with the Major Power declaring war on that minor remain in effect. The Major Power that is aligning the minor country gains all the advantages of the Full Ally (8/4) Accommodation with the aligned minor if and only if it is at war with the declaring Major Power. This is not technically an Accommodation per se in that this Full Ally status is not subject to Reduce Accommodation.

When a minor country has been declared war on by a Major Power that is not yet at war with another Major Power, assign a Major Power to act for the minor country. The movement of the minor’s units counts against the assigned Major Power's action limits, but there is no further effect. The minor does not make its resources or factories available to the Major Power, does not cooperate with the Major Power, does not allow entry into its controlled hexes without a Declaration of War, and its units cannot be built by the Major Power - in short, behaves towards the controlling power as if it were still neutral.

While a minor counry is at war, no IP may be assigned to it by the side of the Major Power that is at war with the minor.


Entering the War by Accommodation

The other way to bring a minor country into the war is by alignment. During any E7.7.3 Accommodations step a Major Power may achieve the Align Country or Full Ally Accommodation. The minor can then be aligned during any Declaration of War phase by that Major Power.

Who Can Enter the Minor

Your units can enter hexes controlled by a minor country if:


25.7.3 Minor Country Units


25.7.3.1 At-Start Forces

When a minor country aligns with a Major Power, that power sets up its units immediately, in hexes controlled by that minor country. All the minor's land and aircraft units (except those units specifically designated to a city or territory outside of the home nation) and at least half of its naval units must set up in the minor country's home nation hexes. Set up each of the minor's land and aircraft units that have a year earlier to the alignment on its back. If it has the current year or 'Res', put it on the production circle to arrive as a reinforcement in the next turn (PiF Option 28: along with its pilot).

Do not include TRS from Ships in Flames. Do not include any units from Planes in Flames or Mech in Flames. In all cases, you can add these units to your force pools - see 27.7.3.2 Production.

Set up on the map each of the minor's naval units that has a date on its back that is at least 2 years earlier except those sunk prior to the start of the scenario. For example, in the Global War campaign, if your opponent declares war on Spain in 1940, you would set up all the Spanish ships that have 1938 or earlier on the back of their counter except for the España.

If the date is 1 year earlier, put the unit into the construction pool. If it is the current year, the units are not yet set up (see Production below).

Set up 1 oil marker in any hex eligible to have saved oil.

Set up this many convoy points (use the controlling Major Power's convoy points):

Country

WIF

SIF

Argentina

0

1

Belgium

0

2

Brazil

0

2

Central America

5

5

Chile

0

1

Denmark

5

6

Estonia

0

1

Finland

5

3

Greece

10

10

Latvia

0

1

Netherlands

10

10

Norway

15

13

Poland

0

1

Portugal

0

1

Rumania

0

1

Sweden

5

6

Turkey

0

1

Yugoslavia

0

1

AfA option 10: Also set up all of a minor country's territorials (see 22.4.5 Territorials). These go into the territorial's home country, not their controlling minor countries. For example, the NEI territorial goes into the Netherlands East Indies, not the Netherlands.


25.7.3.2 Production

A Major Power can choose to add the aligned minor country's units to its force pool during any production phase if the minor country has not been conquered. Once this occurs, the minor country's units must always enter the force pools as they become available.


25.7.4 Resistant and Cooperating Minors

Resistant Minors

Some minor countries had stable governments that were determined to avoid entry into the war. To reflect this the likelihood to gain influence is reduced, and the cost to gain Accommodations is increased.

Subtract 2 from the Major Power's PS when attempting to convert IR to IP for the NEI, Sweden, Spain and Switzerland; and subtract 1 for Argentina, Turkey and Norway.

Subtract 2 from the Major Power’s PS when attempting to convert IR to IP for Metropolitan Vichy France and Morocco/Algeria/Tunisia once a Vichy government is installed. Subtract 1 from the Major Power’s PS when attempting to convert IR to IP for Syria once a Vichy government is installed.

Add 2 to the cost of all Accommodations for the NEI, Sweden, Spain, and Switzerland; and add 1 to that for Argentina, Turkey and Norway.

If a Vichy government is installed, add 2 to the cost of Accommodations for the Metropolitan Vichy France and Morocco/Algeria/Tunisia AG, and add 1 for Syria.

In addition, all minors have their resistance increased by +1 beginning J/F 1943 and by +2 beginning J/F 1944. This increase in resistance applies to rolls by all Major Powers except for the US.

Example: Starting in J/F 1943, the resistance modifier for Rumania increases for every Major Power except the US from +0 to +1. In J/F 1944 this would increase to +2. Likewise, in J/F 1943 the resistance modifier for Sweden would be +2 for the US and +3 for all other Major Powers. In J/F 1944 the resistance modifier for Sweden would be +2 for the US and +4 for all other Major Powers.


Cooperating Minors

Certain minor countries shared considerable economic and cultural ties and reacted negatively to threats against their neighbors. There are four such groups:

  1. Belgium and the Netherlands.
  2. Spain and Portugal.
  3. Finland, Norway and Sweden.
  4. Brazil and Uruguay.

A Declaration of War against one member of a group results in a gain of 4 IR for the other side in the other members. In the example of case 3, the 4 IR are distributed among the other two members in any desired manner, 4 IR for one minor and none for the other, 2 each etc. If the Allies issue the Declaration of War the gainer is Germany; if the Axis, the gainer is the CW (Exception: the US gains for the Brazil/Uruguay group).

