A Greek Tragedy: The Italian Invasion of Greece 1940-1941
A Greek Tragedy: The Italian Invasion of Greece 1940-1941 Rulebook
Table of Contents
Table of Contents
- Chart & Table Errata
- 1.0 Introduction
- 2.0 Components
- 3.0 Sequence of Play
- 4.0 Initiative Phase
- 5.0 Activation
- 6.0 Movement, Stacking, Reinforcements, Ports & Infiltration
- 7.0 Zones of Control
- 8.0 Combat & Air Power
- 9.0 Refit & Isolation
- 10.0 Historical Scenario
- 11.0 Gamers’ Scenario
- 12.0 Designer Q & A
Chart & Table Errata
On the Foot Terrain Effects Chart, the Road movement rate under Snow presently reads “5”—that entry should instead read “Other Terrain.”
Clarification: on both Terrain Effects Charts, the “-1” for road movement that appears underneath the “Rain” heading means the cost is the cost of the terrain in that hex minus-one. For example, a mountain hex would cost three movement points instead of four.
1.0 Introduction
A Greek Tragedy (GT) covers the invasion of Greece by Italy during World War II. The game is, at least for the Italian player, a logistical nightmare. Most of what he does will be centered on simply trying to get his available resources to Albania, keeping his units in-theater in some kind of viable shape, and all the while having to fight the machinations of Il Duce and his poorly chosen subordinates.
For both players, this is a terrain and weather game. For some curious, personal and complex reasons, Mussolini chose to attack in mid-autumn, in a country noted for bad weather and rough terrain. Until the chosen day (originally 26 October, but then delayed to the 28th) the weather was fine and clear. On the morning of the 28th, then, about an hour before the Italians moved across the Albanian border, it started to pour. It was downhill, so to speak, from then on.
We have provided two versions of the campaign: the “Gamers’ Scenario” and the “Historical Scenario.” The latter allows players to see what happened and why, and is recommended mostly for solitaire play. The former is a pure pipe dream, a best-case scenario for the Italians, which allows for competitive balance between two players while showing what could’ve happened had there been greater planning and strategic insight.
2.0 Components
The game includes the following items: one 34x22” game map, one sheet of 280 die-cut unit-counters and one rules & scenario set.
2.1 Map
The game map is overlaid with a grid of hexagons—“hexes”—which are used to regulate movement. The various types of terrain represented are discussed in the rules below.
2.2 Counters & Sample Units
The combat unit-counters represent mostly foot-mobile infantry units, along with a few armored and motorized formations. There are also “support units”—artillery and airpower—and informational markers, which are used as memory aids by the players. Most Combat units are printed on both sides; the reverse shows the unit in a “reduced” state. Some units—usually with a combat strength of “1”—have no printing on their reverse sides.
Sample counter captions (from the component illustrations):
- Full-Strength Greek Infantry Formation
- Reduced-Strength Mountain Infantry Formation
- Italian Armored Division
- Italian Bersagliere* Regiment
- *The types of vehicles in these units ran the gamut from armored cars and trucks through motorcycles and bicycles.
- Greek Artillery Support Unit
- Italian Corps Assignment Marker
- Redeployed Greek HQ
- Italian Fighter Squadron
Unit Organizational Sizes
- XX—Division
- X—Brigade
- III—Regiment
- II—Battalion
Unit Types
- Infantry
- Garrison
- Mixed Motorized
- Mountain Infantry
- Cavalry
- Armor
- Mechanized Infantry
- Paratroopers
2.3 Ten-Sided Die
The game uses a 10-sided die, which you have to provide. A ‘0’ is treated as a “zero,” not as a “10.”
2.4 Definitions & Acronyms
Understanding the following terms will help as you read through the rules.
AM: abbreviation for “Activation Marker,” discussed in 5.1. Each command has at least two AM. In this game most AM are corps-level.
Armor Points: used as a die roll modifier in combat. There is little armor in this game.
CDR: cohesion die roll, used to check if a unit has survived combat or reacted adversely.
Cohesion: A numeric expression of each unit’s ability to withstand the rigors of combat (the higher the number, the better the unit).
Combat Strength: a numeric expression of a unit’s ability to engage in combat (the higher the number, the stronger the unit).
Command: a group of combat units activated by play of an AM and assigned to a specific corps.
DR: die roll.
DRM: die roll modifier.
Fully Activated: a unit capable of using all its abilities to the fullest. Units that have only “limited activation”—usually those unable to trace a LOC—are restricted in what they can do.
LOC: line of communication, a path of hexes that, when successfully traced, enables a unit to be fully activated.
