1 00:00:00,000 --> 00:00:00,000 2 00:00:08,149 --> 00:00:10,260 If you already have the Air Force war 3 00:00:10,260 --> 00:00:12,309 game Indo Pacific , you know it is 4 00:00:12,309 --> 00:00:14,348 designed to foster education and 5 00:00:14,348 --> 00:00:17,579 strategic thinking in joint all domain 6 00:00:17,579 --> 00:00:20,250 operations . Initially 7 00:00:20,250 --> 00:00:23,200 contextualized in the South China Sea , 8 00:00:23,520 --> 00:00:25,379 this game pits the United States 9 00:00:25,379 --> 00:00:29,360 against China . Now we are excited to 10 00:00:29,360 --> 00:00:32,669 introduce the European expansion . This 11 00:00:32,669 --> 00:00:34,869 new expansion contextualizes the 12 00:00:34,869 --> 00:00:37,229 conflict to Northern Europe , allowing 13 00:00:37,229 --> 00:00:39,451 players to choose from three additional 14 00:00:39,451 --> 00:00:42,459 factions Russia , the United Kingdom , 15 00:00:42,669 --> 00:00:45,869 and France . These new factions come 16 00:00:45,869 --> 00:00:47,980 with their own unique sets of country 17 00:00:47,980 --> 00:00:51,029 cards and tokens , adding layers of 18 00:00:51,029 --> 00:00:53,029 strategy to your game play , but 19 00:00:53,029 --> 00:00:55,229 utilize familiar rules and mechanics 20 00:00:55,229 --> 00:00:57,950 from the original game . The expansion 21 00:00:57,950 --> 00:01:00,172 includes a new map of Northern Europe , 22 00:01:00,310 --> 00:01:02,950 3 sets of country cards and tokens for 23 00:01:02,950 --> 00:01:05,470 the new factions and an information 24 00:01:05,470 --> 00:01:08,750 sheet . Additionally , we have 2 25 00:01:08,750 --> 00:01:11,029 diplomatic , informational , military , 26 00:01:11,069 --> 00:01:13,589 and economic boards to integrate war 27 00:01:13,589 --> 00:01:17,269 fighting and dime concepts . The dime 28 00:01:17,269 --> 00:01:19,380 model has been used for many years to 29 00:01:19,380 --> 00:01:21,436 describe the instruments of national 30 00:01:21,436 --> 00:01:23,436 power . Each instrument of national 31 00:01:23,436 --> 00:01:25,658 power works most effectively when it is 32 00:01:25,658 --> 00:01:27,825 supported by and operates harmoniously 33 00:01:27,825 --> 00:01:29,991 with the other instruments of national 34 00:01:29,991 --> 00:01:32,510 power . The diplomatic track simulates 35 00:01:32,510 --> 00:01:34,566 the strength of building a coalition 36 00:01:34,566 --> 00:01:36,788 and allows access to coalition assets . 37 00:01:37,160 --> 00:01:39,660 Discussion topics would include access , 38 00:01:39,870 --> 00:01:41,910 basing , and overflight as well as 39 00:01:41,910 --> 00:01:44,110 multiple avenues of approach . The 40 00:01:44,110 --> 00:01:46,332 information track shows the benefits of 41 00:01:46,332 --> 00:01:48,110 intelligence , surveillance and 42 00:01:48,110 --> 00:01:49,949 reconnaissance as we strive for 43 00:01:49,949 --> 00:01:53,110 battlefield transparency . The military 44 00:01:53,110 --> 00:01:55,629 track allows more investment in current 45 00:01:55,629 --> 00:01:58,680 military capabilities . The economic 46 00:01:58,680 --> 00:02:01,830 track simulates an earlier decision for 47 00:02:01,830 --> 00:02:04,108 investment in research and development . 48 00:02:04,870 --> 00:02:07,092 Taken as a whole , the dime model shows 49 00:02:07,092 --> 00:02:09,470 the decisions a country must make now 50 00:02:09,470 --> 00:02:11,359 for the future and at the time of 51 00:02:11,359 --> 00:02:13,303 conflict on how to invest national 52 00:02:13,303 --> 00:02:15,600 treasure . You cannot purchase 53 00:02:15,600 --> 00:02:17,711 everything . What do you think is the 54 00:02:17,711 --> 00:02:19,919 best mix ? The dime boards function as 55 00:02:19,919 --> 00:02:22,309 tech trees where each side invests to 56 00:02:22,309 --> 00:02:24,149 purchase capabilities , ensuring 57 00:02:24,149 --> 00:02:27,270 prerequisite purchases are made before 58 00:02:27,270 --> 00:02:29,789 progressing . They replaced the posture 59 00:02:29,789 --> 00:02:31,900 cards in the game and are designed to 60 00:02:31,900 --> 00:02:33,956 be played with the attrition mission 61 00:02:33,956 --> 00:02:36,800 scoring across two air tasking order or 62 00:02:36,800 --> 00:02:39,830 ATO cycles . Players begin by choosing 63 00:02:39,830 --> 00:02:42,110 a primary nation which grants access to 64 00:02:42,110 --> 00:02:45,309 that nation's deck and tokens . The 65 00:02:45,309 --> 00:02:48,389 United States , China , and Russia may 66 00:02:48,389 --> 00:02:50,869 spend 10 cubes on the dime board while 67 00:02:50,869 --> 00:02:53,460 the United Kingdom and France may spend 68 00:02:53,460 --> 00:02:56,070 9 . Depending on the selected dime 69 00:02:56,070 --> 00:02:58,126 board route , some capabilities come 70 00:02:58,126 --> 00:03:00,229 into play immediately while others 71 00:03:00,229 --> 00:03:03,179 emerge during game play . For example , 72 00:03:03,539 --> 00:03:05,706 investment in the diplomatic route can 73 00:03:05,706 --> 00:03:08,100 grant access to allied capabilities 74 00:03:08,669 --> 00:03:10,891 while the informational route increases 75 00:03:10,891 --> 00:03:13,500 intelligence capabilities . You cannot 76 00:03:13,500 --> 00:03:16,220 skip spaces on the tech tree . Before 77 00:03:16,220 --> 00:03:18,442 you can purchase a capability , all the 78 00:03:18,442 --> 00:03:20,387 ones to the left must be purchased 79 00:03:20,387 --> 00:03:22,830 first . Diplomatic investments can add 80 00:03:22,830 --> 00:03:25,589 up to 2 additional squadrons and gain 81 00:03:25,589 --> 00:03:28,789 access to ally assets . The information 82 00:03:28,789 --> 00:03:30,956 track increases informational rating . 83 00:03:30,990 --> 00:03:32,657 The military track allows for 84 00:03:32,657 --> 00:03:34,879 additional squadrons and enablers , and 85 00:03:34,879 --> 00:03:36,879 the economic track enables military 86 00:03:36,879 --> 00:03:39,669 industrial integration . The dime 87 00:03:39,669 --> 00:03:42,509 boards grant powerful capabilities but 88 00:03:42,509 --> 00:03:45,789 cannot revive destroyed forces or spent 89 00:03:45,789 --> 00:03:46,389 cards . 90 00:03:49,910 --> 00:03:51,854 In the event of rule ambiguities , 91 00:03:52,009 --> 00:03:54,120 players should strive for consistency 92 00:03:54,120 --> 00:03:58,070 and sound judgment . Embark on a 93 00:03:58,070 --> 00:04:00,149 new strategic adventure with the Air 94 00:04:00,149 --> 00:04:03,750 Force Waram Europe expansion . Let the 95 00:04:03,750 --> 00:04:04,820 games begin .