In the case of Norway, if using the historical Norway rules from WIFH, then an Allied declaration of war on Norway in 1939 results in Germany gaining 8 IR to distribute amongst Finland and Sweden. An Allied declaration of war on Norway in 1940 results in Germany gaining 6 IR to distribute amongst Finland and Sweden.


25.7.5 New Minor Countries

New minor countries may be created during the course of the war. Major Powers may also set up collaborationist governments in certain territories that they control.


25.7.5.1 Netherlands East Indies

The Netherlands East Indies (NEI) is a minor country aligned with the Netherlands. Netherlands naval forces may set up in the NEI when and if the Netherlands goes to war. Should the Netherlands home nation be conquered by or aligned to any Axis Major Power, the NEI becomes a newly independent minor country. The NEI minor country is at peace with all Major Powers. The CW and Japan both gain the "Gain Half Resources (2/0)" Accommodation from the NEI, with the CW considered to have received the first Accommodation. All Netherlands on-map units in the NEI are now considered NEI units, though any on the production spiral are removed.


25.7.5.2 Greenland and Iceland

Greenland and Iceland are a territory and minor country aligned with Denmark. Danish naval forces may set up in Greenland and Iceland when and if Denmark goes to war. Should the Danish home nation be conquered by or aligned to any Major Power, "Greenland and Iceland" becomes a newly independent minor country with its capitol Reykjavik. Greenland and Iceland is at peace with all Major Powers. All Danish on-map units in Greenland and Iceland are now considered Greenland and Iceland units, though any on the production spiral are removed. The US may play the US Entry Option #7 "US Occupies Greenland and Iceland" in any US Entry Action phase when Greenland and Iceland are neutral.


25.7.5.3 Croatia

Germany may establish the state of Croatia if it has aligned Hungary, controls Belgrade, and Yugoslavia has been conquered. Zagreb becomes a secondary supply source, and Germany may place the Zagreb MIL unit on the spiral to be received in the next reinforcement phase. The partisan number for Yugoslavia increases by 4.


25.8 The Nazi-Soviet Pact

In all World in Flames scenarios that start after Jul/Aug 1939 and before Jul/Aug 1941, the USSR and Germany have a Nazi-Soviet pact in place that regulates their spheres of influence. They signed their pact on the 23rd August 1939.

USSR and Germany start the 1939 scenario with a trade agreement in place to exchange German build points for Soviet resources. In each turn, Germany must lend lease 2 build points to the USSR while the USSR must supply Germany with 7 resources (2 of them must be oil). These numbers can change if circumstances vary. For each of:

that an Axis Major Power either declares war on or aligns, reduce the number of resources the USSR must supply by 1 (minimum 0). Reduce the ordinary resources before you reduce any oil resources.

Reduce the number of resources by 1 from the turn that Finland allows a USSR claim on the Finnish borderlands or from the turn the USSR occupies Helsinki (see 25.8.4 Soviet Border Rectification) and by 1 from the turn that Rumania allows a USSR claim on Bessarabia or from the turn the USSR occupies Bucharest. Note that each minor country only reduces resources once even if claims are allowed and the minor is declared war on or aligned.

For each of Denmark, Greece, Hungary, Norway, Sweden or Yugoslavia that the Soviet Union declares war upon, or that a Soviet controlled unit enters, Germany may choose to either keep one of the build points it would normally send to the Soviet Union, or receive an extra oil from the Soviet Union, each turn. This choice cannot be changed later. In addition, USSR entry into these countries allows Germany to break the pact.

The USSR and Germany stop supplying these resources and build points once the Nazi-Soviet pact is broken and keep them for themselves, even the turn the pact is broken.

Any time Germany controls Paris or a Vichy government is installed, Germany may declare war on the USSR no matter what the respective garrison values are between the two countries nor whether they have a common border. As long as Germany and Italy are both active, the USSR may not declare war on Italy unless it can also declare war on Germany. Note, this does not mean the USSR has to declare war on Germany – it just must be capable of doing so.


25.8.1 Eastern Poland

The USSR can exercise its Nazi-Soviet Pact rights to occupy eastern Poland during any Allied land movement step. This allows USSR units to enter Eastern Poland. Move any Axis units there to the nearest Axis controlled hex they can stack in. Any Allied (except Soviet) units there are destroyed. The USSR completes the exercise of those rights by controlling the cities of Lvov and Vilna. However, the USSR can only complete those rights if Poland has not been conquered. Once the rights have been completed, that part of Poland to the east of the partition line becomes conquered by the USSR.  If the rights have not been completed by the time Poland is conquered, then all of Eastern Poland reverts to the control of the conquering Major Power. Any USSR units in Eastern Poland are immediately moved to the nearest friendly hex into which they can stack.

Axis units may not cross the partition line after the USSR exercises its rights unless Germany and the USSR are at war. The Commonwealth can add a randomly chosen Polish MOT and MECH to its force pools anytime that:

All the Polish units covered by this rule are treated as British for all purposes.


25.8.2 Baltic States

The USSR can exercise its Nazi-Soviet Pact rights to occupy the Baltic States (Latvia, Lithuania and Estonia) during any Allied land movement step after it has exercised its rights to eastern Poland. The USSR exercises its rights by moving a land unit into any hex controlled by a Baltic state. They are immediately conquered - no units are set up and no alignment or control by a Major Power occurs. Any IP or Accommodations in the Baltic States are removed.


