IA Rules
IA Rules
Including the NetWarBuds (NWB) rules interpretations, information, clarifications & errata … and a
justification. These are observed issues that have been raised during recent games. These are not
"Official" errata as published by SPI. Such comments and changes are indicated with green type.
Invasion: America
Copyright 1976, Simulations Publications, Inc.,
New York, NY
[1.0] INTRODUCTION
Invasion America is a corps level simulation for two or more Players of a hypothetical amphibious invasion of
the North American continent within the next generation. Invasion America postulates that the North American
continent is being invaded by up to three Aggressor forces: the European Socialist Coalition (ESC), the South
American Union (SAU), and the Pan Asiatic League (PAL). Defending the North American continent are the
armed forces of the United States and Canada. Each separate force has differing capabilities and objectives.
Invasion America can be played as either a two-Player game or as a multi-Player game. In each of these
versions, each Player moves his units and executes attacks on Enemy units in turn, attempting to fulfill the
conditions of victory. To move from one hex to another, each unit expends a portion of its Movement
Allowance. Combat is resolved by comparing the total Combat Strength of opposing units and expressing the
comparison as a simplified probability ratio (odds). A die is rolled and the outcome indicated on the Combat
Results Table is applied to the units involved.
The 35” x 42” two-piece map sheet portrays the North American continent from the Baffin Islands to
Venezuela. A hexagonal grid is superimposed over the map sheet to regularize movement and combat of the
playing pieces. Terrain, communications and demographic considerations significant to the game are delineated.
How to Assemble the Map: The “North” map section is overlapped onto the “South” map section so that the
partial hexes on the South map section are entirely covered by the North section. This will result in the edge of
the North section exactly bisecting the northernmost hex row of the Southern section. Players may wish to use
small pieces of masking tape [not cellophane tape!] to secure the map to the table at the four corners and in the
middle of the top and bottom.
(Commentary) It is evident some “oddities” exist in the Map, however any real changes to it would alter play balance. So
the absence of Miami and San Diego while noticeable are to be considered justified in the ‘alternate history’, something
such as San Diego was nuked out of existence, and riots or fires in Miami reduced it to rubble.
(Errata) Hex 2715 on the heavy stock paper, should be Rough, not urban. (If you look, the hex is not colored in as round,
and is not a named city as all other urban hexes are. A close look at one of the hard backed boards printed later shows the
hex as Rough.) This printing problem was apparently corrected for follow-up editions.
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Various visual aids are provided for the Players to simplify and illustrate certain game functions. These are the
Combat Results Table, the Terrain Effects Chart and the Turn Record Track. These are explained in the
appropriate rules sections.
The differently colored playing pieces represent the units of the different armed forces involved in the game.
They are henceforth known as units. Many of the units are printed on both sides. One side is up when a unit has
not been “tried” in combat; the other side is used when the unit has either attacked or defended and its Strength
has become known. It is strongly recommended that the Players sort the units by type and color into the trays in
the base of the game box, as this greatly facilitates setting up and playing the game.
One of the SAU infantry counters in the original publication had a misprint on the untried side, showing “2010” instead of
“2?10” as it should have. The tried strength was 2-10.
SAU # units ESC # units PAL # units USA # units Canada # units
Arm Arm Mech Armor Armor
6-10 4 10-6 3 5-6 5 4-8 6 4-8 2
4-10 4 8-6 6 4-6 5 6-8 8 6-8 4
2-10 2 4-6 3 3-6 2 8-8 4 Mech
Mech Mech Shock Mech 3-8 3
5-10 5 8-6 4 20-4 4 3-8 8 5-8 3
3-10 8 5-6 8 Inf 5-8 8 7-8 2
1-10 3 3-6 4 8-6 8 7-8 5 Inf
Inf Inf 5-6 8 Inf 2-8 2
3-10 9 6-8 6 2-6 4 2-8 5 3-8 4
2-10 5 4-8 10 Hovercraft 3-8 12 4-8 2
1-10 4 2-8 4 3-5 3 4-8 5 Militia
CAS Hovercraft CAS Militia 0-4 2
3/4-3 4 3-5 6 4/4-6 4 0-4 8 1-4 2
3/2-3 4 CAS 4/2-6 4 1-4 8 2-4 4
LRB 4/4-4 5 LRB 2-4 16 3-4 2
6/6-3 2 4/2-4 5 6/6-6 2 3-4 8 CAS
6/4-3 2 LRB 6/4-6 2 CAS 3/3-4 2
Trans 6/7-4 3 Trans 3/3-4 6 3/5-4 2
(4) 4 6/5-4 3 (6) 6 3/5-4 6 Railroad
Amph Trans Amph LRB RR-60 2
8 3 (6) 6 12 3 10/6-4 8 Total 38
Supply Amph CV 10/10-4 8
(4) 3 12 3 8-6 3 Railroad
Total 66 CV Supply RR-60 4
6-6 6 (6) 3 Total 133
Supply Total 66
(6) 4
Total 89
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Additional counters:
Game-Turn
4 SAU blanks
2 Canadian blanks
1 ESC blank
[3.31] Unit Types
There are three types of units in Invasion America: Land Units, Air Units and Naval Units. Each of these types
of units is further subdivided into several categories. Each specific type and subtype has specific limitations and
uses, which are outlined in the rules section dealing specifically with each type.
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The Phasing Player may move any or all of his Naval Units within the restrictions outlined in the Naval
Movement Rules. No Land or Air Units (except those being transported by Naval units) may be moved.
2. Replacement Phase.
The Phasing Player places his replacements as called for by the Scenario being played.
3. Primary Supply Judgment Phase.
The Phasing Player determines which of his units are out of supply and which are in supply.
4. Land Movement Phase.
The Phasing Player may move all of his Land and Air Units in any direction, up to the limit of their Movement
Allowances, within the restrictions outlined in the Movement and Supply Rules. Naval units may not be moved.
5. Combat Phase.
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The Phasing Player may attack Enemy units and conduct Amphibious Assaults. These activities are resolved as
outlined in the respective rules sections.
6. Secondary Supply Judgment Phase.
The Phasing Player determines which of his units are in supply and which are out of supply.
7. Mechanized Movement Phase.
The Phasing Player may move his Armored and Mechanized Infantry units again. No other units may be moved
in this Phase.
