You are on page 1of 26
GLOBAL WAR RULES OF PLAY The Waragainst Can and Japan, 1939- 45 {UD GENERAL COURSE OF PLAY. ‘.OGAME POUIPMENT A Game Chane ené Tables BA Game Egupment Evento, 28 Game Sene “UDSEQUENCE OF PLAY “The Gane Tas La sequene Outing 43.Game Lenth SDLAND MOVEMENT ‘3 Seaanal Morement SS Amphibious Assolt Si Oveun aracks GOLAND ZONES OF CONTROL, €2.Combar Eee G3 Retreat Eto (Supply EMeas ‘1OSTACKING OF LAND UNITS 7.Unlt Break Daren and Boil Up 7.3 tacking Inhititions and Probbtons SoLAxD conAT 2 MutiplUnit and Malte Combst 13 Combat Dire Caleltion 1 Lane Combat Retake Table Explanation 19 How To Reet “9OLAND SUPPLY 93 Sopp Eee a Bock Sure) 100 WEATHER TL Moverent of Nett Wa Neve Supe {RONAVAL MOVEMENT: 12 Surface Movement 123 AntiSubmarine Warfare (ASW) Movement 124 Merchant Ship Movement 125 Amphibious Movement 124 Nina! Movement Iniitions and Potion: SSOTRANSIT ATTACK ZONES OF CONTROL 13.1 Transit Atack Inhibition and Proibons 132 Sutie-A Zoe af Cont 123 Submarine Zone of Conta 124 ASW Zone of Conta IMONAVAL STACKING 1.1 Naval Stacking Inibiins and Prohibitions 1SONAVAL COMBAT 161 Which Unie May Artack> 183 Meccan Ships 185 Depletion S46 Naval Combat Inibtons ane Proibians 189 Chumter Atak AGONAVAL SUPPLY Toa Supply recs: 162 Supa Sores 7a AiR UNITS. 173 Air Unt Combat Ta Ai Unit Sapp ATS Fs of Eremy Unit on Feeny Air Unit 126 The Atomic Bm sso PRODUCTION 1B How 0 Produce Units 182 Production Sage Posse 183 Deplr Unie 184 Capared Indust eee 183 Siocking 182 Ppsines and Proustion 190 SPRCIAL RULES 19. Neel Meret Flos 193 tly 195 Chinese Regeneration 194 Manchurian Garson 19.2 The Union of Sot Socialt Repl 2s OFTIONAL RULES 2 Vie and roo France 202 Jaan and Frnch odclna SL MULTL-PLAYER GAMES 124 National Variation 212 Mineral Veriton 22) CLARTS AND TABLES Bane Tabhe 2RSCENARIOS AND VICTORY CONDITIONS 12 Standard Seonaio 2B Ana High Water Mark Sonario AUOINTEGRATED TURN RECORD AND PRODUCTION TRACK, 2SGAME NOTES BAL WAR DESIGN CREDITS Game Designs James B. Dunnigan Physical Sssems Desig: Redmond A. Simonsen Game Development and Rules CGeistopher Allen, Redmond A. Simonsen, Kevin Zacher Physical Production Linda Mosca, Manfred Milkuhe, Larry Catalano GLOBAL The War against Germany and Japan, 1939-45 [1.0] INTRODUCTION Global War iss simulation onan army/et level of the Second World War depicted on a global level The timulation includes the main elements ‘ofland, sea and at warfare, The ame covers the years 1939-48. Optional rules allow Players to Choose from several levels of complexity, [2.0] GENERAL COURSE OF PLAY Global War is basically a two-Player game. Each Player moves is units and executes atacks on Enemy units in tur, sttempting to fulfil the conditions of victory. To move fom one hex t nother, each unit expends a portion of its Movement Allowance, Naval Transport and “Amphibious movement allows the transfer of land Units across bodies of water, Combat is eslved bs Comparing. the Combat Strength Points of ‘opposing uits and expressing the comparison as a Aiference (itferential) between attacker and ‘lefender- Ai ie rolled and the outcome indicated fom the appropriste Combat: Results Table ie Spplid «0 the units involved [3.0] GAME EQUIPMENT (B41 THE GAME MAP The 22" x 42" two-piece mapshest portrays the plobe, excluding the North and South Poles. A hexagonal grid is superimposed upon the ‘mapshectto regulate the movement and position ofthe playing pieces. How to Assemble the Map: ‘The “Bast” Map Section is overlapped onto the “West” Map Section so that the partial exes on the West Section are entirely covered by the East Section This wll result in the edge of the East section exactly bisecting the hex containing Ceylon (the ‘sland. just off the southern coast of India) {Common paperslps can be used to secure the two scetioe to each other. Iti 8 good ea to ack fold cach map section against the direction of the ‘machine folds in order to insure thatthe maples flat om the table. Players may wish (0 use smal plesor of masking tape (not cellophane tape) 10 Scour the map tothe table at the four comers and inthe center top and bottom. ‘An Important Note on the Geography ofthe Map: Players famiiar with SPL games wil notice several ‘unusual features onthe Global War game map. exes are colored t0 indicate which of