25.8.3 Breaking the Nazi-Soviet Pact

If a German controlled land or aircraft unit enters any hex in Estonia, Latvia, Lithuania or Turkey, then the Soviet player can break the Nazi-Soviet pact during any Allied declaration of war step. If a Soviet controlled unit enters any hex in Denmark, Greece, Hungary, Norway, Sweden or Yugoslavia, then the German player can break the Nazi-Soviet pact during any Axis declaration of war step.

Once broken, there is no longer a neutrality pact or a trade agreement between Germany and the USSR.

Upon Declaration of War by Germany against the USSR, Germany receives 2 IR in each of Rumania, Finland, Hungary, and Bulgaria. This is in addition to any IR gained due to border rectification.


25.8.4 Soviet Border Rectification

The Soviet Union laid claim to territory held by several of its neighbors. As a result of the Nazi-Soviet partition of Poland, it recovered the land it claimed from that country. Subsequently and with German approval, it absorbed the Baltic States satisfying further claims. This rule covers its claims over Rumania and Finland.


25.8.4.1 Finland


The USSR doesn't claim the Finnish borderlands

If the USSR doesn't claim the Finnish borderlands, it cannot declare war on Finland until the USSR is at war with Germany.


The USSR claims the Finnish borderlands

During any Allied declaration of war step (after the first) while Finland is neutral, the USSR can claim the Finnish borderlands. The German player (acting as Finland) must either allow the claim or deny it.

If Finland allows the claim, it stays neutral and the Finnish borderlands become part of the USSR for all purposes until the USSR controls no hex in the Finnish borderlands (at which point the Finnish border lands again become part of Finland). The USSR cannot declare war on Finland until the USSR is at war with Germany. 

The port of Hango is considered a part of the Finnish Borderlands, but only USSR naval units may enter the hex. In the event Finland is aligned by Germany, all USSR naval units in Hango must immediately rebase (remaining face up) to an available USSR port. If there are no available USSR ports (due to movement restrictions, capture, or iced-in ports) then the naval units are destroyed.

The USSR gains 1 IR in any 2 minor countries that are adjacent to it except Finland, and 2 DIR: Europe. The USSR's PS is -2 vs Finland for the remainder of the game. Germany gains 2 IR in each of Sweden, Norway and 4 IR in Finland. The USSR gains a permanent +1 PS. In addition, if Germany declares war on Russia (or vice versa), then Germany gains 4 IR in Finland. Finally, the USSR ships one less resource to Germany as per the Nazi-Soviet Pact rules.

If Finland denies the claim, a limited state of war exists between the USSR and Finland. This limited state of war is treated exactly as a normal state of war except as delineated below. There is a US Entry roll of -4 against Germany/Italy as a result of this limited state of war.

During the limited war, all Finnish losses are placed in a separate pool (the “Loss Pool”).

As soon as there are no Finnish land units in any Finnish border hex (excluding Hango), the USSR has the option to force a peace. This option takes place in the Allied Declaration of War Step.

If the USSR forces a peace, all of the effects that occur if Finland had accepted the demand in the first place come into play (e.g. +1 PS for USSR, one less resource to Germany, IR rolls, etc).  In addition, half of the Loss Pool, rounded up, are removed from the game until Germany aligns Finland, at which point the units are returned to the Finnish force pool after Finnish forces are set up on the map. Russian units now in Finnish territory are moved to the nearest friendly controlled hex in which they can stack. Similarly, all Finnish units in Russian territory are moved to the nearest friendly controlled hex in which they can stack.

If the USSR declines to force a peace, the limited state of war continues until the USSR occupies Helsinki or elects to force a peace as above.

As soon as Helsinki is occupied by the USSR, the limited state of war ends. There is an immediate US entry roll of -14 against Germany/Italy. Finland is completely conquered. The Loss Pool is returned to Finland’s force pool .

All of the effects that occur if Finland had accepted the demand come into play (e.g. +1 PS for USSR, one less resource to Germany,  IR rolls, etc.).  In addition, Germany gains IR to distribute in Norway and Sweden as if the USSR has declared war on Finland - see 27.7.4 Cooperating Minors.


25.8.4.2 Rumania

The USSR doesn't claim Bessarabia

If the USSR doesn't claim Bessarabia, it cannot declare war on Rumania until the USSR is at war with Germany.


The USSR claims Bessarabia

During any Allied declaration of war step (after the first) while Rumania is neutral, the USSR can claim the Rumanian borderlands. The German player (acting as Rumania) must either allow the claim or deny it.

If Rumania allows the claim, it stays neutral and the Rumanian borderlands become part of the USSR for all purposes until the USSR controls no hex in the Rumanian borderlands (at which point the Rumanian border lands again become part of Rumania). The USSR cannot declare war on Rumania until the USSR is at war with Germany.

The USSR gains 1 IR in any 2 minor countries that are adjacent to it except Rumania, and 2 DIR: Europe. The USSR's PS is -2 vs Rumania for the remainder of the game. Germany gains 4 IR in Rumania and 2 IR in either Hungary or Bulgaria. The USSR gains a permanent +1 PS. In addition, if Germany declares war on Russia (or vice versa), then Germany gains 4 IR in Rumania. Finally, the USSR ships one less resource to Germany as per the Nazi-Soviet Pact rules.

If Rumania denies the claim, a limited state of war exists between the USSR and Rumania. This limited state of war is treated exactly as a normal state of war except as delineated below. There is a US Entry roll of -4 against Germany/Italy as a result of this limited state of war.