B. E.S.C. PLAYER-TURN
1. Naval Movement Phase
2. Replacement Phase
3. Primary Supply Judgment Phase
4. Land Movement Phase
5. Combat Phase
6. Secondary Supply Judgment Phase
7. Mechanized Movement Phase
C. P.A.L. PLAYER-TURN
1. Naval Movement Phase
2. Replacement Phase
3. Primary Supply Judgment Phase
4. Land Movement Phase
5. Combat Phase
6. Secondary Supply Judgment Phase
7. Mechanized Movement Phase
D. US/CANADA PLAYER-TURN
1. Replacement Phase.
The Phasing Player places replacements on the map as called for by the Scenario being played.
2. Primary Supply Judgment Phase.
The Phasing Player determines which of his units are out of supply and which are in supply.
3. Rail Movement Phase
The Phase Player may load and transport units with his Rail units within the restrictions outlined in the Rail
Movement Rules.
4. Land Movement Phase.
The Phasing Player may move all of his Land and Air Units in any direction, up to the limit of their Movement
Allowances, within the restrictions outlined in the Movement and Supply Rules. Naval units may not be moved.
5. Combat Phase.
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The Phasing Player may attack Enemy units and conduct Amphibious Assaults. These activities are resolved as
outlined in the respective rules sections.
6. Secondary Supply Judgment Phase.
The Phasing Player determines which of his units are in supply and which are out of supply.
7. Mechanized Movement Phase.
The Phasing Player may move his Armored and Mechanized Infantry units again. No other units may be moved
in this Phase.
E. GAME-TURN INDICATION
The Game-Turn Marker is advanced one space on the Game-Turn Record Track to signal the start of a new
Game-Turn.
[4.2] (Errata/Clarification) Supply units, which are considered land units in all other senses, load or unload from
Amphibious units only during the Naval Movement Phase. Loading for other land units occurs during their respective
movement phases.
[4.3] GAME LENGTH
Repeat Steps A through E for eight Game-Turns (unless the Campaign Game is being played). At the end of the
final Game-Turn, the Players’ performances are evaluated in light of the Victory Conditions for the Scenario
being played.
[5.0] NAVAL MOVEMENT
GENERAL RULE:
During the Naval Movement Phase, the Phasing Player may move as many or as few of his Naval units as he
wishes. During any Friendly Naval Movement Phase, each unit may be moved as many all sea and/or coastal
hexes as the Phasing Player desires. Naval units have an unlimited Movement Allowance.
PROCEDURE:
Move each Naval unit (or stack of Naval units), tracing the path of movement through the hexagonal grid.
Naval units may only be moved through sea and/or coastal hexes.
CASES:
[5.1] HOW TO MOVE NAVAL UNITS
[5.11] During the Naval Movement Phase of a specific force, only the units of that force are moved. All, some or none of
these Naval units may be moved. No Land units (except those being transported), and no non-Phasing units may be moved,
nor may any form of combat take place during the Naval Movement Phase.
[5.12] Naval units have an unlimited Movement Allowance. They may move through any number of all-sea and/or coastal
hexes. Units may move in any direction or combination of directions.
[5.2] RESTRICTIONS AND PROHIBITIONS
[5.21] Naval units may neither exit the map, nor enter all-land hexes. nor cross all-land hexsides.
[5.22] Zones of Control never affect Naval units.
[5.23] Naval units may never enter a coastal hex containing Enemy units, except to execute any Amphibious Assault.
[5.24] Units may freely move through hexes containing other Friendly units.
[6.0] NAVAL UNIT STACKING
GENERAL RULE:
A maximum of three Naval units may be in any one hex at the end of any Naval Movement Phase.
[6.1] EFFECT ON MOVEMENT
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[6.11] The stacking limit applies only at the end of the Movement Phase. A Naval unit may move through hexes already
containing three Naval Units.
[6.12] Naval units may move as a stack or stack and unstack freely during movement, as long as no more than three Naval
units end the Movement Phase in a given hex.
[6.2] EFFECT ON COMBAT
[6.21] All units stacked in a single hex must be attacked as one combined Combat Strength; all their Combat Strengths are
totaled when attacked.
[6.22] Land. Air and Supply units being transported by Friendly Naval units never add to the defense of a given hex under
attack. They do, however, suffer all results rolled against the Naval units transporting them.
[6.23] Land, Air and Supply units’ Strength Points are never calculated in an Exchange Combat Result in an attack against
the Naval units transporting them; the attacking units lost must equal only the Strength of the defending Naval units.
[6.24] Land, Air and Supply units being transported by Naval units do not count against the Naval unit stacking limit of
three units.
[6.25] Land, Air and Supply units being transported by Naval units are destroyed if the unit transporting them is
destroyed, and must retreat if the unit transporting them is forced to retreat, into the same hex as the transporting unit, even
in an Amphibious Assault.
[7.0] NAVAL TRANSPORT UNITS
GENERAL RULE:
During the Naval Movement Phase, Naval Transport and Amphibious units may transport up to three Friendly units
through all-sea hexes. Transport units may transport only Land combat units and Air units. Amphibious units may
transport only Land combat and Supply units. Transport units may load and unload in hexes with Friendly Supply units or
in Friendly-occupied port hexes (or in the P.A.L. Holding Box). Amphibious units may load and unload units in hexes with
Friendly Supply units, in Friendly-occupied port hexes, in amphibious hexes (or in the P.A.L. Holding Box). To load Onto
or unload from a Naval Transport or Amphibious unit costs the Land or Air unit two Movement Points. There is no
Movement Point cost for loading to the Amphibious or Transport unit.
PROCEDURE:
During the appropriate Movement Phase, units of a national force may expend 2 MP in a port hex containing Transport or
Amphibious units of that national force. These Land units are then considered to be loaded on the Naval units and may be
transported by them in the following Naval Movement Phase. The Land or Air units being transported are placed under the
Naval unit transporting them. The procedure is reversed for unloading units from Transports or Amphibious units.
Additionally, Amphibious units may load and unload Land units of the same national force (only) in amphibious hexes,
and assist these units in attacks on Enemy units.
CASES:
[7.1] RESTRICTIONS ON NAVAL UNITS
[7.11] Transports and Amphibious units have a maximum capacity of three units of the same national force.
[7.12] Naval Units may transport only units of the same nationality; for example, E.S.C. Transport and Amphibious units
may only transport E.S.C. units, etc.
[7.13] Only Transport and Amphibious units may transport units. CV units may never transport units (not even Air units).