Motorized: units that move by wheeled or tracked vehicles, as opposed to those that move on foot. Most units in this game are only foot mobile. Units with red movement allowances are motorized, all others are foot-mobile.
PCP: port capacity points, the ability of ports to have resources flow through them.
ZOC: zone of control, or the ability of a unit to project its combat power into adjacent hexes.
2.5 Scale
The map scale is 7.5 miles (12 km) per hex. Each full game turn represents one month. Units range from battalions all the way up to divisions. Each strength point is roughly the equivalent of 1,500 men. Each air unit represents about 20 planes. Artillery units, which are generic, are used to represent far more than just the number of guns involved.
3.0 Sequence of Play
Each game-turn follows a set sequence. Within that sequence, exactly when individual units move is somewhat random, depending on when (or if) their activation marker is drawn.
A. Initiative Determination Phase
- Roll the die to see who goes first.
- Check the weather.
B. Resource Phase. Players determine how many of their available resource points (RP) they want to use this turn.
- Roll for available air support in rain/snow weather.
- Place arriving reinforcements in the appropriate box or hex.
- Make Italian corps assignments.
C. Marker Selection Phase
- The initiative player chooses which command AM will start the turn.
- Place all remaining AM (& random event) markers in the pool.
D. Activation Phase (Applies only to units whose AM are in the pool.)
- Draw AM from pool (exception: C/2 artillery unit).
- Activate units for that AM (within port capacity restrictions for Italians).
- Operations Sequence (followed strictly) a. Units move; b. Units engage in combat; c. Units that did neither ‘a’ nor ‘b’ may engage in construction; d. Refit (for units that did none of the above).
“D” is repeated until there are no AM left in the pool. When that happens, go to:
E. Isolation Phase
- Apply effects of isolation.
- Determine changes in isolation status.
F. End Turn Phase
- Remove air interdiction markers.
- Start next turn at top of sequence, unless it was the last turn, in which case, determine who won.
4.0 Initiative Phase
4.1 Determining Initiative
In the Initiative Determination Phase, each player rolls a die. The player with the higher total chooses which player has the initiative for that game turn. If there’s a tie, neither player has the initiative and all AM go into the pool.
The Italians automatically have the Initiative for Game Turn 1 in both scenarios. After that, players roll, with the Greeks always adding two (+2) to their DR unless a random event changes that.
The player with the initiative may (not must) select (choose specifically) with which AM—and command—he wants to start that turn.
4.2 Weather
Weather affects the movement capabilities of units, as well as the ability of air support to function.
4.21 At the start of each game turn the players determine the weather for the start of that turn by rolling a die, consulting the Weather Table for that scenario, and cross-referencing that DR with the turn/month. Weather may be changed during the course of turn by random events.
4.22 In addition to the automatic weather die roll, at the start of each turn (A/2), weather determination is also part of the Random Events rule.
4.23 Rain and snow weather provide negative DRM for all combat.
4.24 Weather—which determines visibility—affects the ability of players to provide air support as follows.
Both Players
- Clear: no effect, all abilities are available.
- Rain: it costs an air unit two movement points (MP) to fly into a mountain hex.
- Snow: no air unit may enter a mountain hex; it costs two MP to fly into a rough hex.
Italian Air Support
These limits are determined by the weather at the start of the turn, regardless of what changes take effect within the turn.
- Rain: the number of air missions is limited to the total of five plus the roll of one die.
- Snow: the number of air missions is limited to the roll of one die.
Greek Air Support
These limits are determined by the weather at the start of the turn, regardless of what changes take effect within the turn.
- Snow: only one bombing mission may be attempted per turn, total.
5.0 Activation
5.1 Activation Markers (AM)
Activation markers are used to determine which player may “go,” and what units he may use in the Activation Phase. All commands have two AM. Each AM represents a command (a sub-group of units within the same side’s overall force). A command is usually a corps, and all the units in that corps—as indicated on the side of each combat-unit’s counter and by specific color stripes on those counters. AM activate the units assigned to that command, allowing them to undertake operations.
5.11 The Italians have AM for each of their corps. The units that may be activated when a Corps AM is drawn is covered below in 5.4.
5.12 In order for Italian combat units assigned to a corps-command to be fully activated, those combat units must be able to trace a line of communication (LOC) back to a supply source. Italian supply sources are their ports. The actual LOC traced to a port may be any length along a road. To reach a road, the unit must be either in or adjacent to that road (and not separated by impassable terrain), or within five MP in the Historical Scenario or within eight MP in the Gamers’ Scenario. Once a Road is being used to trace a LOC, the tracing path may not leave the road. Also see rule 6.8, in which it’s explained how Italian port capacity also works to limit how many RP may be funneled through each port to activate units. The LOC stricture given above also applies to the Isolation rule; see 9.3.
