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