[7.2] NAVAL TRANSPORT OF SUPPLY UNITS
Amphibious units of a national force may transport Supply units (during the Naval Movement Phase) of the same national
force. To load or unload a Supply unit requires that the transporting Amphibious unit remain in the coastal hex with the
Supply unit for an entire Naval Movement Phase. After loading, the Supply unit may be transported in the following Naval
Movement Phase. After unloading, the Supply unit may be used as a Port and Supply base for units of the same national
force in the subsequent Land Movement Phase. After a Supply unit is placed, it continues to provide Supply as long as it
remains in the hex. It may be transported by any Amphibious unit of the same national force that fulfills the requirements
for transport.
[7.2] (Clarification) Supply units are loaded or unloaded during the Naval Movement Phase and take the entire naval
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phase for the Amphibious unit to load or unload. This does make them useful the turn they’ve unloaded.
[7.21] Supply units may only be transported by Amphibious units (which may simultaneously transport Friendly Land
units).
[7.22] Supply units may never be transported by an Amphibious unit in the same Game-Turn that the Amphibious unit is
conducting an Amphibious Assault.
[7.22] (Clarification) Naval units cannot go into a coastal hex containing enemy units, except for Amphibious Assaults
(5.23). Supply units cannot be on an Amphibious unit conducting an Amphibious Assault. This includes Amphibious
Assaults of empty beach hexes. An Amphibious unit may stack with another Amphibious unit conducting an Amphibious
Assault, though it may not unload. Even an empty beach hex must be invaded before a supply unit can be unloaded on it.
The Aggressor must control the beach hex before a supply unit can be unloaded. An Amphibious unit could carry other
units and unload them the same turn as the Supply unit, within the requirement the hex be controlled by the owner of the
units.
[7.3] NAVAL UNITS AND ZONES OF CONTROL
Naval units (and units they are transporting) have no Zones of Control. Naval units (and units they are transporting) are
unaffected by Land units’ Zones of Control.
[7.4] NAVAL COMBAT
Only the Aggressor forces have Naval forces. Amphibious units may conduct Amphibious Assaults against amphibious
hexes. Land units may not attack Naval units. CV units may make attacks in the same manner as Air units; for purposes of
combat, CV units are considered Air units. They may attack any Land or Air units within their range. (See 14.0 for
procedure.) Air units may attack Naval units in the same manner that they attack Land units. Naval units never have an
“untried” Combat Strength. Their strength is always known, In multi-Player games, CV units may attack other Naval units;
other Naval unit types may not attack Naval units.]
[8.0] REPLACEMENTS
GENERAL RULE:
Listed in each Scenario are the number of replacement units received by each force during their respective Replacement
Phases for each Game Turn. Replacement units are always removed from the Destroyed Units Boxes.
PROCEDURE:
When a unit is destroyed, it is placed in the Destroyed Units Box for units of its own force. There are five boxes, one for
each force. During each Replacement Phase, the specified number of units may be removed from the Destroyed Units Box
and brought into play.
CASES:
[8.1] REMOVAL OF DESTROYED UNITS
[8.11] When a unit is destroyed as a result of combat, it is immediately placed in the proper Destroyed Units Box.
[8.12] When a Land Combat or Air unit is placed in the Destroyed Units Box, it is placed face-down; showing its untried
Strength (as it was at the beginning of the game). These units should then be thoroughly mixed in with the other units in the
Destroyed Units Box.
[8.2] REPLACEMENT UNITS
[8.21] If a force is to receive replacement units, that force may only receive replacements if there are, during the
appropriate Replacement Phase, sufficient units in the Destroyed Units Box to bring back into the game as replacements.
Unclaimed replacements may not be accumulated.
[8.22] When forces are being replaced, only the destroyed unit-types listed are replaced.
[8.23] American and Canadian replacements appear in any Supply hex currently controlled by the Phasing Player.
[8.24] Aggressor replacements appear in any coastal hex occupied by a Supply unit of the same national force, or in any
port hex occupied by units of the same national force.
[8.25] All replacements may move normally the Game-Turn in which they appear.
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[8.26] Replacements may appear in any Enemy controlled hex, but they may move no further in the following Land
Movement Phase.
[8.27] If no replacement hex is available, replacements scheduled for that Turn may not be received.
[8.28] “Constant” replacements listed in the Scenarios may be received in each Game-Turn. “Variable” replacements
require certain conditions to be met.
[9.0] SUPPLY
GENERAL RULE:
Land units and Air units are considered to be “in supply” or “Out of supply.” Units are considered to be in supply if they
can trace a line of hexes unblocked by Enemy units or Zones of Control to a Supply hex (in the case of American and
Canadian units), or to a Supply unit, occupied port hex, or Amphibious unit (in amphibious hex) of the same national force
as the unit to be supplied, for the Aggressor force.
[9.1] SUPPLY SOURCES
[9.11] American and Canadian units are considered to be in supply if they can trace a line of hexes of any length,
unblocked by Enemy units or Enemy-controlled hexes to any Supply hex in their own respective countries. Aggressor units
are considered in supply if they can trace a line of hexes of any length unblocked by Enemy units or Enemy-controlled
hexes to a Supply unit of their own national force on a coastal hex, or a port hex occupied by a unit of their own national
force. Friendly units negate Enemy Zones of Control for supply purposes.
[9.12] Aggressor units are also considered to be in supply if they can trace a path no longer than three hexes to an
amphibious hex occupied by a Friendly Amphibious unit. This path must not be blocked by Enemy units or Zones of
Control.
[9.13] Naval units are always in supply.
[9.14] Supply hexes may not be used as supply sources for Aggressor forces, unless the supply hex is in a coastal hex.
[9.2] SUPPLY EFFECTS
[9.21] Land units that are out of supply attack and defend at one-half their printed Combat Strength. The Movement
Allowance of such units is also halved.
[9.22] The Combat Strength and Movement Allowance of Air units that are out of supply are halved; however, their Range
Allowance is unaffected by supply considerations.
[9.23] Units that are out of supply may remain so indefinitely. Units are never eliminated as a result of being out of
supply.
[9.24] Rail units are always in supply. They always retain their full Movement Allowance.
[9.3] JUDGING SUPPLY
[9.31] Supply, for purposes of movement, is judged during the appropriate Supply Judgment Phase (Primary or
Secondary). Units which are out of supply at that time have their Movement Allowance cut in half (fractions are rounded
up).
[9.32] Supply, for purposes of combat (either attack or defense), is judged at the instant of Combat. Units which are out of
supply at the instant of combat have their Combat Strength cut in half (fractions are rounded up).