the thee base types they are. These types are All Sea heses,AllLata exes, and Coastal heres hexes i which there is both Tan and sca). Adina tmany of the hexsides are color-coded to indicate Which basic types of units may averse ther. The Titeral continental outlines denn onthe map are for gonera reference and decorative prpors onl all questions of movement, combat and other game ‘mechanics are resolved on the basis ofthe fore mentioned hex and hexside coding. For tore a2! an ‘SniiSubmarine Warfare Depleral ASW oO Amphibious Assault Marchant Ship Air Units = 4 2a! Air Detoase Long Range Bomber Markers = £ Nuclear Desrction ‘ome Bomb {3.22} Definition of Terms ‘Combat Strength is the basic attacking and Gefending power of unit quantified in Combat Strength Points, Units with 9 Combat Stength in parenthesis may not stack, only defend ‘Movement Allowance is the basic movement ality oa unit quantiid in Movement Points n most cass aunt expends one Movement Point of Fe total Movement Point Allowance foreach hex tntered. Movement Allowances are ot printed on the land units, but are sanderdizedfgtes for all Units, which varies by the season and/or terrain crosed, Fleet Quant: This ie the small superscript number found on all Air counters snd Naval Counters. indicates the number of units (Hest represented by that counter. Note that on land units snch number ie unnecessary since the number of waits represented bya counters exactly ‘quivalent to the number of Strength Points (823) Sample Unie (Land) rotons: | prance Unie Type Smba: w& mbatsieagte| 1 18:24] Sample Unit (Naval) ypeatbres: | Sunt Type Sto | ad /Q + Feet Ouatiy 4/2) SelPDefense Fortifiation 13.28] Sample Unt: (Ais) Natty: [a srypeattrns| TR TypeSimict | 2/Alf ret onaniy [Atack Srna Dense Stent [33] GAME CHARTS AND TABLES Various visual aids are provided forthe Players to simplify and illustrate certain game functions. ‘These are the Land, Air and Ses Combat Results Tables, Turn Record Chart, Terai Effects Char, Production Cost Tale and he Prodction Trask A Charts and Tables will be found on the two ‘demcal sets of separate sets included with the same, [3.4] GAME EQUIPMENT INVENTORY Acomplete game of Global War should include the following pars One Game Map (two 21° x 22" pieces) Two identical sete of counters (00 pieces) One Rules Booklet ‘Two identical Turn Record/Produetion Tracks ‘Two idensical Chart and Scenario shests One box cover sheet One die any of these pars are missing or damaged, write to this address for replacements Castomer Service Simaions Publications, tne 444 East 2nd Steet, ‘New York, N.Y. 10010 [35] GAME SCALE Esch Game-Tura represents toe months of rel {ime each hexagon represents approximately 300, niles of distance [4.0] SEQUENCE OF PLAY [4a) THE GAME-TURN Global War is played in turns called "Game ‘Turns, Each Game-Turo consists of sincteen hates grouped into four Stages. The Game-Turn proceeds a follows [42] SEQUENCE OUTLINE ‘A. NAVAL STAGE, 1. lt Aude Naval Movement and Combet Phaser ‘The Asis Player motes any and all of his Naval suits that he wishes upto the maximum number of ‘Movement Points allowed a specific unit. Each ‘unc may move, have combat, and more again so Tonga the units otal Maverent Allowance snot exceed uring the course of the Phase. Transit ‘Ntacks are als suffered by the Axis Naval units OF CONTROL ent GENERAL RULE: ) ‘The six hexagons immediately susrounding a hex constitute the Zone of Control of any Land unis in that hex. Hexes upon which a unit exerts» Zone of CContfol_are called. controlled heres and they Inhibie the movement of Enemy nits. All Land nits must cease movement when they enter an Enemy controlled hex. Despite the limiting nature of Zones of Couto! upon movement, Land ils sre never forced to have combat due to entering & Zone of Control. Although Land units must stop ‘ohen they fist enter a Zone of Contra, they may Teave on their next Game-Turn, The presence of more than one Zone of Control, even if antago tie, has no effect; it is sil a "controlled ew Zones of Control never extend through mountain or Contra-Land/Contra-Duplex hexsdes, (6.1] MOVEMENT EFFECTS [6.11] There is no additional Movement Point cost for entering or leaving an Enemy controled hex ‘beyond the normal cost of entering the given hex 16:12} Usits