• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Page 2

Page 2





Game Rules

General Rules



The GR rules have been divided up in to 5 main categories Diplomacy, Province, Units, Player Rules, and lastly Victory Conditions.

Diplomacy: has several sub categories
DOW rules
Alliance rules
Economic regulations
Military access/control
Diplomatic actions
Event actions
Annexing Nations

Province:
Province improvement limitations
Province Stacking limits

Units:
Disbanding rules
Strategic redeployment
Creation Limits
Operational Restrictions

Player Rules




Diplomacy rules: This section of rules deals with all rules and limitations on Diplomatic actions that may be taken during a game. The Diplomatic rules are divided further into several sections listed below.
(AR) Alliance Restrictions: These rules limit how and/or when some countries ally with other countries.



AR1: Romania, Italy, Hungary, Argentina, and Nat Spain can only join the Axis. All may join the Axis alliance immediately but Nat. Spain, which can only join after Vichy event. Brazil, Canada, Australia may only join the allies alliance and my do so immediately. Once any country joins an alliance it may not leave that alliance under any circumstances unless events allow it to leave. If the leader of your alliance joins another alliance or is annexed then you are then free to join a new alliance.

AR2: Allies are not allowed to ally Siam or Venezuela. Axis is not allowed to ally Vichy France.

AR3: Afghanistan, Persia and Sinkiang may not join any alliance, unless events allow them to. These countries may be conquered, if the axis side chooses to conquer any of these three nations they must be annexed by Japan or Germany, and they must maintain control of the provinces.


(ANR)Annexing Nations Requirements: In some cases some nations may only be annexed at certain times or by certain nations.


ANR1: Afhanistan, Persia and Sinkiang may not be allied by anyone, exceptions are eventalliances. Their territory may be conquered but on the axis side this may only be done by either Germany or Japan.

ANR2: Conquering Player ran nations: When a player ran nation is annexed or conquered, the player has three choices. The player may exit the game, Co-Op another country on the same side, or join as any country available on the fill list for that side that is not under attack for their current side.



(DAR) Diplomatic Action Regulations: These rules prevent, delay, or modify if or when some diplomatic actions may be taken towards or by a country.


DAR1: Giving a country a victory point province to keep it from being annexed is strictly forbidden.

DAR2: Influencing countries in other alliances is forbidden, neither can you influence a country slated to join another alliance later in the game unless you are part of the alliance it is going to join.

DAR3: No diplomatic activity can be taken towards Czechoslovakia, Poland, Austria, or Siam unless events create the option to do so. The only exceptions are you may trade for resources and influence them.

DAR4: Puppeting and liberating countries is no longer allowed, all conquered nations must be annexed. Puppeting nations isn’t allowed by events either, this is an exception to the rule that events overrule the rules.

DAR5: No diplomatic actions other than trade deals may be taken towards Turkey before Jan 1st 1941.




(DOW) Declaration Of War restrictions: These rules determine win and if a country can declare war on another country.


DOW1: No declaration of war by any nation is permitted, except when events or other game rules allow it.

Axis countries cannot declare war on any nation until the Danzig event Sept 1 1939 (Germany must declare war on Poland via the Danzig event). After the Danzig event Axis nations may declare war on any nation but the SU, which they may declare war on June 22 1941.

Nationalist China can only declare war on Japan, and may only do so any time after the Danzig event. China may declare war on any country after they join the allies.

The starting date for the US and the Japan to declare war on any country is December 7 1941. This date can change with events from Axis and Japanese activities, (see US1 for changes to Japanese and US DOW date).

The SU may declare war on the axis or any other non-allied nation, any time on or after Jan 1st 1941.

The only exceptions to this rule are that Japan may declare war on Chinese minor allies once at war with china via events, and Italy may declare war on Albania at any time and the Soviet Union may declare war on Latvia, Lithuania, or Estonia any time after the Ribbontrop deal is agreed to.

DOW2: No war may be declared between members slated to join or already in the same alliance.

DOW3: No democratic nation may declare war on any other democratic nation unless events allow it to happen.

DOW4: No Allies-Comintern war, or Comintern-USA war is permitted.

