GW36 - NRS - Germany v4.0
GW36 - NRS - Germany v4.0
v4
Germany
Overview
Capital Berlin.
Controlled Minor Spanish Nationalists (refer to 4.10 and 14.1) and Vichy France (refer to
Powers 4.11.2).
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).
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
Strategic Objectives
Lend-lease
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.
Build Chart
* If conducting an airborne assault, Airborne Infantry gains +1 attack on the first round only.
Motorized Infantry 2 4 2 4
Light Armor 3 1 2 4
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 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}
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
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
Destroyers 4 4 3 7
Heavy Fleet Carriers N/A 2 3 6/6/6 Available after developing Large Ship
Construction technology. Can only be built at
Major Shipyards.
Minor Factories 8
Airbases 3/3
Seaplane Bases 3
Submarine Bases 3
Minor Ports 3
Setup
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