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A&A Global 1940 (2 nd Ed) Player Aid

A&A Global 1940 (2 nd Ed) Player Aid. Order of Play Starting IPCs 1. Germany 30 2. USSR 37 3. Japan 26 4. United States 52 5. China 12 6. United Kingdom (EUR) 28 United Kingdom (PAC) 17 7. Italy 10 8. ANZAC 10 9. France 19. Movement Between Maps Zone Adjacent to

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A&A Global 1940 (2 nd Ed) Player Aid

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  1. A&A Global 1940 (2nd Ed) Player Aid Order of PlayStarting IPCs 1. Germany 30 2. USSR 37 3. Japan 26 4. United States 52 5. China 12 6. United Kingdom (EUR) 28 United Kingdom (PAC) 17 7. Italy 10 8. ANZAC 10 9. France 19 Movement Between Maps Zone Adjacent to Alberta Yukon, B.C. Central U.S. Western U.S. S.E. Mexico Mexico 11 64 28 64 51 64, 65, 66 52 66 64 11, 28, 51 65 51 66 51, 52 • Combat Sequence • 1. Combat Movement • 2. Kamikaze Strike (Japan only) • 3. Bombing Industrial Complexes and Bases • Interception • AAA Fire • Bombing • 4. Amphibious Assault • Scramble • Sea Battle • Shore Bombardment • Land Battle • 5. General Combat • 6. Non-Combat Movement UnitCost Infantry 3 Mech 4 Artillery 5 Tanks 6 AAA X Fighters 10 Tactical Bombers XX Heavy Bombers XX Transport X Submarine X Destroyer XX Cruiser XX Aircraft Carrier XX Battleship XX Facilities Costs Build Minor IC 12 Upgrade Minor IC 20 Build Major IC 30 Build Naval Base XX Build Air Base XX Repair Facilities 1/per Combined Arms INF + ARTY INF Attack = 2 MECH + ARTY MECH Attack = 2 MECH + TANK MECH Can Blitz TAC + TANK TAC Attack = 4 TAC + FIGHTER TAC Attack = 4 PLANES + DESTROYER PLANES Can Attack SUBs

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