DOW5: Interventionist Doctrine: The USA is restricted from taking certain
actions before certain dates. Below is a list of starting dates and
descriptions of US actions that can be taken on that date. The date may
change by Axis activity.

Jan 1st 1940 USA may blockade trade deals with Axis and the Japanese
alliance.

Dec 7th 1941 USA war entry date. If this date is reached and the war between
axis/japanese and USA hasnt broken out yet, the Axis/Japanese side is forced
to declare war on USA immediately. Japan and USA may join their respective
alliances, when they are at war with each other. (see expection at the end of this rule)

May 1st 1942 USA may not invade Africa before this date unless the event
operation torch occurs.

January 1st 1943 USA may not invade mainland Europe before this date

Certain actions taken by the Axis against other nations opens an option for
USA to prepone ALL these dates and thus taking a more aggressive approach in
its foreign policy. After each of these actions by the Axis, a public
announcement must be made by USA if they want to prepone or not.(at latest
15 days after every action, If no announcement is made it counts as if no
preponement of the dates is made) The axis will in its turn announce every
time they take these actions that may change the dates.
USAs decision about moving the dates or not after every action is final.
Below are the actions that gives the USA an opportunity to prepone the
dates. Each action has a Cumulative effect.

Axis invades a country on the American Continent = 2 Month per country
Axis Invades India 2 Months
Axis Invades Iceland 2 Months
Axis Invades vichy france 2 Months
Axis Invades Switzerland 2 Months
Axis Invades UK 6 Months

The startingdate of the war between axis/japan and USA(7 dec 1941) is also
moved backwards in the same way as the other dates are, However its not a
necessity for the axis/Japan nor USA to use the opportunity to declare war
on the earlier date. However it is a possibility for BOTH sides to take that
action once the date is reached.

If Axis succeds in allying or tries to invade,(by paradrop or amphibious
landing) Panama or any nation on the american continent north of it(incl.
Cuba, Dominican Rep and Haiti), then USA may declare war on axis at any time
from that point on.(If such an attempt leads to war, USA may join the allies
immediately but Japan may join axis earliest 2 months after or at 7
dec(whichever is first).



(ER) Economic Regulations: These rules have to do with who you can trade with and how.


ER1: No economic warfare of any type. Only Germany may trade from Jan 2 1936 and later. The UK is allowed to trade from Jan 3 1936 and later. All others may trade as of Jan 4th 1936 and later. The allies must accept all '100' deals from the Axis, as long as it does not reduce their own resource ratio bellow +30. Neither can you purposefully buy up the world market on any resource as allies or Comintern. The Axis (this includes currently neutral countries that may join the Axis later) and Japan cannot trade for money with the USA at any time, or for US supplies. USA may blockade trade with all axis nations at war with the allies as of Jan 1st 1940.

ER2: France and china may not produce more than 40 supplies a day more than they have to use for their own forces. Surplus supplies may be used in any fashion the player wishes (i.e. trading for resources or give away to player nations). It is not allowed to trade or in negotiated deals to give money away. It is not allowed for allied nation to place troops in France before 1 July 1939.

ER3: Only the axis and Japan may trade with the Soviet Union before the SU player enters the game. All trades with the SU need to be at 100 percent. Trades made with the SU are not allowed to reduce its daily resources below +25, or money below +4.5. You cannot trade for supply with the SU at any time. The SU player may cancel any trades that exist, except the starting trade with Germany, which can only be canceled when a state of war with Germany exists.



(EAR) Event Action Requirements: These rules restrict some choices that can be made with events, and include some rules concerning event reloads.


EAR1: Japan cannot use the 1939 (chosin lake incident >? Need the right name here) to declare war on the SU.

EAR2: Germany must declare war on Poland during the Danzig event.

EAR3: Germany and the SU must select and honor the historical Ribbontrop Pact.

EAR4: We will re-host from an earlier save if the following events don’t go as there historical outcomes; Anschluss of Austria, The Treaty of Munich, The End of Czechoslovakia and if Poland joins the allies, Vichy France. The German player is responsible to have 15 divisions on the Czechoslovakian boarder before the Czech events. The German player is also responsible to remind the host to save before any of these events.

