World in Flames
Days of Decision II

"Final Countdown"
Campaign Report

The Rules

See the main page for details.

Last changed July 20, 1997.

We use World in Flames Classic and Days of Decision II, together with the March 29, 1997 version of the Days of Decision II Preliminary Errata for WiF Classic, as modified below by our choice of optional rules and a number of house rules.


Optional Rules

The Table

Rule Taken Rule Taken
1. African & Scandinavian maps Scand. only 36. Large ATRs X
2. Divisions X 37. Restricted invasions X
3. Artillery X 38. Defensive shore bombardment -
4. Pacific/Asian map ZOCs X 39. HQ support X
5. Fortifications X 40. Chinese attack weakness -
6. Supply units X 41. Fractional odds X
7. Engineers X 42. Allied combat friction X
8. Flying boats X 43. 2-dice land combats -
9. Ships in Flames units X 44. Extended aircraft rebasing X
10. Territorials - 45. Variable reorganisation costs Air only
11. Limited overseas supply X 46. Partisans X
12. Limited supply across straits X 47. Isolated reorganisation limits X
13. Emergency HQ supply - 48. Oil X
14. Synthetic oil plants X 49. Territorial conquests -
15. Off-city reinforcement X 50. USSR-Japan compulsory peace -
16. Lend lease X 51. En-route aircraft intrerception -
17. Variable weather - 52. Aircraft night missions Strat. only
18. Bottomed ships X 53. Twin-engined fighters X
19. In the presence of the enemy X 54. Fighter-bombers X
20. SiF task forces X 55. Outclassed fighters X
21. Hidden task forces - 56. Carrier plane fighters X
22. Sea mines X 57. Japanese carrier plane range -
23. V-weapons and atomic bombs - 58. Internment X
24. Frogmen X 59. Flying bombs X
25. SCS transport X 60. Kamikazes X
26. Amphibious rules X 61. Offensive chits X
27. Optional CV searching X 62. Vlassov X
28. Pilots X 63. Intelligence -
29. Strategic bombing by CVs X 64. Japanese command conflict -
30. Factory construction and destruction X 65. Ski troops X
31. Saving build points and resources Oil only 66. The Queens X
32. Carpet bombing X 67. Soviet workers -
33. Tank busters X 68. Siberians -
34. Motorised movement rates X 69. Naval supply units X
35. Bomber ATRs X

The Naval Treaty

The USSR is subject to the Naval Treaty. The naval multiple for the USSR is 5.

Close Burma Road

Japan can play its Option 4(b) to close the Burma Road.


House rules

Moving minors on the Political Status display

When applying positive modifiers to a minor it costs

When applying negative modifiers to a minor it costs

It only costs 1 point (positive or negative) to enter any hex if the minor country is at war and moving closer to a major power that is at war with the same major power. In this case, negative modifiers from such major powers (at war with both the minor and a major power) can be used to move the minor even if the move does not bring the minor further away from the major power. If there is a choice of hexes, the minor must be moved so as to not move closer to the major power in question.

Activating minors when declaring war

When playing the war card to declare war, you cannot activate any minor, unless you are declaring war solely on major powers at war with minors, in which case you may move any of these minors.

Republican US Government

While a Republican Government is in power, US Political Effectiveness is reduced by one.

Trade Agreements

The amount of Build Points that can be traded is twice the stated number of factories.

Credit Limit

All calculations with saved money are done as if the credit limit was money, except for when playing the Credit Card, or whenever it would otherwise matter. This means that a major power is said to have zero money when its credit limit is exhausted.

Fractional Production

No rounding is performed when calculating production or saving money.

Casus Belli

If you declare war on an allied or guaranteed minor country, the casus belli lasts until the end of the political phase following the declaration of war or until the minor is conquered, whichever is later.

Saving Build Points

At the end of production, any unused Build Points are converted to Money. Money cannot be used to produce units, but can be used to pay for Option play or Bid Points.

Exception: Up until the time a major power first is at war with another major power Money can be used to produce units.

Production Multiples

PML
1
2
3
4
5
6
7+
US
1/20
1/8 1937
1/6 1938
1/4 1939
1/2, 1940
3/4 1941
+.25 etc.
CW
(8) 2/3
(11) 2/3 1937
(21) 2/3, 1939
3/4 1940
1 1941
1.25 1942
+.25 etc.
France
(7) 1/2
(9) 1/2 1938
(14) 1/2, 1939
3/4 1940
1 1941
1.25 1942
+.25 etc.
China
1/12
1/6 1937
1/4 1938
1/2, 1940
3/4 1941
1 1942
+.25 etc.
USSR
1/12
1/8 1938
1/5 1939
1/2, 1940
13/4 1941
1 1943
+.25 etc.
Germany
(6) 3/4
(13) 3/4 1936
(19) 3/4, 1938
1 1939
1.25 1940
1.5 1941
+.25 etc.
Japan
(5) 3/4
(11) 3/4 1937
(16) 3/4, 1939
1 1940
1.25 1941
1.5 1942
+.25 etc.
Italy
(4) 3/4
(7) 3/4 1938
(11) 3/4, 1939
1 1940
1.25 1941
1.5 1942
+.25 etc.

Starting Money

Power Money Including Credit
US 5 35
China 0 10
CW 5 25
France 0 15
USSR 5 15
Germany 0 20
Italy 5 20
Japan -5 10