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Fleet Commander Nimitz - War of SP you can allocate to the current box each Campaign
Turn. Each box must be “Built” before you can spend SP
This expansion combines the 4 separate Nimitz Campaigns toward the next box.
into one seemless Campaign that starts at the beginning of
1942 and doesn’t stop until the middle of 1945. Shipyards, Basic Training, and Assembly Lines are rated in 2
categories: Capacity and Rush.
You receive Supply Points (SP) each Campaign Turn. You use
these to purchase Forces, Repair Forces, buy Battle Plans, Capacity notes the maximum Cost of
and invest in your Infrastructure. Force counters that you may have on
that production line at one time.
Rules
This expansion details the US Resupply step in the Sequence Rush notes the SP cost to advance a
of Play: Force under construction a 2nd time
during a Campaign Turn.
US Resupply Step
Advance and Delay Forces Under Construction Example: At the start of the first turn of 1942,
Gain Supply Points your Built “Inferior’ Shipyards have a
Allocate Supply Points and Rush capacity of 20, and a Rush cost of 3. The 20
Place Newly Started Forces on Tracks Capacity means you cannot have more than
20 SP of Ship counters total in the line’s 6
These rules focus on the Shipyard production line. The Basic production boxes. The Rush cost of 3 means that if you want a Ship
Training and Assembly Lines use the same rules. The Home to advance a 2nd time during a turn, you need to pay 3 SP.
Front Morale modifies the 3 production lines.
Example: To gain the benefits of having “Standard’ Shipyards, you will
Components need to spend 15 SP to upgrade the line to “Standard”, but you
Reinforcement Sheets - There is one cannot spend more than 8 SP on the Shipyard upgrade each turn.
sheet for each year of the war: 1942, Once you have spent 15 SP you have “Standard” Shipyards. You then
1943, 1944, and 1945. begin spending SP to attain “Superior” Shipyards.
Setup the game as normal using the Advance - During the Advance Forces Under Construction
1942 sheet. All Japanese Battalion step, move each Force counter down one box in its
counters go into the Battalions box. If production line. During this step on the first turn of the game,
you must draw a Battalion, and none you do not have any Forces in the production lines.
are available, do not draw a Battalion.
When you advance a Force from a “1” box off the bottom of
Each Turn, instead of gaining the the production line, it has finished production and is ready to
standard Reinforcement and Supply deploy. Move the counter to the West Coast on the map.
points, gain the Supply Points listed on the sheet for the
current game turn. If you are suffering Delays due to the Home Front, do not
advance the counters you select to be Delayed.
Do not use the US Reinforcements area on the map. The
Infrastructure sheet in this expansion replaces that area, and Gain - Gain the number of SP noted on the Reinforcement
the standard US Reinforcement rules. Place your sheet for the current year and game turn.
Reinforcement Force counters for 1942 and all US Battalions,
next to the Infrastructure sheet for easy access. Allocate - Allocate your SP to building new Forces, Repairing
Forces, and upgrading your Infrastructure. The rules for
Infrastructure Sheet - This sheet Repairing Forces remain the same.
tracks your investments into your naval
production (Shipyards), infantry Use the Supply Point counters to
mobilization (Basic Training), land- record the SP spent for each box.
based aircraft manufacturing Once you have spent all the SP
(Assembly Lines), as well as your needed to complete the box, replace
efforts to boost the civilian morale back the SP counters with a “Built” counter.
home (Home Front Morale).
Example: On the first turn of 1942, you receive 20 SP. You decide to
build a cost 5 Aircraft Carrier, a cost 3 Cruiser, and three cost 1
Infantry. You also allocate 5 SP to upgrading your Basic Training, and
Your Infrastructure starts 2 SP to upgrading your Assembly Lines. You save 2 SP to buy Battle
with the lowest category Plans later in the turn during Battles.
in all 4 production
columns for Shipyards, Each time you pay a Rush cost, advance a Force one box.
Basic Training, Assembly Lines, and Home Front Morale You may not Rush the same Force more than once each
already “Built”. turn.
SP - When you pay the number of SP noted next to the Place - To build a new Force, place
“Standard” box for a production line, you receive the benefits it in the appropriate production line
of having a “Standard” production line. When you pay the box of the same value as its Cost.
noted SP for “Superior”, the production line improves to
“Superior”. Each box also notes the Max (maximum) number Example: If you are building a Ship with
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a cost of 4, you would placed the Ship counter in the Shipyard previously.
production line box with the “3-4”. An Infantry with a cost of 2 would
be placed in the Basic Training box with a “2”. A Land-Based Aircraft Fortification Counters
with a cost of 3 would be placed in the Assembly Line box with the If the Japanese Hold the Island, the Japanese
“3”. begin each Campaign Turn with the noted number
of Fortification counters on the Island, even if
You may build Battalion counters. Treat them as having a cost some were discarded in a previous Campaign
of 1. You may only purchase a Battalion if there is a US Turn.
Battalion counter available.
Discard 1 Fortification counter each time a Japanese Infantry
At this same time, you allocate SP to Home Front Morale in is about to suffer a Hit, instead of inflicting the Hit on the
the same way as you allocate SP to the 3 production lines. Infantry.
Similar placements, advancements, and completions are also Use the appropriate year of Carrier-Based Aircraft as the War
happening on the other 2 production lines. enters each new year.