Isolated Control of Hexes
Any set of land hexes that are entirely surrounded by enemy controlled land hexes and does not contain a city hex or a friendly unit reverts to the control of the major power that controls the surrounding hexes at the end of the turn during the Conquest Step. If even a single city hex is included in the set of land hexes, then none of the land hexes revert control. If multiple enemy major powers control the surrounding hexes, then control reverts to the major power controlling more of the surrounding hexes. If the number of hexes controlled is a tie, then randomly determine the control of the hexes.

Rationale:
Tracking the exact hexes controlled in large ground invasions ala a 1941 Barbarossa is too much work. Rather than try to place a control marker in every hex along a long and convoluted border, it is easier and more logical to assume that isolated and unimportant hexes are mopped up and pacified by the invaders.

Italian Production
In every hex on the map where Italy has a printed factory, there is one and only one factory in that hex. Naples has no factories. Where there is a red factory on the printed map factory hex, then the one and only one Italian factory in that hex is red. Otherwise it is blue.

Rationale:
Italy's WiF production is way, way, way beyond its historical capacity. In addition, its excess factories makes it too easy for Germany to lend it resources at no cost to Germany (which generally has excess resources). This turns Italy into a legitimate major power, something she was not. With this rule, Germany must lend lease to Italy at cost to its own production if it wants to prop up Il Duce.

Italian Surrender
In addition to the normal Italian surrender rules, Italy may surrender prematurely. Italy may surrender if two of the following criteria are met:

  • Rome is Allied controlled
  • An Italian factory hex (not including Naples or Rome) is Allied controlled
  • Tripoli is Allied controlled
  • Every hex in Sicily is Allied controlled

In addition to the above, there must be an in supply Allied land unit in mainland Italy (defined as the Italian home nation excluding Sicily).

If the above condition is met, then the chance of premature surrender is equal to the Allied garrison value in mainland Italy which must be rolled on a D10 or less. For purposes of calculating the garrison value, enemy ZOCs do not matter. All other garrison criteria are valid (i.e. flipped units do not count).

This roll is made during the conquest phase of the turn, and if it is successful, Italy is completely conquered per the Italian conquest rules. If the roll fails, it may be attempted next turn assuming all the criteria are still met.

Should Italy surrender as per the normal WIF rules, it is, in all cases, treated as completely conquered.

Rationale:
Italy historically began serious negotiations to surrender even before the initial invasion of Sicily, in the lull right after Tunisia fell. By the time Sicily was invaded, the decision to surrender was made and only the timing was still being negotiated. WiF makes it way way too difficult to conquer Italy. This often forces the Allied player to choose Italy or D-Day but not both. Our rule makes Italy much more of a "paper tiger" and allows for a quasi-historical outcome.

In addition, the Incomplete Conquest rules allow Italy to run all of its forces out of the mainland and preserve a massive army in being. This is entirely unrealistic.

Japanese Surrender
In addition to the normal Japanese surrender rules, Japan may surrender prematurely. Japan will not surrender until 5 factories in its home nation are destroyed by either occupation or strategic bombardment. If Japan elects to move a factory, then the moved factory must be destroyed. However, new factory construction does not count towards this total.

During any Conquest Phase in which Japan has lost (to destruction or capture) 5 or more homeland factories, roll for Japanese surrender. If the modified die roll is 15+ then Japan surrenders immediately. Add/subtract the following to the die roll:

  • +1 for each original homeland factory lost
  • +1 if Russia is currently at war with Japan
  • +1 if an Allied Major Power (whether active or neutral) controls Manchuria
  • +1 per A Bomb dropped during the game on a printed factory city in homeland Japan
  • +1 if during the current turn Japan received no resources or oil resources into Japan from outside Japan
  • +1 for each of the following cities under Allied control (whether the ally is active or neutral): Shanghai, Vladivostok, Manila, and Taiheku
  • -1 for each of the following cities under Japanese control: Shanghai, Vladivostok, Manilla, and Taiheku

Example: It is J/A 1944 and things have gone badly for Japan. Japan has had 4 factories in its homeland destroyed by strategic bombing and has lost the Sapporro factory to invasion. Russia has DOW'd Japan and has retaken Vladivostok. Manila has also fallen. Japan is battling the Russians in Manchuria and still holds Formosa and Shanghai. Japan has lost control of the seas and received no resources from outside Japan into Japan this turn. Japan will roll a die and add +5 for factories, +1 for Russian war, +1 for no overseas resources, +2 for cities and -2 for cities for a grand total of +7. Japan will surrender on an 8+ on a D10.

This surrender roll cannot be affected by Intelligence.

Rationale:
Japan ends up being too strong in WIF in 1945, usually with a homeland so full of units that it can never be conquered. This rule seeks to simulate the historical conditions for Japanese surrender and also encourages the prospect of a Japan First strategy.
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