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GW36 - NRS - Germany v4.0

The document provides a comprehensive overview of Germany's strategic options and capabilities in the Global War 1936 game. It details starting income, production capabilities, potential alliances, and specific military actions that can trigger income increases for other nations. Additionally, it outlines various strategic objectives, special abilities, and a build chart for military units and facilities.

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0% found this document useful (0 votes)
28 views7 pages

GW36 - NRS - Germany v4.0

The document provides a comprehensive overview of Germany's strategic options and capabilities in the Global War 1936 game. It details starting income, production capabilities, potential alliances, and specific military actions that can trigger income increases for other nations. Additionally, it outlines various strategic objectives, special abilities, and a build chart for military units and facilities.

Uploaded by

draphix104
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Global War 1936

v4

National Reference Sheet

Germany
Overview

Home Country Berlin, Western Germany, Eastern Germany and Bavaria.

Capital Berlin.

Starting Income 20 IPP.

Full Production 20 IPP.

Controlled Minor Spanish Nationalists (refer to 4.10 and 14.1) and Vichy France (refer to
Powers 4.11.2).

Annexations May Annex Austria, Bohemia and Slovakia (refer to 5.6).

Alignments May Align Bulgaria, Hungary, Romania, Finland, Iraq, Nationalist Spain,
Sweden, Turkey & Vichy (refer to 4.7, 4.10, & 4.11.3).
Pact available Molotov-Ribbentrop (refer to 6.4).

Surrender Surrenders if Berlin is Enemy-possessed at the end of the German Player


Turn.

German actions trigger income increases for other nations

Income Increases for


German Action
France Great Britain USA USSR

Annexes Austria, Bohemia or Slovakia +1 (each time) +1 (each time)

Completes Capital Ship +1 (each time)

Declares War on USSR +5 +1D12 +5


Captures/Aligns land zone in Soviet +1D12
Sphere of Influence (each time)
Declares War on British Commonwealth or Full Full +5
France Production Production (once)
Income Increases for
German Action
France Great Britain USA USSR
Declares War on Poland (if Molotov
+1D12 +1D12
Ribbentrop Pact has been signed)
Declares War on any other nation
(including Poland if Molotov-Ribbentrop +2D12 +2D12
Pact has not been signed)
+25
Possesses London (once)

Wartime Bonus Income - When at war with a Major Power

Condition Bonus
Sweden is neutral or German Possessed/Aligned +3
Possession of Northern Norway +2
Possession of all of Romania +3
Possession of the following: Northern Iraq, Transcaucasia, Southern Iran +2 (each)
Molotov-Ribbentrop Pact (note: also available during Peacetime) +5

Declarations of War

Can Germany Declare War on… Yes/No, Condition


Number of Strategic Naval Moves
Other Axis No
2
Nationalist Spain No
Any other nation Yes, anytime

Strategic Objectives

Objective Point(s) Bonus


Spanish Civil War. 1 1 Blue Legion (regular Infantry) to be placed
in the German capital (each Player Turn).
The Nationalists win the Spanish Civil
War. Spain is subsequently neutral or
Aligned with Germany.

(If Madrid is captured by an Enemy


Alliance, Germany loses the objective).
Objective Point(s) Bonus
Lebensraum. 2 1 Minor Factory in two of the three
possessed Soviet cities (once per game).
Possess 3 Soviet city land zones.

Festung Europa. 1 1 Forti cation or 1 Coastal Artillery to be


placed in one of these land zones as pieces
At least one German land unit is present of the “Atlantic Wall” (each Player Turn).
in all seven coastal land zones from
Denmark to Aquitaine at the end of the
German Non-combat Phase.