[9.4] BLOCKING SUPPLY
Units are considered to be out of supply if their supply path is blocked by (1) an Enemy occupied hex, or (2) an Enemy-
controlled hex not occupied by a Friendly unit, or (3) blocked hexsides. Land arid Air units may never trace supply
through all-sea or lake hexes. Naval units are always in supply.
[9.5] SUPPLY UNITS
Only Aggressor forces have Supply units. A Supply unit can supply any Friendly units, and its supply capacity is never
expended.
[9.51] Each Supply unit counts as one unit for stacking purposes.
[9.52] Supply units may never attack; they may only defend.
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[9.53] A Supply unit may be used as a source of supply to all units of the same national force which can trace a Line of
Supply to it in all Game-Turns subsequent to its landing (see Case 7.2).
[9.54] Once placed, Supply units can never be moved over land, although they may be moved by Amphibious units.
[9.6] PORTS
Some hexes on the map are designated as Port hexes. These hexes supply all units of a national force that can trace a Line
of Supply to them, if occupied by a unit of that force.
[9.61] Port hexes function as supply centers immediately upon being occupied by Land or Air units, at any point in the
Game-Turn.
[9.62] Port hexes may only function as supply centers for units of the same national force as the unit currently occupying
them. If Port hexes are unoccupied, they may not function as a Supply center for any units. All Coastal-Urban hexes and
Supply hexes function as ports for all purposes.
[10.0] LAND MOVEMENT
GENERAL RULE:
During the Land Movement Phase of a Player Turn, as many or as few of the Land and Air units of that national force may
be moved as the Controlling Player wishes. Units may be moved in any direction or combination of directions. During the
Mechanized Movement Phase. Armored and Mechanized Infantry units, only, may be moved again.
PROCEDURE:
Units are moved one at a time, tracing a path of contiguous hexes through the hex grid. As a unit enters a hex, it pays one
or more Movement Points from its total Movement Allowance.
CASES:
[10.1] MOVEMENT RESTRICTIONS AND PROHIBITIONS
[10.11] Movement may never take place Out of sequence. Units of a national force may be moved only during the
Movement Phase of their own Player-Turn. During the Combat Phase, a unit which is either attacking or defending may be
called upon to advance or retreat after combat is resolved. During the Movement Phases of other Player-Turns and during
all Combat Phases (except when advancing or retreating as a result of combat), units of a national force must not be
moved.
[10.12] A Friendly unit may never enter a hex containing an Enemy unit (exception: see 15.0).
[10.13] A unit may never expend more Movement Points than its total Movement Allowance in any one Movement Phase.
A unit may expend all, some or none of its Movement Points in any one Movement Phase, but unused Movement Points
may not be accumulated until another Movement Phase or transferred to another unit.
[10.14] Once a unit has been moved and the Player’s hand taken from the piece, it may not change its move without the
consent of the opposing Player.
[10.2] EFFECTS OF TERRAIN
[10.21] Movement is calculated in terms of Movement Points. Basically, each unit expends one Movement Point from its
Movement Allowance to enter a clear terrain hex. To enter other types of hexes, a unit must expend more than one
Movement Point. When the Terrain Effects Chart calls for a Movement Point. expenditure to cross a terrain hexside, this
cost is in addition to the terrain cost for entering the hex.
[10.22] Units may never exit the map, or enter or cross prohibited terrain. Units forces to do so as a result of combat are
eliminated instead.
[11.0] LAND UNITS ZONES OF CONTROL
GENERAL RULE:
The six hexagons surrounding a hex constitute the Zone of Control of any Land Combat units in that hex. Hexes upon
which a unit exerts a Zone of Control are called controlled hexes, and inhibit the movement of Enemy Land units and block
the supply path of Enemy units. All Land units must cease movement when they enter an Enemy controlled hex.
CASES:
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All attacking units are committed to an attack, and once committed may not be withdrawn or reallocated to another attack.
All defending units must also be specified. The “tried” strength of all units in the combat are then revealed (see Case
18.34).
Total the Combat Strengths of all the attacking units involved in a specific attack and compare it to the total Combat
Strength of the units in the hex under attack. State the comparison as a probability ratio: Attacker’s Strength to Defender’s
Strength. Round off the ratio in favor of the defender to conform to the simplified odds found on the Combat Results
Table, roll the die and read the result on the appropriate line under the odds. Apply the result immediately, before
resolving any other attacks being made during the Combat Phase. Friendly units may not attack each other.
CASES:
[13.1] WHICH UNITS MAY ATTACK
[13.11] Land Combat Units may only attack during their own national force’s specific Combat Phase. They may then
attack any and all Enemy units adjacent to them. Only those Land Combat units directly adjacent to a given Enemy unit
may participate in an attack on that unit.
[13.12] Attacking is completely voluntary; units are never compelled to attack, and not every unit adjacent to an Enemy
unit need participate in any attack. A unit that is not participating in an attack by other units in the same hex is never
affected by the results of the attack.
[13.13] An Enemy occupied hex may be attacked by as many units as can be brought to bear in the six adjacent hexes,
plus any number of Air units that can attack from non-adjacent hexes (see 14.0).
[13.14] No unit may attack more than once per Combat Phase and no Enemy unit may be attacked more than once per
Combat Phase. A unit may be attacked more than once per Game-Turn (once in each Enemy Combat Phase).
[13.2] MULTI-UNIT AND MULTI-HEX COMBAT
[13.21] All units in a given hex must be attacked as a single combined Combat Strength. The defender may not ‘withhold”
a unit in a hex under attack. Different Units in a hex may not be attacked separately.
[13.22] Other units in a hex that contains an attacking unit need not participate in that same attack or any other attack.
Thus, when one unit in a stack is attacking a given hex, the other units in the stack could attack a different hex, or not
attack at all.
[13.23] If a stack of units is adjacent to more than one Enemy occupied hex, it could attack all, some or none of them in a
single combat. Thus, units in a single hex may attack more than one hex. The only requirement is that all attacking units
must be adjacent to all defending units. (Air units, when adjacent, must be adjacent to all defending units.) [13.24] A given
unit’s Combat Strength is always unitary. That is, a unit’s Combat Strength may not be divided among different combats,
either for attack or defense.
[13.3] EFFECTS OF TERRAIN
A unit defending in certain types of terrain may have its Combat Strength increased. This increase is always expressed as
a multiple of the Combat Strength. These multiples are summarized on the Terrain Effects Chart.
[13.3] (Clarification) Terrain effects are completely negated by the use of supporting air units. (see 14.16).
