So I re-read the rule I was interested in after your post.
4.2 Reinforcements
The production circle has 6 slices, one for each turn in a year. In this stage of the turn, your units and markers in the current turn’s slice arrive as reinforcements. If they are face-down naval units, place them in the Contruction pool. Place all other units and markers on the map.
The side with the initiative from last turn places its reinforcements first.
Where do reinforcements go?
Set aside your reinforcing offensive chits for later use.
Put your face-down naval units into the construction pool. Put all your other reinforcements on the map.
University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
24.4.7 The Global war: Sep/Oct 1939 ~ Jul/Aug 1945
Scrap units (Units can be scraped if date is 1935 or less)
FTR 2 ~ P-26 Peashooter (1933)
CVP (light blue) ~ 2x F3F (1933), 1x BF2C Goshawk (1932), 2x SBC-4 Helldiver (1935)
You have more and better aircraft than these to build at the same cost. So there is no need to keep these in your force pools.
In 1940, four of the 1939 CVP (yellow) change to CVP (light blue).
US east coast (Note 1 & 3)
Carriers ~ Ranger
Battleships/Battlecruisers ~ Arkansas, Texas, and New York
Heavy Cruisers ~ Indianapolis, Louisville, Pensacola, Quincy, San Francisco, Tuscaloosa, Vincennes, and Wichita
Light Cruisers ~ Cincinnati, Concord, Memphis, Milwaukee, Philadelphia, Savannah, and Trenton
1x INF division
US west coast (Note 2 & 4)
Carriers ~ Enterprise, Lexington, Yorktown
Battleships/Battlecruisers ~ Arizona, California, Idaho, Mississippi, Nevada, New Mexico, Oklahoma, Pennsylvania, Tennessee, and West Virginia
Heavy Cruisers ~ Astoria, Augusta, Chester, Chicago, Minneapolis, New Orleans, Northampton, Portland, and Salt Lake City
Light Cruisers ~ Boise, Brooklyn, Detroit, Honolulu, Marblehead, Nashville, Omaha, Phoenix, Raleigh, and Richmond
USA
Nimitz (HQ-I)
4x TRS
3x FTR 2: from the available 2x P-35, 2x P-36A Mohawk, 1x F2A Buffalo, 1x P-40 Tomahawk, and 1x P-40C Tomahawk.
2x LND 3: from the available 1x B-18 Bolo, 1x B-18A Bolo, 1x A-20A Boston I, 1x A-22 Maryland, and 1x B-17B Flying Fortress.
1x NAV 3 A-29 Hudson
2x NAV 2: from the available 1x PBY1 Catalina, 1x TBD Devastator, 1x PBY5 Catalina, and 1x A-24 Dauntless.
7x CVP from the Yellow or Blue CVP:
From the available Yellow CVP: 2x F4F-3 Wildcat, 4x TBD Devastator, 2x SBC-4 Helldiver.
From the available Blue CVP: 2x F4F-3 Wildcat, 2x F4F-4 Wildcat, 2x SBD-1 Dauntless, 2x TBD Devastator, 4x SBD-3 Dauntless, and 2x SBD-4 Dauntless.
4x Pilots
2x Guns: from the available 1x 90mm AAA, 1x 40mm AA, and 1x 105mm Artillery.