may never move directly from one ‘nemty controled hex o another Enemy contre) hex" They alvays must fist move entirely out of all Enemy Zanes of Control before they are Allowed to re-enter an Enemy contollad hex. An exception ib made In the case of the Zone of (Control of & unit about to be Overrun (se 5.8). [6413] Land Zones of Control do not affest ait ot aval movement or combat. (621 COMBAT EFFECTS Zones of Control do not affect land combat atackingis completely voluntary and the presence ‘of an Enemy land unis Zone of Contol in Friendly occupied hex does ot force combat [63] RETREAT EFFECTS [631] Land units may not reweat (as a result of ‘combat into o through an Enemy controled hex ‘Goo Combat Results Table even i Friendly land Uuni’s Zone of Control overlaps Enemy Zones of Control slong the retreat route 1632] Land units may always retreat into ot through hexes occupied by” Friendly ground combat units and/or forts. ever if this would olate normal stacking Himitations and even that. Friendly occupied het isin an Enemy Zane of Control. This shiekdng eect is not provided by Friendly unit types other than ground: combat vite and forts [64] SUPPLY EFFECTS [6.41] Supply tines may not be traced through remy Zones of Control [642] As in retreating however, the occupation of, ‘she by a Friendly land unit negates the Zone of Control eect, Therefore. « supply line may be traced throigh a string of Friendly land units, even in Enemy Zones of Contr [65] LAND ZONE OF CONTROL [RESTRICTIONS {6.51} Zones af Control of Self-Defense nits donot fextend out oftheir Home County. [6.52}The Zones of Control ofan invaded neutral fate activated instantaneously when the first fnvading unit or stack attacks or crosses the border That Best attack fist ex of invading movement may profit from the lack of Zone of Control, but the rest of the invader’s move Is affected by the activated Zones of Contal. [6.88] Land Zones of Control donot extend through. Mountain, Contra Land, or Contra Duples hexsides nor into allSen hese. {6.54 Fortification units themssines have no Zones fF Control, When asked with an infantry oF mechanized unit. the Foriication inno. way neutralizes the Zone of Contra ofthe unit stacked sith [7.0] STACKING OF LAND UNITS GENERAL RULE: [8 maximum often Land Strength Points (bile sndor Sal Defense) maybe placed in a given hex. {Land units ofthe same type ate merely denom' nations of Strength Points and may be exchanged freely ao long asthe Strength Point (tal remains the same and the Tmt ft not exceeded CASES: [7.1] EFFECTS ON COMBAT [7.41] ll and units in hex must be attacked asa Combined group wth a toe fgure of Comat Strength Points: they may never be atacked Separately Mobile and. SelfDefense Strength Point may be contbined as single Strength Point total for purpoues of defense, but nt for purposes of attack [7.2] Ifa hex contains more than one Friendly it due to. retreat, only. the original seated) units may defend although Combat ts will apply to all units defending in that thee The ten point stacking limit may be exceaded when retreating due to combat Gf there is 90 Mevnatve) Normal sacking. limits must be Conformed to by the end of the next Friendly Movement Phase. [743] A unis) ia a hex is allowed to attack tiferent heses or may attack the same hex, of Some ofthe Strength Points may atack and the Cher) aot at all: Remember that Sel Defense iength Points may never attack, Thus, for poses of attack, mobile and Self-Defense ongth Points may not be combines. 17.2] UNIT BREAK-DOWN AND BUILD-UP (7.21) Land units may freely break-down and bouil-ap at anytime during Friendly Phase at the owning Player's discretion so long as Stacking Timite are not silat, Note that mobile nd Slt Defense units may not combine iato a single unit though, if attacked, they defend as single rength Point total [73] STACKING INHIBITIONS ‘AND PROHIBITIONS (7341 Naval units never count against stack imitations when in the same hex with Friendly land units 17.32] Land wnits and naval units may never be fombined as ingle Strength Polat total for ether stack or defense 17.3] Mobile and Self-Defense land units may never be combined into a single unit. However, ‘hey always defend asa single Strength Poin total it stacked together in_a single hex. Mobile and