[13.31] A defending unit may obtain the doubling or tripling effect of rivers only if all the attacking units are attacking
across river hexsides. If even one attacking Land Combat unit is attacking across a non-river hexside, or if one of the
attacking units is an Air unit or a Naval unit in any location, then the defending unit does not obtain any defensive
advantage from the river hexside.
[13.32] The effects of terrain on defense are not cumulative. The defender benefits only from the most advantageous
terrain type. Thus, if a unit is behind a river and in mountainous terrain, its Combat Strength for defense would only be
tripled, not quadrupled (see Case 14.16).
[13.4] COMBAT RESOLUTION
[13.41] Combat Odds are always rounded off in favor of the defender. For example: An attack with a combined Combat
Strength of 26 against a defender with a Combat Strength of 9 (26 to 9) would round off downward to the next lowest Odds
Column on the Combat Results Table, “2 to 1.” That column would be used for resolving the attack.
[13.42] Explanation of Results
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Dl, 2 or 3 = Defender Retreats the indicated number of hexes (1, 2, 3). Each Player retreats his own units. He must retreat
his units in accordance with the Retreat Rules. Units may not retreat across Blocked hexsides (see Terrain Key).
Al, 2 or 3 = Attacker Retreats the indicated number of hexes (1, 2, 3).
Ae = Attacker Eliminated. All attacking units are eliminated. Defender may advance into the hex.
De = Defender Eliminated. All defending units are eliminated. Attacker may advance into the hex.
Dx = Defender Exchange. All of the defending units are eliminated first, then an equal or greater number of the attacking
Combat Strength Points are lost. For example: A unit with a Combat Strength of 3 is attacked by Enemy units with Combat
Strengths of 6 and 4, and a “Dx” is rolled. The defending unit is removed from the board, then either attacking unit (at the
Owning Player’s discretion) is removed from the map. Note that all exchanges take place using the printed Combat
Strength of the units involved.
Ax = Attacker Exchange. All attacking units are eliminated, and then a number of defending Combat Strength Points equal
to or greater than the Combat Strength of the attacking units are lost. Note that this result is calculated in exactly the same
manner as a Defender Exchange, except the attacking units are eliminated first, after which an equal or greater number of
defending Combat Strength Points are eliminated.
[13.5] HOW TO RETREAT
When the Combat Result requires units to be retreated, the Owning Player must immediately move those units the
indicated number of hexes away from their combat position. This movement is not normal movement, and is subject to the
following restrictions. If the unit is unable to retreat within these restrictions, it is eliminated instead.
[13.51] In retreating, a unit may initially leave an Enemy controlled hex; thereafter it may not enter an Enemy controlled
hex. Friendly units do not negate Enemy Zones of Control for purposes of retreat.
[13.52] A retreating unit may not cross a Blocked hexside or enter a prohibited hex (see Terrain Effects Chart). Terrain
Movement Point costs are ignored.
[13.53] Where possible, a retreating unit must retreat into and through vacant hexes. If no other route is available, the
retreating unit may move through Friendly occupied hexes, displacing every Friendly unit whose hex it moves into or
through. Retreating units may not stack with other units. However, units stacked initially before retreating must remain
stacked throughout their retreat.
[13.54] In all cases, the retreating unit must terminate its retreat the Combat Result-indicated number of hexes away from
its former combat positions. If it cannot, and can retreat only a portion of the number of obligated hexes, it is eliminated
instead, in the last hex it was able to retreat into.
[13.6] DISPLACEMENT
[13.61] If Friendly units occupy hexes in the only possible retreat route available to the retreating unit, those Friendly
units are displaced (moved out of their hexes) by the retreating unit. The displaced unit is moved one hex (by the Owning
Player) as if it were, itself, retreating. Then the retreating unit enters the vacated hex, and, if necessary, continues its
retreat. The retreating unit may displace as many units as necessary to retreat the indicated number of hexes.
[13.62] If the displacement would cause any of the displaced units to be eliminated, the retreating unit is eliminated
instead. Displaced units can themselves displace Friendly units in a sort of chain reaction of displacement, if that is the
only permitted path of displacement open to them. A unit may be displaced more than once per Combat Phase, if that is
the only alternative. Units may not displace other Friendly units if they have other paths open to them.
[13.63] Note that stacking may never take place as a result of retreat. Retreating units are never stacked with other
Friendly units; they are always displaced.
[13.7] ADVANCE AFTER COMBAT
[13.71] Whenever an Enemy unit is forced to retreat (or is eliminated) as a result of combat, it will leave a path of vacant
hexes behind it called the Path of Retreat or Retreat Path (this includes any hexes left vacant pursuant to displacement).
Any or all Friendly victorious units which participated in the combat and were adjacent to the retreated unit are allowed to
advance along the Enemy Path of Retreat.
[13.72] The advancing victorious units may cease advancing in any hex along the Path of Retreat.
[13.73] Advancing victorious units may ignore Enemy Zones of Control.
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[13.74] Only victorious units which were adjacent to the retreating unit during the combat and participated in that combat
may advance. Non-adjacent Air units may not advance after combat (see Case 15.16).
[13.75] An advancing unit may not stray from the Path of Retreat (the path the retreating unit just moved through).
[13.76] The option to advance must be exercised immediately; before any other combat resolution. Units are never forced
to advance after combat. After advancing, units may neither attack nor be attacked in that Phase, even if their advance
places them next to Enemy units whose battles are yet to be resolved, or who were not involved in combat. However,
advances are useful in cutting off the retreat of Enemy units whose combat has not yet been resolved.
[13.77] Units may stack and unstack freely as a result of advance after combat, as long as there are no more than three
units in a hex at the end of the Combat Phase.
[14.0] AIR COMBAT
GENERAL RULE:
Air units may participate in combat from non-adjacent as well as adjacent hexes. The Air unit’s Combat Strength may be
used to attack Enemy units within range. When attacked, an Air unit defends itself with its own Combat Strength. Air units
are treated as ranged Land units; they must pay terrain costs when moving and engage in combat just as Land units do.
CASES:
[14.1] AIR STRIKE ATTACKS
[14.11] Air units may make air strike attacks against any non-adjacent Enemy units, up to the extent of their Range
Allowance, at the Owning Player’s option; Air units may attack Naval units.
[14.12] Range from the attacking Air unit to the defending unit is counted by including the target hex (defending unit’s
hex), but not the attacking unit’s hex. Range is counted in terms of hexes.
[14.13] A single Air unit may only attack a single Enemy-occupied hex when attacking from a non-adjacent hex, except
when making a combined attack with Friendly Land units (see 14.2).
[14.14] Air units may only attack once per Friendly Combat Phase.