During the limited war, all Rumanian losses are placed in a separate pool (the “Loss Pool”).

As soon as there are no Rumanian land units in any Rumanian border hex, the USSR has the option to force a peace. This option takes place in the Allied Declaration of War Step.

If the USSR forces a peace, all of the effects that occur if Rumania had accepted the demand in the first place come into play (e.g. +1 PS for USSR, one less resource to Germany, IR rolls, etc).  In addition, half of the Loss Pool, rounded up, are removed from the game until Germany aligns Rumania, at which point the units are returned to the Rumanian force pool after Rumanian forces are set up on the map. Russian units now in Rumanian territory are moved to the nearest friendly controlled hex in which they can stack. Similarly, all Rumanian units in Russian territory are moved to the nearest friendly controlled hex in which they can stack.

If the USSR declines to force a peace, the limited state of war continues until the USSR occupies Bucharest or elects to force a peace as above.

As soon as Bucharest is occupied by the USSR, the limited state of war ends. There is an immediate US entry roll of -14 against Germany/Italy. Rumania is completely conquered. The Loss Pool is returned to Rumania’s  force pool .

All of the effects that occur if Rumania had accepted the demand come into play (e.g. +1 PS for USSR, one less resource to Germany,  IR rolls, etc.).


25.8.4.3 Claims on Rumania

If Rumania allows the claim, then in the next Axis declaration of war step, Bulgaria and Hungary will call upon Germany to resolve its border disputes with Rumania. Germany has the option to play the various "Rules in Favor of..." options to these three nations.

Germany may play one "Transylvania" option and one "South Dobruja" option. Germany is not obligated to play any option - as example it may rule on South Dobruja but not on Transylvania, or take no action at all. If it rules in favor of Hungary, the "Transylvania" area becomes part of the Hungarian home nation. If it rules in favor of Bulgaria, the "South Dobruja" area becomes part of the Bulgarian home nation.

Germany, if it is to take any of these options, must do so in the first Axis declaration of war step that Bulgaria and Hungary call upon it to resolve the border disputes.


25.8.5 Austria, Czechoslovakia, and East Prussia

Austria, Czechoslovakia, and East Prussia are part of the German home country. You can’t conquer them separately from the rest of Germany.


25.8.6 Albania

Albania is considered to start the game conquered by Italy. However, Albania is not subject to political influence.

25.8.7 MIL Units

All MIL that arrive in cities in an aligned minor country are units of that minor county. All other MIL are Major Power units.


25.9 Vichy France

This section replaces the entirety of Section 17 - Vichy France.

The Axis may be in a position to install a Vichy government before France is conquered. Major Powers may also gain influence over Vichy France by actions taken by both Allies and Axis during the campaign for France and by certain US Entry Actions. All such IP are placed in the "Metropolitan Vichy France" pool even though France is unconquered and Vichy might never be declared.

Germany, Italy and the CW may allocate DIR to Metropolitan Vichy France once Germany is at war with France. The CW may allocate DIR only in a Politics Step that it has an HQ in the French home nation. No Accommodations may be granted by Metropolitan Vichy France until Vichy has been declared. Metropolitan Vichy France is not resistant to influence until Vichy France has been declared.


Influence Gained During Campaign for France

Each French home nation city captured that was not declared an open city earns that Major Power 2 IR, with an additional +1 IR if it contains a factory and a further +3 IR if that city is Paris. Each conquered French territory earns the conquering Major Power 2 IR. Once Paris is controlled by the Axis, no further IR can be gained through these conditions. These IR are gained in Metropolitan Vichy France.


Declaring Open Cities

The French player may declare a French home nation city an open city during any Allied Declaration of War phase. All French units must leave the hex before the end of the impulse. Any that cannot or do not leave are subject to the following, to be applied at the end of the Allied impulse:

The French player may change his decision to declare a French home nation city an open city in a subsequent Allied Declaration of War phase if France still controls the city.

While still under French control, the open city provides supply and any factories or resources can be used for production. Reinforcements may not be placed there, nor may any French unit end any step in an open city. French units forced to retreat into an open city are considered Shattered instead. French units may not attack Axis units that occupy an open city.

Red factories and major ports captured in open cities are not subject to 22.2 Factory Destruction.


25.9.1 Creation of Vichy France

In Chorus of Nations, the Vichy Declaration Phase (E7.4) is moved to the end of the turn, following the Politics Step and becomes E7.8.

Vichy Creation Order of Play

  1. Cessation of Hostilities (conducted during the Action Stage of the turn)
  2. France Sues for Peace (conducted during the Peace step of the turn)
  3. Italy may annex Corsica, Germany may annex Alsace-Lorraine (conducted during the Vichy Declaration Phase)
  4. Armistice and Peace (conducted during the Vichy Declaration Phase)
  5. Germany may transfer French possessions (conducted during the Vichy Declaration Phase)
  6. Germany determines French forces, force pools (conducted during the Vichy Declaration Phase)
  7. Germany distributes French naval and military forces (conducted during the Vichy Declaration Phase)
  8. Axis assign DIR to AG (conducted during the Vichy Declaration Phase)
  9. Allies assign DIR to AG (conducted during the Vichy Declaration Phase)
  10. CW gains influence in AG (conducted during the Vichy Declaration Phase)
  11. Determine alignment of AG (conducted during the Vichy Declaration Phase)


Converting IR and DIR into IP during Vichy Creation:

During Vichy Creation there will be multiple opportunities for IR and DIR to be converted to IP. In this case, the Diminishing Returns rule (25.0) applies to the Vichy Creation procedure separately from the Politics Step and only applies once the 3rd IR or DIR is rolled for.