EAR5: We will re-host if an event causes inappropriate unit losses to one side after it occurs.



(MAC) Military Access or Control:


MAC1: No US or allied troops allowed into the Soviet Union or on SU occupied soil, and no SU troops allowed on allied soil or allied occupied soil.

MAC2: No country in an alliance may grant military access to a country outside its alliance. No country outside an alliance may grant military access to any country in an alliance. Countries outside an alliance may grant military access to other countries outside of alliances, but should said country join an alliance that access must be canceled. The only exception to this rule is events that allow military access. (Destroyers for Bases Event for example)

MAC3: No military access, or military control in Poland before war begins. No axis military control of Yugoslavian forces before the pact of steel event is complete.

Province Related Rules: These rules have to do with province improvement and stacking limitations, as well as supply issues. This section has several parts listed below



(PIR) Province Improvement Restrictions: These rules regulate some aspect of creating province improvements.


PIR1: Max fortification in any province is 6; max fortification in an urban province is 4. Forts cannot be manufactured until you are at war. If you end up at peace you may complete the individual forts started while at war, but must halt all further fort production (such as serial runs.)

PIR2: You may only produce naval bases in the province they are to be used in. Airbases above level 2 must be built in the province they are to be used in. You may improve the airbase in any province to a level 2 airbase without building the airbase in that province. Increasing any airbase to level 3 and above must be done by building airbases in that province.



(PSL) Province Stacking Limitations: These rules restrict the number of units that may be placed in certain kinds of provinces.


PSL1: Maximum force in a surrounded urban city province is 30 divisions. After 6 uninterrupted months of being surrounded any units in the surrounded province are considered destroyed and must be disbanded immediately by their owner(s). If the force in the province is greater than 30 divisions (caused only by uncontrolled retreating) then the forces in the province may not attack out or make support attacks.

PSL2: The axis is only allowed a maximum of 60 axis divisions in Finland or Finnish held territory at any time. Finland cannot support more than 60 divisions attacking from Finland or Finnish controlled territory into an adjacent country. Thus you cannot attack adjacent countries with 60 divisions and once they move onto enemy territory attack with another 60 divisions. Para-drops or invasions to make a province of another axis country outside of Finnish control is considered an exploit and will not be allowed to change the purpose of this rule.

PSL3: Provinces can no longer have more than 72 divisions in them; excess will be immediately moved or disbanded. As long as there is more than 72 divisions in the province no attacks or support attacks may come from that province.

PSL4: Island stacking limitations: Islands have a stacking limit of 3 divisions + per naval base above 1. Multi province islands are not affected by this stacking limit. Exceptions to this rule are Greenland, Baffin Island, Newfoundland, Vancouver Island, Tasmania, Sardinia have no stacking limit. This is a hard cap, meaning any divisions found above this limit are immediately disbanded, with one exception. The exception to the hard cap is that divisions may debark from transports for the length of time required to embark them back into the transports.

Unit Regulations: These rules modify or restrict the use, creation or other activities of units. This section has several subsections listed below.



(DR) Disbanding Restrictions: These rules affect how and when it is legal to disband units.


DR1: No player may disband units or brigades when any enemy units are in an adjacent province. The only exception to this rule is players may disband surrounded units in a supply source province.


(SRR) Strategic Redeployment Restrictions: These rules decide when and if you may use strategic redeployment.


SRR1: Strategic redeployment out of a province is not allowed if you have only one allied province between the province you are redeploying from, to the province the forces being redeployed draw their supplies from. (Sea zones are considered enemy controlled for this purpose)



(CL) Creation Limits: Some countries are restricted in the number of some kinds of units they may build.


CL1: The UK and USA are limited to a maximum of 6 each, in armored divisions. The starting limit of 6 armored divisions is increased by 4 armored divisions on Jan 1st of each year after 1939. All minor powers in the game are limited to 6 armored divisions this limit never increases. So on Jan 1st 1940 UK and USA may have 10 armored each, on Jan 1st 1941 UK and USA may have 14 armored divisions each etc.

CL2: No nukes until 1945.