[14.15] Attacking Air units always suffer all Combat Results as shown on the Combat Results Table, regardless of range,
when attacking or defending.
[14.16] Units defending against attacks by Air units (and any units making a combined attack with them) never receive any
benefit for Terrain Effects on combat. They defend against attacks involving Air units using only their printed Combat
Strength.
[14.16] (Clarification) The negation of terrain includes the Beach Hex multipliers. This does contradict 15.13 which says
the defenders always get the benefit of the multiplier even if combined, but from context it seems apparent 15.13’s intent
is that of other supporting adjacent ground units. (Commentary) This will only affect anything if the US player has
neglected to provide air cover from out of range of air superiority attack.
[14.2] COMBINED ATTACKS
[14.21] Air units may attack alone, in concert with other Air units or in a combined attack with any Friendly units which
are adjacent to Enemy units within range, adding their Combat Strength to the attack.
[14.22] If, in a combined attack, Friendly units are attacking Enemy units in more than one hex, the Air units need only be
in range of one of the defending hexes to add their Combat Strength to the combined total of attacking Strength Points.
[14.3] ADJACENT ATTACKS
[14.31] When adjacent to an Enemy unit, an Air unit may attack either the adjacent Enemy units or any Enemy units within
range. Air units are never forced to attack a unit merely because it is adjacent to them.
[14.32] When attacking from an adjacent hex, Air units may attack as many units are they are adjacent to, but may not
attack adjacent and non-adjacent units in the same Combat Phase.
[14.4] DEFENSE
[14.41] Air units never add their Combat Strength for defense purposes to any Friendly units except those stacked with
them.
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[14.42] Air units suffer all Combat Results when defending and when attacking.
[14.42] (Clarification) Air units suffer all Combat Results as any other units, including retreats, whether attacking or
defending.
[14.43] If Air units not stacked with Friendly Land Combat units are attacked by Enemy Land Combat units, they defend
at half their printed Combat Strength.
[14.44] Air units never receive any benefit for terrain; their Combat Strengths are never doubled or tripled for purposes of
defense.
[14.5] AIR SUPERIORITY
For Friendly Air units to attack any given hex occupied by Enemy Land Combat units, two conditions must be met: 1) The
attacking Air unit must be within range of the hex in question, and 2) The Phasing Player must have gained Air Superiority
over that hex. To gain air superiority over a hex, all Enemy CV and LRB units within range of the hex containing the
Enemy Land Combat units must be attacked, before any Air units may attack the Enemy Land Combat units. These
attacks against Enemy Air units need not be successful attacks; any result will do. CAS units do not dispute air
superiority.
[14.51] Any Friendly unit with a Combat Strength may fulfill the required attack, including CAS and Land units. The
Combat Strength of the unit must simply be applied within the normal restrictions of combat for that unit type against any
Enemy LRB or CV units disputing Air Superiority over a given hex.
[14.52] It is never necessary to gain Air Superiority over any hex containing an Enemy Air unit. Any hex containing an
Enemy Air Unit of any kind, may always be attacked by any units without regard to Air Superiority.
[15.0] AMPHIBIOUS ASSAULTS
GENERAL RULE:
An Amphibious Assault is a special attack made by Aggressor Amphibious units and the Land Combat units they
transport during the Combat Phase. Amphibious Assaults are made on Enemy units in amphibious hexes only. They are
the only type of attack in which opposing units occupy the same hex.
PROCEDURE:
During the Naval Movement Phase, an Amphibious unit and the Land Combat units it is transporting must end the Phase in
an amphibious hex occupied by Enemy units in order to make an Amphibious Assault. During the subsequent Combat
Phase, the Amphibious unit and its passengers must attack the Enemy units in the hex, according to the rules governing
Land combat (13.0). The defending units have a defense Combat Strength Point multiple as shown in the hex. After the
units adjusted Strengths are determined, the appropriate Odds Column on the Combat Results Table is consulted, the die
is rolled and results are applied.
[15.1] RESTRICTIONS ON AMPHIBIOUS ASSAULTS
[15.11] Only one Amphibious unit and the Land Combat units it is transporting may make an Amphibious Assault against
a given amphibious hex in a given Combat Phase.
[15.12] Any number of Friendly units that can be brought to bear may assist the units in making an Amphibious Assault.
Adjacent Land Combat units, CV units, and Air units may all assist an Amphibious Assault, observing normal restrictions.
[15.13] Units defending in an Amphibious Assault always (even in a combined attack with non-assaulting units) have their
Combat Strength supplemented by the appropriate multiple as shown in the hex. The second value shown in the hex is the
Defense Multiple. Example: If “3/2” is shown in the hex, the defending Combat Strength is doubled. Assaulted units do not
receive any additional terrain benefit.
[15.13] (Errata) Air support negates the multiplier, support from other adjacent ground units does not. (Commentary) This
will only affect anything if the US player has neglected to provide air cover from units that are out of range of air
superiority attacks.
[15.14] If a “Defender Exchange” is rolled as a result in an Amphibious Assault, the attacking Player must take his losses
with participating Land Combat units first; if their elimination fails to satisfy the exchange, then the Amphibious unit
involved in the Assault is eliminated. If there are still losses to be taken to satisfy the exchange and there are surviving
non-assaulting, attacking units, the Owning Player must satisfy the remaining losses from among them.
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[15.15] If an Amphibious unit and its Land unit passengers end the Naval Movement Phase in an unoccupied Amphibious
hex, the Land units may move off the Amphibious unit in the subsequent Land Movement Phase. The Land units pay the
cost shown in the hex for unloading from the Amphibious unit. If the number in the hex is “3/2,” the Land units being
transported by the Amphibious unit pay three Movement Points to unload and may continue moving in the Land Movement
Phase according to all restrictions. If the Amphibious hex is occupied by defending units, the Land units conducting the
Amphibious Assault may move no farther in the subsequent Land Movement Phase, but must instead conduct an
Amphibious Assault.
[15.15] (Clarification) Even landing on an unoccupied beach hex is an Amphibious Assault.
[15.16] The Land units conducting an Amphibious Assault have no Zone of Control in that Player Turn. Thus, the
defending units are not prohibited from retreating. The Land units conducting the Amphibious Assault may advance along
the Path of Retreat of the defending units. The Amphibious units themselves may not advance after combat. Infantry
unit(s) must be the first attacking units to be eliminated.