When converting DIR or IR into IP during Vichy Creation, at each step where such conversion is possible, the converting player must decide how many DIR or IR will be converted before rolling to convert the DIR or IR.

Example: Germany occupies Paris and has elected to install a Vichy government. During the Politics step, it gains 3 IR rolls in Metro Vichy France. Those rolls are at a –1 PS due to diminishing returns. Later during Vichy Creation, Germany still has 4 DIR in its European pool and it is at a step where it can convert those DIR into IP for Metropolitan Vichy France. The German player must now announce before he rolls how many DIR he wishes to try to convert into Metropolitan Vichy French IP. Assuming he wants to convert 3 DIR, he would then roll 3 dice. The first two dice would be at no penalty to his PS (i.e. no diminishing returns). The third die, and ANY further conversion attempts during Vichy Creation, would be at –1 PS due to diminishing returns.


25.9.1.1 Cessation of Hostilities

At the moment that an in-supply Axis land unit occupies Paris, France will offer Germany the opportunity to install a Vichy government. Germany may choose to reject the offer, or to install a Vichy government. Germany must make the choice immediately. Should Germany choose to install a Vichy government, France comes to a cessation of hostilities. From that point on, no French units may initiate hostilities of any kind against German or Italian controlled units (and vice versa, no German or Italian controlled units may initiate hostilities of any kind against French controlled units). In other words, they may not overrun, engage in attacks, bombard, ground strike, or engage in any air missions against or naval combat with German or Italian controlled units. France also may not declare war on any Major Powers or minor countries, and a declaration of war by another Allied Major Power does not put France at war with the subject of that declaration. Italy may not declare war on France.

This cessation of hostilities lasts until the end of the turn.

Example: It is J/A 40 and Italy is neutral. Germany occupies Paris with an in supply land unit. On the next impulse, the CW declares war on Italy. The CW is now at war with Italy, but France is not. For all intents and purposes, France is neutral with regard to Italy.


25.9.1.2 France Sues for Peace

If a Vichy government is installed, then during the first Peace Step, Metropolitan France itself is divided into two countries - Metropolitan Vichy France and Occupied France. All French influence is removed from all countries in all geographical regions. All French Accommodations are eliminated. All French Intelligence Points are eliminated and all French veto points (if playing with LiF) are removed. Germany gains +1 PS. At this point in time, the resistant minors modifiers for Vichy AG begins.

Germany also gains 1 IR and 1 DIR for each victory hex currently controlled by France as if they were captured. This influence is applied as described in 25.2.3 Victory Hexes save that the new French Administration Groups (AG) are affected as well, including the AG that the victory city is within. These IR and DIR may be resolved immediately to convert them into IP or they may be saved for a later Politics Step. Germany does not get any IR or DIR for these hexes if it later Aligns, Allies, or Collapses Metro Vichy or any other Vichy AG. However, once any of these hexes becomes Allied controlled, then the Axis can gain IR and DIR from capture of these hexes.

Example: Germany controls Paris and installs a Vichy government. Germany will gain IR and DIR for each of Marseilles, Dakar and Saigon that is still controlled by France. Germany can immediately roll against its PS for some or all or none of these in order to try to annex portions of France or to transfer French territories as described below.

Germany is not required to accept the French suit. If it chooses not to accept, it loses the opportunity to install a Vichy government. France may still be incompletely or completely conquered.


25.9.2 Axis Annexations

Germany may now spend 2 IP in Metropolitan Vichy France to annex Alsace-Lorraine, which is defined as Metz, Strasbourg and the hexes containing the printed Maginot line fortresses. If it has insufficient IP in Metropolitan Vichy France, it may attempt to convert DIR at this time. If annexed, these are now considered part of the German home nation.

If Italy was at war with France, it may now spend 2 IP in Metropolitan Vichy France to annex Corsica. If it has insufficient IP in Metropolitan Vichy France it may attempt to convert DIR at this time. If annexed, Corsica is now considered part of the Italian home nation.


25.9.3 Armistice and Peace

The printed Vichy borders represent the Armistice line that was negotiated with the surrender of the French armies. France expected that this would be a starting point for negotiations and not the end result, while the Germans were wholly satisfied with the deal that they got. Laval and other French leaders, desperate to secure the release of 1,000,000+ French POW and remove French population centers from the burden of Occupation, offered Germany considerable concessions in its Empire in return.

Germany may choose to ignore the French overtures and insist on the terms of the Armistice. Metropolitan Vichy France is then composed of the printed borders, with its capital of Vichy. Occupied France becomes a minor country conquered by Germany, with its capital of Paris. During the 25.9.6 Germany Distributes French Forces phase Germany may place a maximum of 1 land or air unit in Metropolitan Vichy France, though it may place as many naval units there as desired. Germany now gains IR equal to the lowest 1 of 5 dice that it can distribute into any French AG it desires. These IR may be resolved immediately to convert them into IP or they may be saved for a later Politics Step. At this time any remaining DIR may be converted by Germany into IR by rolling against PS.

Creating Peace Terms

Germany may choose instead to respond to French overtures and allow French administration over cities, production and resource centers in excess of the printed Vichy France borders in return for concessions in its controlled minor countries.