3x Sub
12x CP/Tankers
1x Eng
3x Saved Oil resources
Honolulu
15 CP/Tankers
Manila
Macarthur (HQ-I)
Repair pool
Carriers ~ Saratoga (2 BP)
Battleships/Battlecruisers ~ Maryland (2 BP) and Colorado (2 BP)
Nov/Dec 1939
Heavy Cruisers ~ Houston
Light Cruisers ~ Helena and St Louis
Sub [fd] (1 BP)
Mar/Apr 1940
Carriers ~ Wasp
1x CVP
1x CP
May/Jun 1940
Battleships/Battlecruisers ~ Washington [fd] (4 BP) and North Carolina [fd] (4 BP)
Construction pool
Light Carriers ~ Langley (2+2 BP 6 turns)
Battleships/Battlecruisers ~ Wyoming (2+3 BP 6 turns)
Force Pools
Ships
Carriers ~ Hornet (2+3 BP 6 turns)
1x ASW (1+2 BP 2 turns)
2x AMPH (3+3 BP 4 turns), 1x AMPH (3+4 BP 4 turns)
1x TRS (2+2 BP 3 turns), 8x TRS (2+3 BP 3 turns), 5x TRS (2+4 BP 3 turns)
CP's (1 BP 4 turns) (counts a half a ship)
Tanker's (1 BP 5 turns) (count as half a ship)
Armor
2x ARM (6 BP 3 turns), 3x MECH (5 BP 3 turns), 1x ARM division (4 BP 4 turns), 1x MECH division (3 BP 3 turns)
Infantry
5x MOT (4 BP 3 turns), 5x INF (3 BP 2 turns), 1x PARA (5 BP 4 turns), 2x GARR (2 BP 2 turns), 1x TERR (Philippines) (2 BP 1 turn)
1x MOT division (2 BP 3 turns), 1x INF division (2 BP 2 turns), 1x MAR division (3 BP 3 turns), 1x PARA division (3 BP 4 turns)
Artillery
1x Gun (1x 90mm AAA (2 BP 2 turns) or 1x 40mm AA (5 BP 3 turns) or 1x 105mm Arty (5 BP 3 turns))
Supply
1x SUPP (3 BP)
Forts
1-hex side fort (2 BP), 2-hex side fort (4 BP), 3-hex side fort (5 BP)
Pilots
1x Pilot (2 BP)
University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
Again I recommend keeping all scrapable CVPs unless they have no A2S factor. The US does not have an issue with CV capacity like the CW, but they do allow more flexibility as to when to build and place your CVPs and any of the zero-cost ones can be avoided for future builds until that handy moment they are needed to maintain aircraft gearing. (I did not look at the factors of the ones you listed.)
Also the US has lots of 5-capacity CVs later on and very few 5-size CVPs beyond their first year of availability (which they'll spend mostly on the production spiral even if built that year). So if you play with the option of having 2 CVPS on a CV, they are very nice to have around as lead bombers in A2A combat so they can absorb DAs and DXs and leave the good planes in the combat that much longer.
Here are some of the major rules in regards to Neutral major powers.
ORIGINAL: WiFFE-RAW-7.0 4.1.2 Special additions
Neutral major powers can’t have MIL units. When you go to war, add your MIL units to your force pools. Reserve MIL units would be placed on the map instead (see 9.6 Calling out the reserves).
If at the end of any peace step your major power is neutral, remove its MIL units from the game until you are next at war with a major power (see 13.7.3 Mutual peace).
Option 67: Some units have a city name on their back rather than an availability date (see city based volunteers, 22.4.8 City based volunteers (AfA, AiF, LiF& PoliF option 67)).
10.1 Action types If you are a neutral major power, you must choose either a pass or a combined action.
11.4.1 Definition of ‘naval move’
If the moving units belong to a neutral major power, each unit you move (not each task force) counts as 1 naval move.
Not used if using 22.4.11 Synthetic oil plants (AfA option 14): 13.5.1 Oil (AfA option 48) Neutral major powers can only save one oil per turn (in addition to their previously saved oil).
13.6.1 Resources Transporting resources by sea
Neutral major powers can only contribute to convoy chains with other major powers if the rules specifically allow it (see 5.1 Trade agreements ~ Japan-USA and 13.3.2 US entry options, option 9 Resources to China). Neutral major powers’ convoys can not transport resources or build points to other major powers unless the rules specifically allow it (see 5.1.1 Japan-USA, 13.3.2, options: 9 Resources to China, 15 Resources to western Allies, 17 Lend lease to China, 19 Resources to USSR, 27 Lend lease to western Allies, and 30 Lend lease to USSR).