Lend-lease

Sender Recipient Allowed, Condition


Germany Spanish Nationalists Yes
Vichy France Yes
Any other nation Yes, if recipient is at war with Major Power

Special Abilities

Special Abilities
Blitzkrieg Once per game, and prior to July, 1941, all German land and air units
may make an additional sequence of combat movement, combat
(including blitz) and non-combat movement. The second sequence of
attacks takes place immediately after the end of the rst non-combat
movement. All participating land and air units have their movement
allowance reset after the rst sequence. In the second sequence, land
units may not combat move or non-combat move through just
captured land zones. Units with blitz may use this ability both
sequences if possible. Note that “Blitzkrieg” does not include Strategic
Rail Movement.

Example: Germany attacks Belgium and blitzes into Picardy in the rst
sequence. In the second sequence, the German player wants to attack
Paris. Units in Belgium with a movement of “2” are not able to
participate.

Operation Barbarossa Once per game, if Germany declares war on USSR, in the subsequent
German Combat Phase, all German land and air units get +1 attack
and all Soviet units get -1 defense on all rounds of combat and
subsequent blitzes. USSR may not attack more than one German-
possessed land zone on its next Player Turn. (Note: Germany can not
use this special ability if USSR declares war rst).
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Special Abilities
Technological Can purchase Medium Armor, Mechanized Infantry and Strategic
Bombers earlier than other nations, beginning July, 1938.
Superiority
Deutsches Afrika Prerequisite: Italy is at war with an Allied Major Power.
Korps (DAK)
Once per game, DAK can be created in the Production Phase by
moving German units already on the board to the place units box. DAK
may consist of up to 3 Infantry, up to 1 Motorized Infantry, up to 2
artillery-class units and up to 2 Light Armor (or 1 Light and 1 Medium).
Cost to implement: 1 IPP per unit, maximum of 5 IPP regardless of the
number of DAK units created.

During the Place Units Phase, DAK units are transferred to a Friendly
originally Italian-possessed North African land zone via a Supply Path.
This transfer does not require strategic rail or strategic naval
movement. If the Allies have any aircraft with a combat value on Malta
or Warships in the Mediterranean (ignore Warships in port), each DAK
unit is subject to a D12 interdiction roll. On a “1-2” the unit is
destroyed. DAK units are una ected by desert terrain rules.

DAK units can be recalled back to German Home Country if in a


Supply Path. Subject to the same interdiction rules.

Build Chart

Infantry-class A D M $ Purchase Notes

Militia 1 2 (1) 2 Can be upgraded to Infantry for 2 IPP.

Infantry 2 4 1 3 Can be upgraded to Motorized Infantry for 1 IPP.

Airborne Infantry 2* 2 1 3 Purchase maximum of 2 per Player Turn.

Elite Airborne Infantry 3 3 1 3 Available after developing Airborne Doctrine


technology. Purchase maximum of 2 per Player
Turn.

Marines 2 4 1 4 Purchase maximum of 2 per Player Turn.

Mountain Infantry 2 4 1 4 Purchase maximum of 2 per Player Turn.

* If conducting an airborne assault, Airborne Infantry gains +1 attack on the first round only.

Vehicle-class A D M $ Purchase Notes

Cavalry 3 2 2 3 Not available after July, 1939.

Motorized Infantry 2 4 2 4

Mechanized Infantry 3 4 2 4 Available in July, 1938.


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Vehicle-class A D M $ Purchase Notes

Advanced 4 5 2 4 Available after developing Advanced Mechanized


Mechanized Infantry Infantry technology.

SS Panzer-grenadiers 4 5 2 4 Available after developing Advanced Mechanized


Infantry technology. Purchase maximum of 2 per
Player Turn. Must be placed in German Home
Country. May blitz on their own without pairing with
blitzing armor.
Tank Destroyers 3[3] 4[3] 2 5

Light Armor 3 1 2 4

Medium Armor 6 5 2 6 Available in July, 1938.

Heavy Armor 8[1] 7[1] 2 7 Available after developing Heavy Armor technology.