Germany now determines what portion of France is considered Occupied France, and which is considered Metropolitan Vichy France. Germany will receive 1 IR for every city, red factory, minor port, major port and resource hex that it gives to Metropolitan Vichy France in excess of those within the printed borders. Germany receives an additional 3 IR if it grants Paris. Each condition is cumulative - for example Bordeaux, containing a major port and a city is worth 2 IR. The maximum number of air and/or land forces that may be placed in Metropolitan Vichy France is increased by 1 for each IR granted. Occupied France must contain at least 3 cities. Germany now gains additional IR equal to the lowest 1 of 5 dice. These IR may be resolved immediately to convert them into IP or they may be saved for a later Politics Step. At this time any remaining DIR may be converted by Germany into IR by rolling against PS.

Germany now assigns control of hexes not containing cities and resources subject to these criteria:

1. Each French city must have at least 2 hexes adjacent to it that are part of its new home country.

2. Each French hex must have a line of communication to every other hex in its new home nation across hexes controlled by that same country, with the exception of Corsica.

Germany now designates a capital for both Occupied and Metropolitan Vichy France. Paris must be the capitol of either Metropolitan Vichy France or Occupied France.


25.9.4 Territorial Concessions and Final Administration

Germany may now transfer control of French minor countries or territories on the European or African maps to Germany, Italy or Spain. The territory must be controlled by France and cannot be the Metropolitan Vichy France AG. It costs 8 IP to transfer Tunisia, Algeria or Morocco; 6 IP to transfer Syria; and 4 IP for any other French minor country or territory on the European or African map. These IP must be taken from the Metropolitan Vichy pool.

If any units are within the territory (either French or non-French), they are placed in the nearest friendly controlled hex they can legally stack in. All TER, whether on the board or in a force pool, enter the force pool of the new controlling country.

Granting a territory to Italy raises Italy's PS by 1.

Granting Morocco, Algeria or Tunisia to Spain gives Germany the use of 2 Spanish factories and 2 Spanish resources. Granting any other gains Germany the use of 1 Spanish factory and 1 Spanish resource. Germany gains this production benefit so long as it controls Paris. This commitment comes first, before any other Accommodations are considered, though any uncommitted resources are still available. Thus if the USA later gained the "Grant All Resources (4/1)" Accommodation, Germany would still be able to use any factories and resources granted as long as it held Paris, with the USA getting the remaining resources.

Resources and factories granted by Spain are not cumulative. Even if a territory is granted to Spain by an Axis Major Power other than Germany, all Spanish resources and factories are lent to Germany.

Example: Germany grants Algeria to Spain by expending 8 IP. Spain will now grant Germany the use of 2 resources and factories. Should Germany also grant Syria to Spain for another 6 IP, it would not receive any additional resources or factories. Similarly, should Italy have conquered Tunisia and grant it to Spain, no additional resources or factories would be granted to Germany.

Germany may grant as many territories as it wishes, so long as it has sufficient IP.

Germany now conquers occupied France. Control of occupied France is as per 13.7.1 with this exception: Germany controls all hexes controlled by French units. Metropolitan Vichy France is now the home country of a new minor country - Vichy France. Vichy France is a neutral minor country run by Germany.

Free France (see below) is an alternative government that may be installed by the CW player once the conditions of Creation of Free France are met. Free France is a minor country aligned with the CW.

French territories and minor countries already conquered by the Axis remain conquered by them.

Minor countries allied to France or conquered by France at the time of Vichy creation each become a new French AG for purposes of Vichy creation.

All non-French air and land units in a French hex are moved by the owning player to the nearest hex they can stack in that is controlled by its Major Power, a co-operating Major Power, or its aligned minors. The owning player must rebase every non-French naval unit in a French hex to the nearest friendly controlled port within double the range of the rebasing naval unit. If there is no such base, the unit is destroyed. Non-French units in Occupied France and territories conquered by the Axis are not subject to this rule.


25.9.5 Determining French Forces and Force Pools

Remove all French non-naval units and markers on the production circle to Metropolitan Vichy France. If using Option 28 (Pilots) an aircraft unit can only be moved for each French pilot on the production circle or on the pilot track. All unpiloted aircraft on the circle, or unused pilots are lost. All naval units on the production circle, in the repair pool, or in the construction pool remain there as Vichy French units belonging to the Metropolitan Vichy France Administration Group.

Place in the force pools all French "Res" and "Mil" units, plus half the other French land and aircraft units (counted together). Germany chooses which units are placed there. Any planes moved to the pool lose their pilots.


25.9.6 Distributing French Forces

Germany may place up to 6 French naval units and 1 French land or aircraft unit in French controlled hexes in each of the Asia/Pacific and Americas geographical region. Germany now places all other French land, air and naval units in French controlled hexes in the European and/or African geographical regions, subject to stacking requirements. Any TER must be placed in their country of origin. All units are placed face up regardless of their prior status. Placement of units will have an effect on the likelihood of AG joining Free France.

Randomly remove from the game half the units from each French force pool. All units now in the force pool, plus any new ones that enter, are Free French units. If using the Africa in Flames option 10, the country that controls the country the TER belongs to can produce them.