Neutral major powers may not build ahead (exception see 13.3.2 US entry options: US Entry: Option 46 US may advance build units).
13.6.5 Building units
Neutral major powers may not build ahead (exception: US Entry see 13.3.2 US entry options: Option 46 US may advance build units).
13.6.6 Gearing limits Exceptions
On the first turn of any scenario or campaign there are no gearing limits.
Neutral major powers are not subject to gearing limits on the turn that a major power declares war on it.
16. Offensive chits (option 61) Neutral major powers cannot use an offensive chit.
18.1 Who can co-operate
Units controlled by a neutral major power don’t co-operate with units from, or controlled by, another major power.
22.4.11 Synthetic oil plants (AfA option 14). Each oil marker you place on the map costs 1 build point. It is free to increase the value of the marker (up to their maximum value of 4 oil). Please note that this means it is in your interest not to use up that last barrel of oil in a particular hex if there is any other source of supply. Neutral major powers (like all others) may now save any number of oil per turn.
University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
ORIGINAL: WiFFE-RAW-7.0 13.6.3 Production multiples
Each major power has an initial production multiple. These rise progressively during the game. Essentially, this reflects an increasing national industrial output and an increasing share of that output being devoted to military uses. Production multiples are listed on the Production Multiples Chart.
(a) +0.25 if enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn;
(b) +0.25 while an in-supply enemy land unit is in your home country (not Siberia, and only UK counts for the CW).
(c) +0.25 ~ US entry opt. 22; +0.25 ~ US entry opt. 34; +0.25 ~ war; +0.25 ~ total war; +0.25 each 6 turns after US entry opt. 34.
(d) +0.25 from 1942 onwards if Minsk or Kiev are Russian controlled.
(e) +0.25 from 1943 onwards if Leningrad, Moscow and Stalingrad are Russian controlled.
Increase a major power’s production multiple by 0.25 if there is an in supply enemy unit in the major power¹s current home country (an unconquered UK only in the case of the Commonwealth and not Siberia in the case of the USSR).
Increase a major power’s production multiple by 0.25 if an enemy unit took part during the turn in a land attack (not overrun) against any friendly land unit (including partisans and notional units) in the major power¹s current home country (an unconquered UK only in the case of the Commonwealth and not Siberia in the case of the USSR).
Increase the USA’s production multiple:
By 0.25 when the US chooses entry option 22 Gear up production.
By 0.25 when the US chooses entry option 34 Pass War Appropriations Bill.
By 0.25 when the US is at war with any Axis major power.
By 0.25 when the US is at war with every Axis major power that has not yet been completely conquered.
By 0.25 on the anniversary (i.e. after every 6 turns) of the turn the US selected entry option 34 Pass War Appropriations Bill.
EDITED Option 49: (Hitler’s war) Replace Production Multiples Notes listed on the Production Multiples Chart with:
(a) +0.25 if enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn;
(b) +0.25 to China each turn;
(c) +0.25 ~ US entry opt. 22; +0.25 ~ US entry opt. 34; +0.25 ~ war; +0.25 ~ total war; +0.25 each 6 turns after US entry opt. 34.
(d) +0.25 to the USSR while Germany and the USSR are at war with each other.
Using this option, major powers no longer receive a bonus for an in supply enemy unit in their home country, and the USSR no longer receives any bonuses based on the cities they control.
University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
EDITED Option 49: (Hitler’s war) Replace Production Multiples Notes listed on the Production Multiples Chart with:
(a) +0.25 if enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn;
(b) +0.25 to China each turn;
(c) +0.25 ~ US entry opt. 22; +0.25 ~ US entry opt. 34; +0.25 ~ war; +0.25 ~ total war; +0.25 each 6 turns after US entry opt. 34.
(d) +0.25 to the USSR while Germany and the USSR are at war with each other.
Using this option, major powers no longer receive a bonus for an in supply enemy unit in their home country, and the USSR no longer receives any bonuses based on the cities they control.