(OR) Operational Restrictions: These rules restrict the use of certain units under certain circumstances.


OR1: Nations not at war cannot use the patrol or interdiction option with fleets or aircraft in any sea that has another nations coastal provinces. Fleets without a mission can only park in sea zones with no other countries coastal provinces.



(PR)Player Regulations: This section has to do with player-controlled activities in the game.


PR1: No using exploits ever. An example of an exploit would be to surround a capitol that you could take by force to put enemy units out of supply. Another exploit is giving a retreating unit to another alliance country as an expeditionary force to modify its retreat route.

PR2: We use HOI2 V1.3.

PR3: All players in all Alliances shall do their best to win the game as quickly as possible. No agreements to prolong the war are allowed.



Victory Conditions
To win the game the Allies/Axis must occupy and hold all human enemy capitols for 2 weeks, or the loosing side must vote in favor of surrendering.



Nation based rules

Germany
GE1: When declaring war on the SU or its allies you must declare war on the SU itself not allied nations, this is due to event effects.

Italy
IT1: Italy is not allowed to liberate Libya. This is due to some supply exploits.

Argentina

If Argentina has never allied with the Axis Japan or any Neutral and is currently not allied with any country; It may declare war on any South American country after the Danzig event, this declaration of war has no effect on USA war entry date.
Additonally the Allies may not declare war on Argentina or ally countries at war with Argentina until May 1st 1940, as long as Argentina remains out
of any alliance, and is at war with only South American countries. Argentina cannot ally with any nation unless it is currently at peace or at war with the allies.


CH1: China cannot join any alliance until the usa enters the war. China may only join the allies, and may do so at any time after the usa is at war with japan or the axis.


Japan
JA1: Any use by Japanese forces of any type in the Mediterranean, red sea or Atlantic remove the restrictions applied to the USA via US7 for the rest of the game. If Japanese land forces are used in Africa then all restrictions applied to the USA via US2 are removed for the rest of the game. If Japanese forces are used in Europe then all restrictions applied to the USA via US2, US8, and US10 are removed for the rest of the game.

JA2: Japan can decide to have a separate peace with the SU when it joins the axis. The SU must accept this peace treaty if it is offered within 2 weeks of the Japanese joining the Axis. The Japanese cannot break the treaty for at least 6 months. The SU may only break the treaty if they have 1.5 times as many divisions as the Japanese have on the boarder of Japanese held and Japanese allied Provinces.


JA3: Japan must defend its territory, including China. Japan must have at least 20 divisions in china at all times after annexing or puppeting it.

JA4: Japan can declare war on Yunnan after the War with nationalist china starts.

JA5: Japan may not attack the sovietunion before they have joined the axis. (Not
even through events

Soviet Union
SU1: No annexing of Finland until June 22 1941, and SU must accept the event giving the 2 provinces to SU "end winter war".

SU2: If Moscow, Stalingrad and Leningrad fall to axis forces, the axis has a one-time chance to create a 100% peace treaty with the SU. The Axis cannot demand Moscow, making the SU a puppet, or SU disarmament, or military access. The SU must accept any 100% peace treaty following those terms. If a bitter peace is forced the SU player must accept it. In any peace agreement neither side may break it for a period of 2 years.


Revised SU3: SU player doesn’t enter the game until Jan 1st 1939. The SU GDE will be modified to .8 at this time.


SU5: If the Soviet Union is going to declare war on Germany it must declare war on Germany itself, not on any axis minor. This is due to event effects that are avoided if the SU declares war on a minor axis instead of Germany.

SU6: The Soviet Union cannot declare War on axis Until Jan 1st 1941





United Kingdom
UK1: No Commonwealth armies are allowed to move to Africa or Europe until the war starts.

UK2: UK is not allowed to evacuate French or polish troops, air force or navy from their home countries.

UK3: UK is not allowed to abandon Australia or New Zealand and must have at least 10 divisions in these two countries combined or the entire army of these two countries whichever is less.

UK4: Must keep a minimum of 20 divisions garrisoning UK at all times.


Nationalist Spain
NSP1: If the player playing Nat Spain loses the civil war, he may rejoin as another country. Republican Spain is now just another neutral, subject to all standard minor diplomacy in the game, except it cannot be allied by any side until one week after the Vichy event.