Tiger I’s 8[3] 7[3] 2 7 Available after developing Heavy Armor technology.
Purchase maximum of 2 per Player Turn. Must be
placed in German Home Country. May
blitz. Function as Heavy Armor, but with Target
Selection at “1-3” (versus vehicle-class).
[Target Selection]

Artillery-class A D M $ Purchase Notes

Artillery 3 3 1 4

Self-propelled 3 3 2 5
Artillery
Advanced Artillery 4 4 1 4 Available after developing Advanced Artillery
{2} technology.
Advanced 4 4 2 5 Available after developing Advanced Artillery
Self-propelled {2} technology.
Artillery
{Attrition Attack}

Anti-aircraft Artillery- A D M $ Purchase Notes


class
Anti-aircraft Artillery 3 3 1 4

Aircraft & Rockets A D M $ Purchase Notes

Fighters 6 6 4 10
(3) (3) {1}
Jet Fighters 8 8 4 12 Available after developing Jet Fighters technology.
(5) (5) {1}
Tactical Bombers 7[3] 5[3] 4 11
{1}
Medium Bombers 7 4 (1) 5 11
(1) {1}
Aircraft & Rockets A D M $ Purchase Notes

Strategic Bombers 3@2 2 6* 12 Available in July, 1938.


(1) (1)
Heavy Strategic 5@2 3 6* 13 Available after developing Heavy Strategic
Bombers (2) (2) Bombers technology.
Seaplanes 3 3 6 7
{2}
Air Transports N/A N/A 6 8

Heavy Air Transports N/A N/A 610 Available after developing Airborne Doctrine
technology.
Strategic Rockets N/A N/A 1 / 3 3 Available after developing Strategic Rockets
technology. Purchase maximum of 2 per Player
Turn.
[Target Selection] (Interception Combat Values) {MAP range}
* If developed Long-range Aircraft technology: +2 movement

Naval A D M $ Purchase Notes

Destroyers 4 4 3 7

Light Cruisers 5[3] 5[3] 3 9

Heavy Cruisers 6 6 3 5/5


(2)
Battlecruisers 7 7 3 7/7
(3)
Battleships 8 8 2 6/6/6 Can only be built at Major Shipyards.
(4)
Heavy Battleships 10 10 3 7/7/7 Available after developing Large Ship
(5) Construction technology. Can only be built at
Major Shipyards.
Light Carriers N/A 1 3 4/4

Fleet Carriers N/A 2 3 5/5/5 Can only be built at Major Shipyards.

Heavy Fleet Carriers N/A 2 3 6/6/6 Available after developing Large Ship
Construction technology. Can only be built at
Major Shipyards.

Submarines 3[1] 3[1] 3 6

Advanced 4[1] 4[1] 3 7 Available after developing Advanced Submarines


Submarines technology.

Naval Transports N/A N/A 2 7

Attack Naval N/A 1 2 7 Available after developing Amphibious Doctrine


Transports technology.
(Shore Bombardment) [Target Selection]
Facilities $ Purchase Notes

Minor Factories 8

Medium Factories 7/7 Can only be built in Home Country.

Major Factories 6/6/6 Can only be built in Home Country.

Airbases 3/3

Seaplane Bases 3
Submarine Bases 3
Minor Ports 3

Major Ports 3/3


Minor Dockyards 2/2
Major Dockyards 4/4 Can only be built in Home Country.

Minor Shipyards 3/3

Major Shipyards 5/5 Can only be built in Home Country.

Fortifications 5/5 Border of any possessed land zone. Only 1


Forti cation per border may be built.
Coastal Artillery 6 Land/sea zone border of any possessed land zone.
Multiple Coastal Artillery may be built on the same
border.
Railroads 2 or 4 Border of any possessed land zone. If you want to
build a railroad on a border towards another nation,
you have to be at peace with that nation, and get
verbal permission from the corresponding player to
do so. Non-controlled neutral nations do not allow
railroads to be built into their land zones.

Price depends on terrain ( refer to 13.2.8).

Setup
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