[16.0] SPECIAL UNIT TYPES
[16.1] P.A.L. SPECIAL INFANTRY
P.A.L. Special Infantry units represent large masses of infantry which employ Wave Assault tactics. Units using these
tactics are effective, but the cost for using them is potentially very high.
[16.11] P.A.L. Special Infantry may never be transported by Amphibious units.
[16.12] In any attack utilizing Special Infantry in which a Defender Exchange is rolled, the Special Infantry unit(s) must be
the first attacking unit to be eliminated.
[16.13] In all other ways, P.A.L Special Infantry units are treated normally with no other special restrictions.
[16.14] Special Infantry units’ Combat Strengths are always known; they don’t have “untried” Strengths.
[16.2] HOVERCRAFT
Hovercraft units represent special combat detachments equipped with, and trained in the use of Hovercraft (cushioned air
vehicles).
[16.21] Hovercraft units have no Zones of Control. [16.22] Hovercraft units pay 1 MP per hex entered, regardless of
terrain, but may not enter Broken, Rough, Urban or Supply hexes.
[16.23] Hovercraft units may enter and pass through all-sea hexes to the extent of their Movement Allowance, but may
never end the Movement Phase in an all-sea hex. If they do, they are eliminated immediately, before play proceeds to the
next Phase.
[16.24] Hovercraft units may ignore any Blocked hexsides on the map for purposes of Movement, Combat and Retreat.
[16.25] Hovercraft units are subject to all supply restrictions and function in all other ways as normal Land Combat units.
[16.26] Hovercraft units’ Combat Strengths are always known; they don’t have an “untried” Strength.
[16.3] MILITIA
The US and Canadian forces (only) receive Militia. Militia function exactly like all other Land Combat units, within the
following restrictions.
[16.31] Militia exert no Zone of Control at anytime.
[16.32] When their Strength is revealed, some Militia units will show a Combat Strength of “zero.” When these units are
revealed they are immediately removed from the map and are placed in the Destroyed Units Box. In addition, all units
stacked with the “zero” Strength Militia units immediately retreat (as if they were retreating as a result of combat) two
hexes. No combat is resolved against these units, but the attacking units may advance along the Path of Retreat.
[16.33] Within the above restrictions, Militia units operate as outlined in the rules dealing with Land Combat units, with no
other special restrictions.
[16.4] RAIL UNITS
In each Scenario the American and Canadian forces are given a certain number of Railroad units. The sole function of Rail
units is to transport Land Combat and Air units. The Rail units have a Transport Capacity of one Land Combat or Air unit.
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Rail units are moved during the Rail Movement Phase of the Player-Turn. Rail units may not enter or leave an Enemy
Zone of Control.
[16.41] Transporting Units by Rail
A Rail unit may load or unload a unit at any time during its Movement Phase. There is no additional Movement Point cost
to load, unload or transport a unit. The Rail unit simply moves into the hex with the unit it is to transport, moves across the
map with the Combat unit underneath, and leaves off the Combat unit at any point. Units transported by rail may not move
in the subsequent Land Movement Phase.
Any number of units may be transported by a Rail unit in a Movement Phase, so long as they are transported one at a time,
A Rail unit may transport only one unit at a time. Rail units may transport any Friendly unit.
[16.42] Movement Point Costs
Rail units pay one Movement Point to enter any hex, within the limits of the Rail Net Boundary. They pay only one
Movement Point per hex, regardless of terrain, as long as the given hex is south of the Rail Net Boundary. Rail units may
not cross Blocked hexsides or enter all-sea hexes.
[16.43] Combat
Rail units may not attack. Enemy units may move directly through a hex containing only a Rail unit; the lone Rail unit is
eliminated if Enemy units move through or adjacent to its hex. Rail units have no Zone of Control and in no way impede
the movement of Enemy units. Rail units in the same hex with Friendly units under attack suffer all Combat Results of the
attack; they add nothing to the Combat Strength of the hex under attack.
[16.44] Stacking
Rail units are considered to be non-Combat units and do not count towards the stacking limitations in any hex.
[16.45] The Movement Allowance of all Rail units is 60 Movement Points.
[17.0] SPECIAL RULES
GENERAL RULE:
The following are rules that may be used by Players at their option or the rules may be invoked by the Scenario being
played.
[17.1] CENTRAL AMERICAN ANNEXATION GARRISON
In certain Scenarios, Central America is considered to be under the control of, and occupied by the US.
When this rule is in effect at the beginning of the Scenario, at least eight Land Combat, non-Militia US units must be
deployed south of the Southern US border. If, at any point in the course of the Scenario, the number of US units in Central
America drops to six or less, a die is rolled during the Replacement Phase of the US/Canadian Player-Turn. If the number
rolled is equal to or greater than the number of US units currently in Central America, all of the US units in Central
America are out of supply. From that point on in the Scenario, all US units in Central America are out of supply,
regardless of whether or not they can trace a supply line. This applies to US units already present in Central America, as
well as any US units that subsequently enter Central America. Supply in Central America may never be reestablished.
[17.2] PARTISANS [US/Canadian Player Only]
Partisan forces are represented by Militia units when called for in a Scenario or in the Campaign Game. They are
considered to be a special type of Militia unit and function in all ways like normal Militia units with the following
exceptions.
[17.21] Partisan units ignore Enemy Zones of Control for all purposes. They are affected in no way by Enemy Zones of
Control.
[17.22] Partisan units need never be supplied; their condition in relation to Friendly supply never has an effect on their
Strength or value in the game.
[17.3] WEATHER
Weather would have a profound effect on any military operation which took place in North America. During the Campaign
Game, the following effects are included.
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[17.31] During “Weather” Game-Turns, all units which are destroyed in attacks which take place north of the Weather
Line are not placed in the Destroyed Units Box, and are not available for replacement.
[17.32] During “Weather” Game-Turns, all units operating north of the Weather Line have their Movement Allowance and
Combat Strength halved, with fractions rounded up. Any additional effects on unit values, including effects for being out
of supply are additional to this effect thus, a unit’s values may be halved and halved again.
[17.33] How Weather Is Determined
Four Game-Turns of a Game Year are automatically Weather Game-Turns (November - February).
[18.0] HOW TO SET UP AND PLAY THE GAME
GENERAL RULE:
Invasion America is played in Scenarios. Each Scenario is 8 Game-Turns in length and the number of units per side varies
with the Scenario.
A Scenario is a game in itself. Each Scenario listing contains an Order of Battle for each force in the game, other
instructions relating to the initial deployment of forces and later replacements, and Victory Conditions and special rules
pertaining to that Scenario.