USA

US1: No US armed forces into the pacific theater until three weeks has passed after US declares war, except for the islands of Hawaii (Hawaii, Maui, Pear Harbor (Oahu), Kauai, Nihau) which may have 2 garrison divisions divided among them how the US player sees fit. The Aleutian Islands (off the southern part of Alaska) are considered part of the pacific theater for the purposes of this rule. This rule applies to land and air forces. US naval forces may move in the pacific at any time, however loaded transports are unacceptable.

US2: The US player may choose to join on Jan 1st 1936. The US player(s) may also choose not to play until January 1st 1939, alternativly the US player(s) may choose to set up tech and production in 1936 on Jan 1st and then rejoin on Jan 1st 1939. The US may not build any military of any sort before Jan 1st 1938.



US3: USA must have at least ½ of all capitol ships, and half of all transports in the pacific theater, unless the Japanese navy enters the Mediterranean, or the Atlantic in any location. In this case USA loses all restrictions on where to keep its fleet for the rest of the game. The japanese player must make sure to inform a boardmember if this happens, who in his turn will immediately paus and inform the rest of the players. This need not be done immediately when the Japanese navy enters, but at latest 10 days after so has been done, so as to avoid giving away your fleets position. If there is a board member on the axis side he will be required to monitor the position of the Japanese navy to insure the rule is properly followed. These same navalrestrictions is also removed for the USA if the UK fleet is reduced below 15 capitol ships at any time. Capitol ships are defined as CV BB BC and CA. An allied player must request the board review his fleet numbers. If the board determines that the UK fleet is below 15 capitol ships then the board will announce that this restriction is removed from the US for the remainder of the game.

US4: US must have 50% of its army and air forces in the American Continent or Pacific Theater. The pacific theater is defined as every country boarding or in the pacific, India and islands in the Indian Ocean. The American Continent is defined as all of north, central, and South America. The other 50% of American forces may be used in ANY theater. If the Island of Britain is invaded by the axis this rule is suspended until the UK owns all provinces on the Island of Britain.


US5: US is allowed to send half of its air force to Europe and Africa on January 1st 1942








Definitions:
Europe is defined as all countries that start in the east from the Ural mountains in the Soviet Union, that are south of or adjacent to the north sea, Baltic sea, north of the Mediterranean ending in the west with Portugal and Spain. All of Turkey is considered part of the Middle East except Istanbul, which is part of Europe. All islands in the Mediterranean are European with the exception of Malta and Cyprus. Malta is African, Cyprus is Middle Eastern. The western side of the Suez canal is considered the beginning of Africa, the eastern side is considered part of the Middle East.

The American Continent is defined as all provinces from Alaska (USA)in the west to Newfoundland (UK) in the east. Also includes all provinces from Repulse Bay (Canada) in the north to Tierra del Fuego (Argentina) in the south. As well as all islands within two sea province or part of an island chain within two sea provinces of any mainland province, with the exception of Greenland. Bermuda and the Falklands are also part of the American Continent. Invasion: requires successfully landing troops in the country being invaded. Unsuccsessful amphibious invasions don’t count as a successful invasion.






Last updated on authorisaton from board
[Version 01JUNE2006]




PLZ DO NOT REPLAY TO THIS POST
THIS POST IS MENT TO BE AS A INFORMATION BASE FOR OUR MEMBERS FOR YEARS TO COME, AND WERE WE CAN UPDATE THE MATERIAL EASY IF NEEDED.
 
Last edited:
Rules revision coming soon

The HCgroup board will be revising the rules before the sept 2nd game begins. Certain start dates of countries will be changing, some stacking rules will be getting updated, and some older rules will be getting the axe.
Im not particularly sure what rule changes precisely will occur. In our ongoing effort to balance the game some things need to change.
The possibility of lowering ground attack values on TAC and CAS to a more balanced capability are also being considered.
At this point it seems (from our test games) that the axis may have an edge in our games. Judging this is hard to do as the tactics used obfuscate the reality of the situation.

"I'd rather be lucky than good."

Tempus