25.9.7 Administration Groups


There are at least 10 French Administration Groups. These are:

  1. Metropolitan Vichy France and Corsica
  2. Morocco, Algeria and Tunisia
  3. French West Africa
  4. French Equatorial Africa
  5. Syria
  6. Indo-China
  7. Madagascar
  8. All other Asian map territories controlled by France at the start of the campaign.
  9. All other Pacific map territories controlled by France at the start of the campaign.
  10. All other American map territories controlled by France at the start of the campaign.

Each administration group (AG) is treated as a separate minor country for the purposes of the Politics Stage. All AG that reach the status of "Aligned" or "Full Ally" are run by the aligning Major Power. All not so aligned are considered part of Vichy France.

In addition to the 10 French AG listed above, each other minor country or territory controlled (whether by conquest or alignment) by France at the time of Vichy creation forms its own new French AG.


25.9.8 Initial Control of Administration Groups

As stated in Creation of Vichy France Germany gains IR and DIR for each French victory hex currently controlled by France.

Germany and Italy may also expend any IP in Metropolitan Vichy France, or any regional DIR to convert into IR at this time. IP in Metropolitan Vichy France may be assigned to any AG in the European or African geographical regions.

AG that contain French units are more likely to become and remain under Vichy control than those that do not. There is a modifier of -1 for each French land or aircraft unit in the AG and -1 for every 2 naval units (CP, TRS, AMPH and SUB do not count.) These modifiers are cumulative.

Roll a die for each AG, and subtract any modifiers. This is the amount of CW IP in each AG. Negative results are considered zero.

Example: Germany wants the Morocco/Tunisia/Algeria AG to resist Allied influence, so it has moved 3 French land units and 12 French naval units there. There is a modifier of -9 to the Initial Control die roll. The AG will also be more resistant to Allied attempts to compel alignment or surrender (see Compellance).


25.9.9 Collapsing Vichy France

Vichy France collapses if an Axis unit enters Metropolitan Vichy before it has been granted an appropriate Accommodation. Such a collapse may occur as a result of normal land movement (including disembarkation from a naval transport) or by means of rail movement. In the latter case, the Axis unit may perform a rail movement into Vichy French territory. Such rail or land movement must end in Metropolitan Vichy. All of Metropolitan Vichy France is now conquered by Germany. Each Vichy French country or territory that has an Axis land unit is conquered by that Axis power. All others become instantly Allied to the CW and in the war.

All land and aircraft units in Metropolitan Vichy France are removed from the map and placed in the Free French force pools. All Vichy naval units on the production circle, construction pool and repair pool become controlled by Germany.

All on map Vichy units are now Free French. All such naval units in an AG or territory that is now controlled by an Axis power are treated as if it had been surprised when overrun (see 11.11.6).

As mentioned in 25.9.1.2 France Sues for Peace, Germany does not get IR or DIR for French victory hexes that were already a part of Vichy (and for which they already received IR and DIR during Vichy formation).


25.9.10 Running Vichy France

Each Vichy French AG is considered a separate minor country for most purposes. All Vichy French AG cooperate fully with all other Vichy French AG, but do not cooperate with any Major Power unless aligned or unless at war. A declaration of war on, or an alignment of, an AG has no effect on any other AG.

All Vichy French land and aircraft units, and all counters, within an AG are considered controlled by that AG. All Vichy naval units are considered controlled by the Metropolitan Vichy France AG, even if they are in other AG. Such naval units that are based in an AG that is at war are not subject to attack, but will rebase if the port they are in is captured. Naval units that cannot rebase are destroyed.

Germany may move Vichy French units of any Vichy AG, even if that AG is neutral, within the Action Limits of its impulse type.

Vichy French AG do not produce units. Germany may add all TER for Vichy French AG to its own force pool and produce them if it wishes. Any Vichy French unit destroyed may not be scrapped and instead is placed into the French forcepools. However, if A Vichy France AG is aligned or allied with a Major Power then any Vichy French unit destroyed may be added to the forcepools of its controlling Major Power.

Vichy French land and aircraft units are considered to belong to the Vichy French AG in which they end any step of the turn. Thus, a Vichy French INF that starts the naval step in Algiers and is transported to Damascus is considered to be a Syrian INF at the end of the naval step. There is no need to need to keep track of the AGs that Vichy land and aircraft units originated from.

GE may lend oil to a neutral Metro Vichy France.


25.9.11 War with Vichy France

Allied Major Powers may declare war on French AG. A declaration of war immediately grants Germany the Accommodation Access to Country (4/2) with that AG. German units may now cooperate with units of that AG. A declaration of war on one AG has no further effect on any other AG. A US Entry roll is made unless the CW has already created Free France.

Axis Major Powers may not declare war on French AG. They may only collapse Vichy France.


25.9.11.1 Compellance of French Administration Groups

As stated throughout 25.6.3 Compellance, there are special rules regarding the compellance of surrender or alignment with French AG. These rules are summarized here for clarity; refer to 25.6.3 for details.


Vichy French Will to Fight

When Allied Major Power units enter combat with Vichy French units there is a chance that the French units will surrender or switch sides, rather than fight. At least one Allied Major Power land unit must participate in the combat in order for there to be a chance that Vichy French units will surrender or desert.


Land Units

Before resolving any combats that include Vichy French units, check to see if the unit(s) surrender or desert. Roll a die and adjust the total by the modifiers listed below.

Choose the highest of the following conditions:

+4 if a Free French unit is attacking or defending
+3 if a US unit is attacking or defending
+1 if a CW unit is attacking or defending

Now add any of these modifiers, if applicable:

+2 if an Axis unit is present in Metropolitan Vichy France.
+2 if the adjusted odds are equal to or greater than 3:1 (+6 if using the 2d10 chart) and the Allies are attacking
-2 if a VF unit is stacked with an Axis unit.