[18.1] SETTING UP
The Players must first decide among themselves which Player will control which forces, Then they must decide what
Scenario to play. Next, they must seat themselves around the map and select their respective forces from the counter mix
according to the Scenario instructions, deploying these forces on the map according to the Scenario instructions. After
completing this activity, they may begin the First Game-Turn.
[18.2] INITIAL ORDERS OF BATTLE
Each Player is given an Order of Battle under the listing of the force (or forces) he has chosen. This Order of Battle lists
each playing piece by the unit code and the quantity of that type which begin the game. 3(a) means three armor corps. See
section 3.0 for explanation of abbreviations.
[18.3] DEPLOYMENT
A Player’s initial forces (those units which he begins the First Game-Turn with) are placed according to the instructions in
the Scenario being played. Usually these forces are placed physically on the map surface itself, in Holding Boxes, or in the
Destroyed Units Box for that force.
[18.31] Initial Deployment on the Map
When a Player is instructed to deploy certain units of a given nationality (“force”) on the map, he is normally told to
deploy them within a certain (deployment) area, which is bounded by supply sources, cities and national boundaries, as
well as coastlines and map edges. The Owning Player has freedom to place his units as he sees fit, within the deployment
area, subject to the normal Terrain and Stacking Restrictions. All Aggressor forces are always deployed first.
[18.32] Tried and Untried Units
Invasion America uses a simple and unique system whereby the Combat Strengths of units that have not yet participated in
a combat are unknown to both the Owning Player and his opponent. Units are initially placed with their approximate
(“untried”) Strengths showing. No Player in the game will know the Strengths of any Land Combat Units when the game
begins; then, as the game progresses and opposing units have combat with one another, the Strengths of various units will
be revealed by inverting the counter.
[18.33] How Units Are Chosen
In the instructions for a Scenario, each force receives a certain number of units of a certain type. The Player controlling
that force selects the units of that type called for in the Scenario being played. These units are chosen and placed in the
initial positions called for in the Scenario being played. At all times during this process, the side of the unit showing its
true Combat Strength (its “Tried” Strength) is revealed neither to the Player who owns the unit nor to the opposing Player.
[18.34] How Units Are Revealed
Once the units are placed and play begins, units remain showing their Untried Strength until they are involved in combat.
Once a unit is committed to attack, it is flipped over, as are all units involved in that attack; then all units which are
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defending in that combat are revealed. The combat is then resolved. Note that once units have been committed to combat
and their Strengths revealed, they may not be withdrawn or reallocated; the combat procedure must continue even though
odds may be unfavorable.
[18.35] When Units Are Destroyed
Once units are destroyed in combat, they are placed in the Destroyed Units Box, as outlined in the Replacement Rules.
When replaced, they revert to their Untried state until they re-enter the game and are again involved in combat When
placed, these units should be thoroughly mixed with units already occupying the Destroyed Units Box.
[18.36] Units Which Begin In the Destroyed Units Box
All units of a given force which do not begin the game on the map are placed in the Destroyed Units Box for that force.
Available replacements may be chosen from among these units.
[18.4] VICTORY CONDITIONS
Victory Conditions are used to determine the winner at the end of the game. They state Victory Point Levels which must
be gained to win. When Victory Conditions refer to control of Urban, Supply or Resource Hexes, “control” is defined as
owning the units which occupy, or the last unit to pass through the hex in question. Victory is evaluated at the conclusion
of the final Game-Turn in the Scenario. Each Player’s Victory Point (VP) total is computed. Victory Points may be gained
only by controlling the following hex-types: Urban Hex = 3 VP per hex; Supply Hex = 5 VP per hex; Resource Hex = 5
VP per hex. Resource Hexes have no effect on play; their only effect is in their Victory Point value at the end of the game
(see the Terrain Key).
[19.0] SCENARIOS
Each Scenario gives all the information necessary to play a complete game in the following format:
Initial Order of Battle [Gives the initial units which set up for each force in the Scenario by unit type].
Initial Deployment [Gives the set-up restrictions for each force in the Scenario].
Replacement Rates [The Replacement Rates for each Scenario are given for each force involved].
Victory Conditions: [The criteria for determining which Player has won the game].
[19.0] (Clarification) See 18.31, the Aggressors always set up first.
[19.0] (Errata) Scenarios suffer from a problem with victory point totals. There are only 376 VPs total to the map, yet
Scenario II and III call for the US to retain 400 points, rendering a US victory impossible. Following reflects adjustments
based on Chris Fawcett’s analysis of the distribution of VPs assuming the original basis was to have been 450 VPs total in
the game. (Chris’s excellent commentary included at the end of this file) This sets VP for all scenarios more fitting to
those available actually on the map.
[19.1] SCENARIO I: THREE PRONGED INVASION
[19.11] INITIAL ORDER OF BATTLE
USA. Units:
Land Units: 10(a), 12(mi), 15(i), 15(m), 4(rr)
Air Units: 6(cas), 6(lrb)
Canadian Units:
Land Units: 3(a), 4(mi), 4(i), 2(rr)
Air Units: 2(cas)
E.S.C. Units:
Land Units: 8(a), 10(mi), 10(i), 6(h), 4(s)
Air Units: 6(cas), 2(lrb)
Naval Units: 6(cv), 3(am), 6(t)
S.A.U. Units:
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This number is not consistent with the victory conditions in the scenarios. I don't know what happened, but changes were
made somewhere between design and publication, and there are no published errata for the game. I made an assumption
that there were at one time 450 VPs on the map (excluding Havana and Bogota).
I took a look at all of the victory conditions for each of the scenarios, and came up with a revised set of victory conditions
that would take into account the true number of victory points available on the map. This is what I came up with:
Scenario Old VPs % of Original Adjusted % Revised VPs
3-Pronged Invasion 340 76% 75% 282
Early Assault 400 89% 90% 339
European Invasion 400 89% 90% 339
Inland Campaign 240 53% 55% 207
Inland Campaign II 80 18% 20% 76
Partisan Revolt 50 11% 10% 38
"Old VPs" indicates the number of VPS required for US/Can Player victory in the rules as written. Note that this number
often exceeds the number of Victory Points available on the map. "% of Original" gives the percentage of Old VPs as
compared to the assumed value of 450 VPs. While this number of VPs (450) is just an assumption of what the total VP
count may have been at one point in the game's development, it does seem to work well. "Adjusted %" rounds this number
to more even values. "Revised VPs" is a calculation of the actual VPs on map in US/CAN (376) multiplied by the
Adjusted % value for each scenario.
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