Self-Defense Strength Points in the same hex do count together tovurd the maximum of te Sength Points in a hex, 17.34] Land units of diferent alied nationalities 9 defend or attack as a single Stength Point total, Duc they may never be combined int single ‘mit. Such a stack is subject to all the restrictions ‘wtlined in ule 7.13. (7.35) Fortifications do count against stacking Timitations just as mobile land Units do, when stacked in the same hex as other Friendly land ans [8.0] LAND COMBAT GENERAL RULE: Combat oceus between adjacent opposing units at the Phasing. Players discretion. The. Phasing Player i the Attacker andthe non: Phasing Player isthe Defender, regardless oftheir overall strategic position, PROCEDURE: ‘The attackers total mobile land Strength Points rnust be equal fo or exceed the defender’ toal Tand Strength Points (both mobile and Seif Defensl. Total she Strength Point of all the stacking units involved in a specific attack and ‘compare it to the foal Strength Poins of all the Tand’units im the hex under attack. State che ‘comparison asa diference between the attacker's total Strength Points and. the defender's total Stengih Points, Const the Lang Combat Results ‘Table roll the die, and read the result on the sppropriat line under the difference. Apply the result" immediatly, before resolving anyother Stacks being made during that Land Combat Phase CASES: [Ba WHICH UNITS MAY ATTACK [BAl] During the Land Combat Phase of hit DPlayer-Turn the Phasing Player may atack ans snd all Enemy land units adjacent to. Friends ‘mobile land units. Only dhose Friendly unite Aiectly adjacent to a. given Enemy unit m3} participate In an attack pon that unit [8.12] Atacking is completely voluntary units are never compelled (0 attack and not every mobile land. nit’ adjacent” to an Enemy unit ead participate in any given attack [8.13] An Enemy occupied hex may be attacked by as many mobile land units as can be Brought 0 ‘bear in the six adjacent hexes. Theoretically. 2 Aefending unit could be attacked by €0 Strength Points [8.14] No unit may attack more than once pet [Lind Combat Phase, and no Enemy unit may’ be attacked mote than once per Land Gombat Phase z ae ii [8.15] SelDefense unite and fortifications mas never participate in am attack; they may onl} Setend (82] MULTIPLE UNIT ‘AND MULTLHEX COMBAT {8.21 Aland units defending in a given hex, bath mobile and Seif Defense, must be involved fn the combat, and they mus all be attacked a Strength. ‘The defender may not voluntarily sithhold any units im a hex under attack. “The stacker must attack all the land units as a whole Le, the Stzengths ofall the units in the hex fre totalled, and this total Stength is stacked. Different units (and) in-a given hex may not, therefore, be attacked separately (8.22] Strength Points in a hex that contains an attacking units) need not participate in that same fattack or in any attack. Thus, when one portion of Strength Points ina ex are actacking a given hex, the remaining portion could attack a diferent hex br not attack at all (8.231 If a unit) is adjacent to more than one Enemy occupied hey it could attack all of ther in ‘single combat, Thus, Strength Points in 2 single hex ean attack more than one other hex. The only quirement is hat all altacking units must be fjacent to all the svolved dofending unis. [8.24] When land units are attacking an Enemy foccupied hex that contains both fand and naval force, only the land forces inthe defending hex sctually defend and sufr the effects of the attack, [8.25] 1 unit i being ateacked through both ‘normal and mountain hessdes, the defender is mot outed the defense benefit for defending behind {tmnountain hexsde is negted. [8.3] COMBAT DIFFERENTIAL CALCULATION [8.31] Combat situations are expresed as a Aference of the attacker’ total mobile Strength Points minus the defender’ total Stenath Points (mobile and Se-Defese). Te is impossible 10 attack without at least 4 number of attacker's Suength Points equal tothe defender’ Strength Points For instance, if seven Strength Points of Fund units attack four Strength Points of 8 | C4 - +| += t|a| a) «& om wee dle |ado| de | alo| ae | eer) oem | oe P= 1 1 2 2 7 ao S|« Se 4. oe Bae Cele aC toe PS”) Ne Sy | se : =I =/ NN ns soe, ee ee Y

You might also like