[/quote]
Looks right for the regular rules. For option 49, either note b is a mis-print, or I'll take China whenever that option is used! It should read "+0.25 each year".
Note the increases for enemy attacks and supplied units in your home country are not cumulative from turn to turn. They either happen or they don't. The PM for the year (or year since last bump for the USA) stays the same all year and is the "base" to which these may be added.
ORIGINAL: paulderynck
Looks right for the regular rules. For option 49, either note b is a mis-print, or I'll take China whenever that option is used! It should read "+0.25 each year".
Note the increases for enemy attacks and supplied units in your home country are not cumulative from turn to turn. They either happen or they don't. The PM for the year (or year since last bump for the USA) stays the same all year and is the "base" to which these may be added.
Since you only consult the Production Multiples Chart at the end at the turn during production I think it would be safe to assume that it would be +.25 each turn.
Remember Option 49: (Hitler’s war) is to be more limiting to the Allies.
I've checked WiFFE_FAQ_v1.3_7_July_2009.pdf at ADG and there is no information there.
Could you have someone check this rule?
Bold only for emphasis I'm not yelling at you.
University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
The +.25 per year could be interpreted the same way you have jokingly interpreted +.25 per turn (just not as extreme [:)])
At any rate, the text Extraneous uses is copy/paste from RaW.
I am not aware of any interpretation of this rule other than:
"China's base production multiple increases by .25" (so they would have, using Hitler's War, a base multiple of .5 in 1939, .75 in 1940/41, 1 in 1942/43, and 1.25 in 1944/45)
The actual text of the rule is:
Option 49: (Hitler's war) Replace notes (b), (d) and (e) of the Production Multiples Table with:
(b) +0.25 to China each turn;
(d) +0.25 to the USSR while Germany and the USSR are at war with each other.
Using this option, major powers no longer receive a bonus for an in supply enemy unit in their home country, and the USSR no longer receives any bonuses based on the cities they control.
The +.25 per year could be interpreted the same way you have jokingly interpreted +.25 per turn (just not as extreme [:)])
At any rate, the text Extraneous uses is copy/paste from RaW.
I am not aware of any interpretation of this rule other than:
"China's base production multiple increases by .25" (so they would have, using Hitler's War, a base multiple of .5 in 1939, .75 in 1940/41, 1 in 1942/43, and 1.25 in 1944/45)
The actual text of the rule is:
Option 49: (Hitler's war) Replace notes (b), (d) and (e) of the Production Multiples Table with:
(b) +0.25 to China each turn;
(d) +0.25 to the USSR while Germany and the USSR are at war with each other.
Using this option, major powers no longer receive a bonus for an in supply enemy unit in their home country, and the USSR no longer receives any bonuses based on the cities they control.
But (a), (b), (d), and (e) are additions to the Production Multiple base aren't they?
I believe that these increases only occur during each turn.
Think of it this way if China was at peace and Japan was not in China then China's Production Multiple would be 0.25.
But in 1939 China is at war with Japan and Japan is in China. So China's Production Multiple is a minimum of 0.50 and a maximum of 0.75.
PMB = For 1939 China's Production Multiple Base is 0.25.
A = +0.25 if enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn
B = +0.25 to China each turn
If Japan does not attack China during the turn then China would get:
(b) +0.25 to China each turn;
Production Multiple = PMB + A
China's production multiple during this turn only would be 0.50.
If Japan attacks China during the turn China would get:
(a) +0.25 if enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn;
(b) +0.25 to China each turn;
Production Multiple = PMB + A + B
China's production multiple during this turn only would be 0.75.
I don't believe that these increases accumulate to the base each turn.
New PMB = Old PMB + A
Or
New PMB = Old PMB + A + B
University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
Since paulderynck has not used option 49: (Hitler’s war).
I have included the rest of option 49.
As you can see it really changes what happens to the other major powers production multiples when they have enemy units in their home countries.
These rules are in effect since Japan has controlled hexes and supplied units in China.