If the total is 9-11, the unit surrenders - if 12 or greater, the unit deserts. Surrendered units are removed immediately from the map and placed as a Free French unit in the appropriate force pool (see 25.9.12 Free France.) Units that desert are removed immediately from the map and placed on the production spiral as a Free French reinforcement to arrive next turn.

The above check is not made if the side opposing the Vichy units in that combat are comprised solely of minor country units.

Example: If a Vichy land unit in Morocco is being attacked by a Free French INF by itself, the above check is not made, as the INF is a minor country unit. However, if that INF were joined by a Commonwealth INF, then the check would be made.


Naval Units

Face-down or surprised Vichy French naval units that are subject to overrun have their "to capture" die roll modified by -4 if a Free French unit is overrunning, -3 for US and -1 for CW. As example, a US unit overrunning such Vichy naval units would capture them on a 1-4 and destroy them on a 5-7.


25.9.12 Free France

The CW player may, at its option, establish Free France as a minor country aligned with the CW at the end of any Politics Phase once it has conquered or aligned (by accommodation only) a French AG. Free France consists of the entire AG. All other CW aligned French AGs are minors controlled by Free France. The CW designates a city within a conquered or aligned AG to act as the Free French capital. Free France may not be created without a capital city. All Free French reinforcements arrive in this capital until the Allies control a French home nation city. Free French reinforcements may arrive in any Allied controlled French home nation city.

Creation of Free France obligates the CW and USA to give control of all conquered, aligned or liberated countries or territories to Free France if they were French before 1939. Such control is given throughout the remainder of the game.

Creation of Free France allows the CW to declare war on any French AG or align any French AG without a US Entry Roll. There is still a US Entry Roll for the creation of Free France, however.

Free France may fully cooperate with the CW (and the US, once the US is at war with Germany and Italy).

While Free France is still a minor it cannot produce its own units. However, it can add French units to the CW force pool. When the CW first establishes Free France, the French HQ "De Gaulle" may be added to the CW force pool, and all Free French leaders may be added to the leader pool in the proper year. For every AG that the Allies conquer or align thereafter, they may move one random INF corps from the Free French to the CW force pool. If no INF are available, they may add (in ascending order) MTN, MOT, HQ-I, MECH, ARM. Free France may add French units to the US force pool (instead of the CW forcepool) once the US is at war with Germany and Italy. Production in this manner changes when and if the CW installs France as a Major Power (see French Major Power Status). In order to be considered to have conquered an AG, every country within that AG must be conquered. If any AG consists of territories that are not a part of any country, then every territory must be conquered.

At any time at the end of any subsequent Politics Step, the capital of Free France can be moved. Once this has been done, however, no further movement of the capital of Free France may be made during that calendar year. Thereafter, the capital of Free France may be moved once per calendar year.

Under no cricumstances may the capital of Free France be located in another Major Power (despite the conquest rules that allow an incompletely conquered minor to locate its new capital in a controlling Major Power).


25.9.12.1 French Major Power Status

The CW has the option to grant France Major Power status as a member of the Allies if Free France has been established and any of these conditions are met:

This option may be exercised during any E7.8 Vichy Declaration stage that the listed conditions apply. France then gains all the rights of a Major Power (choose actions different from the CW, produce independently etc.) Any French units currently in the CW, US or Vichy French force pools are transferred to the Free French force pool.

Upon formation of France as a Major Power, a new capital may be designated. This capital must remain the capital of France until Paris is liberated. Upon liberation of Paris, the capital of France becomes Paris for the remainder of the game.


25.9.12 Accommodations with French Administration Groups

Any Major Power may gain Accommodations with French AG, including the Metropolitan Vichy French AG, in the same manner as any other minor country. Alignment of the Metropolitan Vichy French AG has no effect on other French AG.


26 Chorus of Nations - scenario setups


26.1 Global War Scenario 1939-194?


USA
Political Standing = 3

4 DIP Americas
Grant Half Resources Venezuela
Grant Half Resources Mexico + 1IP
Grant Half Resources Brazil
Access to Country Central America + 2 IP


China
Political Standing = 3

None

Italy
Political Standing = 3
Grant Half Resources (1) Rumania
1 IP Yugoslavia
1 IP Greece
1 IP Spain

USSR
Political Standing = 3
1 IP Persia
1 IP Sweden
1 IP Bulgaria
1 IP Turkey
Full Ally Mongolia


Japan
Political Standing = 5
1 DIP Americas
3 DIP Asia/Pacific
Full Ally Korea
Full Ally Manchuria
Grant Half Resources Netherlands (Pacific)
3 IP Siam


Commonwealth
Political Standing = 4
2 DIP Europe
2 DIP Asia
1 DIP Americas
1 IP Belgium
1 IP Norway
Grant Half Resources Netherlands (Pacific)
Grant Half Resources Persia
Grant Half Resources Venezuela


France
Political Standing = 3
1 IP Belgium
Grant Half Resources Iraq
1 IP Switzerland


Germany
Political Standing = 6
2 DIP Europe
1 IP Argentina
1 IP Finland
Grant All Resources Hungary
2 IP Hungary
2 IP Rumania
Grant Half Resources Rumania (2)
Grant Half Resources Turkey
Grant All Resources Sweden