These rules would be in effect if the Axis were to have controlled hexes and supplied units in France (even after Vichy), the United Kingdom, the USA, or the USSR.
These rules would also be in effect if the Allies were to have controlled hexes and supplied units in Italy or Germany.
ORIGINAL: WiFFE-RAW-7.0 13.6.3 Production multiples
Each major power has an initial production multiple. These rise progressively during the game. Essentially, this reflects an increasing national industrial output and an increasing share of that output being devoted to military uses. Production multiples are listed on the Production Multiples Chart.
(a) +0.25 if enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn;
(b) +0.25 while an in-supply enemy land unit is in your home country (not Siberia, and only UK counts for the CW).
(c) +0.25 ~ US entry opt. 22; +0.25 ~ US entry opt. 34; +0.25 ~ war; +0.25 ~ total war; +0.25 each 6 turns after US entry opt. 34.
(d) +0.25 from 1942 onwards if Minsk or Kiev are Russian controlled.
(e) +0.25 from 1943 onwards if Leningrad, Moscow and Stalingrad are Russian controlled.
Increase a major power’s production multiple by 0.25 if there is an in supply enemy unit in the major power¹s current home country (an unconquered UK only in the case of the Commonwealth and not Siberia in the case of the USSR).
Increase a major power’s production multiple by 0.25 if an enemy unit took part during the turn in a land attack (not overrun) against any friendly land unit (including partisans and notional units) in the major power¹s current home country (an unconquered UK only in the case of the Commonwealth and not Siberia in the case of the USSR).
Increase the USA’s production multiple:
By 0.25 when the US chooses entry option 22 Gear up production.
By 0.25 when the US chooses entry option 34 Pass War Appropriations Bill.
By 0.25 when the US is at war with any Axis major power.
By 0.25 when the US is at war with every Axis major power that has not yet been completely conquered.
By 0.25 on the anniversary (i.e. after every 6 turns) of the turn the US selected entry option 34 Pass War Appropriations Bill.
EDITED Option 49: (Hitler’s war) Replace Production Multiples Notes listed on the Production Multiples Chart with:
(a) +0.25 if enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn;
(b) +0.25 to China each turn;
(c) +0.25 ~ US entry opt. 22; +0.25 ~ US entry opt. 34; +0.25 ~ war; +0.25 ~ total war; +0.25 each 6 turns after US entry opt. 34.
(d) +0.25 to the USSR while Germany and the USSR are at war with each other.
Using this option, major powers no longer receive a bonus for an in supply enemy unit in their home country, and the USSR no longer receives any bonuses based on the cities they control.
13.3.2 US entry options 30 Lend lease to USSR - The US, CW and/or France can give or receive 1 build point each per turn to or from the USSR in future turns even if the USSR is neutral (5 each per turn while Germany and the USSR are at war and unlimited while the US is also at war with Germany). You can only choose this option if you have already chosen entry option 19 Resources to USSR. US convoy points can’t be used to transport these build points while the US is a neutral major power.
Option 49: (Hitler’s war) From now until Germany and the Soviet Union are at war, the Soviets pick an extra marker during the entry marker step of each turn. After looking at the marker, they can treat it as a normal marker (offensively or defensively) or stack it face down on any of their useable factory stacks. Once placed they may never be moved even if the hex becomes controlled by another major power.
During their first production step at war with Germany, turn all entry markers on factory stacks face up. These markers are converted into saved build points (AfA option 31 ~ see 13.6.8 Saving build points (AfA option 31)) available for production or saved for future turns. If not playing AfA option 31, those extra build points must be spent immediately under the restrictions of 13.6.8 Saving build points (AfA option 31)and any excess after production are lost.
University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
ORIGINAL: WiFFE-RAW-7.0 EDITED 13.6.3 Production multiples
Each major power has an initial production multiple. These rise progressively during the game. Essentially, this reflects an increasing national industrial output and an increasing share of that output being devoted to military uses. Production multiples are listed on the Production Multiples Chart.
(a) If enemy made any land attacks in your home country (not Siberia and for the CW only the UK counts) add 0.25 to the major power’s production multiple for this turn.
(b) While an in-supply enemy land unit is in your home country (not Siberia and for the CW only UK counts) add 0.25 to the major power’s production multiple for this turn.
(c) Increase the USA’s production multiple by 0.25:
When the US chooses entry option 22 Gear up production.
When the US chooses entry option 34 Pass War Appropriations Bill; and
When the US is at war with any Axis major power.
When the US is at war with every Axis major power that has not yet been completely conquered.
On the anniversary (i.e. after every 6 turns) of the turn the US selected entry option 34 Pass War Appropriations Bill.
Increase the USSR's production multiple by 0.25 on each turn:
(d) From 1942 onwards if Minsk or Kiev is USSR controlled.
(e) From 1943 onwards if Leningrad, Moscow, and Stalingrad are USSR controlled.
Increase a major power’s production multiple by 0.25 if there is an in supply enemy unit in the major power¹s current home country (an unconquered UK only in the case of the Commonwealth and not Siberia in the case of the USSR).
Increase a major power’s production multiple by 0.25 if an enemy unit took part during the turn in a land attack (not overrun) against any friendly land unit (including partisans and notional units) in the major power¹s current home country (an unconquered UK only in the case of the Commonwealth and not Siberia in the case of the USSR).
EDITED Option 49: (Hitler’s war) Replace Production Multiples Notes listed on the Production Multiples Chart with:
(a) If enemy made any land attacks in your home country (not Siberia and only UK counts for the CW) this turn add 0.25 to the major power’s production multiple for this turn.
(b) Add 0.25 to China's Production Multiple for this turn.
(c) Increase the USA’s production multiple by 0.25:
When the US chooses entry option 22 Gear up production.
When the US chooses entry option 34 Pass War Appropriations Bill.
When the US is at war with any Axis major power.
When the US is at war with every Axis major power that has not yet been completely conquered.
On the anniversary (i.e. after every 6 turns) of the turn the US selected entry option 34 Pass War Appropriations Bill.
(d) While Germany and the USSR are at war with each other add 0.25 to the USSR production multiple for this turn.
Using this option, major powers no longer receive a bonus for a supplied enemy unit in their home country, and the USSR no longer receives any bonuses based on the cities they control.
13.3.2 US entry options 30 Lend lease to USSR - The US, CW and/or France can give or receive 1 build point each per turn to or from the USSR in future turns even if the USSR is neutral (5 each per turn while Germany and the USSR are at war and unlimited while the US is also at war with Germany). You can only choose this option if you have already chosen entry option 19 Resources to USSR. US convoy points can’t be used to transport these build points while the US is a neutral major power.
Option 49: (Hitler’s war) From now until Germany and the Soviet Union are at war, the Soviets pick an extra marker during the entry marker step of each turn. After looking at the marker, they can treat it as a normal marker (offensively or defensively) or stack it face down on any of their useable factory stacks. Once placed they may never be moved even if the hex becomes controlled by another major power.
During their first production step at war with Germany, turn all entry markers on factory stacks face up. These markers are converted into saved build points (AfA option 31 ~ see 13.6.8 Saving build points (AfA option 31)) available for production or saved for future turns. If not playing AfA option 31, those extra build points must be spent immediately under the restrictions of 13.6.8 Saving build points (AfA option 31)and any excess after production are lost.
University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
No, "goes to war" is too general - a major power going to war includes cases of major powers declaring war on other major powers. The rule as written clearly does not free major powers from gearing limits if they are the ones declaring war on nother major powers - only if they are declared war on.
13.6.6 Gearing limits Exceptions
On the first turn of any scenario or campaign there are no gearing limits.
Neutral major powers are not subject to gearing limits on the turn that a major power declares war on it.
Do you read this rule as:
There are two instances when Neutral major powers have no gearing limits:
1) At the beginning of the scenario.
2) On the turn a major power declares war on it.
University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)