5.13 Greek Activation. The Greeks have AM for each of their corps. They use LOC to determine whether their units are eligible for activation. The Greeks can fully activate their in-range combat units as long as they can trace a LOC to a supply source.
5.14 Greek supply sources are their HQ cities. Units from a corps must trace a LOC back to their own HQ City. For example: the Greek 1st Division traces its LOC back to Larissa. Greek LOC tracing, in terms of road and off-road portions, works the same as that of the Italians as described above in 5.12. Also note that random events may reduce the ability of the Greek player to use all his AM.
5.2 The Activation Phase
5.21 Combat units are assigned to specific corps. All AM are available if any units for that corps are either on the map (including the various holding boxes) or are scheduled to enter as a reinforcement.
Italian Corps are represented by the Italian Corps Assignment Boxes on the mapsheet. Units are assigned as described below in rule 5.4.
Greek Corps are represented by their Corps HQ Cities as noted on the map. (and also see 5.3). For example, the HQ for Greek C Corps is Thessaloniki.
5.22 All available AM are placed in the AM Activation Pool—an opaque cup or similar container—for random selection during the Activation Phase. Exception: see rule 4.1, paragraph three.
5.23 In the D/1 segment of the Activation Phase, one of the players—it doesn’t matter which—draws, randomly and blindly, one AM from the pool. That AM designates which corps may activate its units, as well as any independent units under that AM.
5.24 Full Capacity Activation. When a corps is activated by an AM, the units of that command that are able to trace a LOC at that instant of activation may operate at full capacity. That is, such units may: 1) move up to the limit of their printed movement allowance; and 2) they may attack; or 3) they may undergo construction if they don’t move or attack; or 4) they may refit if they did none of the above.
5.25 Limited Activation. Units of an activated command that can’t be activated at full capacity operate under the following restrictions: 1) their printed movement allowances are halved; 2) they may not use strategic movement; 3) they may not move adjacent to an enemy unit; 4) they may not attack (but they may refit).
5.26 When all the units of a selected command have finished their actions, that AM is set aside and a player draws another AM, repeating the process.
5.3 Redeploying Greek HQ
5.31 The Greek player may choose to relocate his Corps HQ by placing its actual corps HQ counter onto the map. He does that when that corps is activated. Place the appropriate Corps HQ counter in the HQ city; it’s then free to move from there.
5.32 When using a HQ counter, Greek combat units from that corps trace their LOC to that HQ counter. The HQ must then trace a LOC to any friendly controlled Greek City for it to be able to fully activate its units.
5.33 HQ units have the following restrictions. HQ units alone in a hex have an unprinted combat strength of “1,” which is used only when defending alone in a hex. HQ units may never attack. HQ units may not move into an enemy zone of control unless the hex they are entering is already also friendly occupied.
5.4 Italian Corps Assignment
5.41 All Italian land units, of all organizational sizes, must be assigned to a corps in order to be activated. Such assignments are noted by placing that unit’s Corps Assignment Marker (the counter with that unit’s name on it) in the appropriate Corps Box on the mapsheet.
5.42 The assignment of Italian units to corps is done in the Resource Phase (B/3) and lasts for the entire game turn. There’s generally no restriction as to how units may be assigned to the corps, though there’s no corresponding movement on the actual map. Units may be assigned and reassigned freely, but only in that specific segment of each game turn.
5.43 Each Italian corps may contain a maximum of eight AM. Italian artillery doesn’t count; see 5.45.
5.44 The following non-divisional units are treated as one group in that all must be assigned to one corps.
- All Bersaglieri
- 1st Albanian
- 2nd Albanian
- 3rd Albanian
- The Littoral Group
- IV Medium Tank Battalion
- Monte Cervino Ski Battalion
5.45 Artillery units aren’t assigned to a specific corps. They’re transported to the Balkans with the Corps AM of any unit with which they’re stacked in the Transfer Box, and they activate with the corps AM of any unit with which they’re stacked. If they’re alone in a hex, they may move with the Corps AM of the nearest combat unit. When doing so, however, they must move toward that unit.
5.46 When a unit is eliminated, both it and its Corps AM go to the Eliminated Box. An eliminated unit that’s refit may be assigned to any operative corps, not just the one to which it was assigned when eliminated.
6.0 Movement, Stacking, Reinforcements, Ports & Infiltration
6.1 Movement Allowances
6.11 Each combat unit has its movement allowance (MA) printed on it. All units with printed MA of 10 or less are considered to be “foot” mobile (walking). All units with printed MA higher than 10 are motorized, using vehicles to move.
6.12 When its AM is selected, and a unit is fully activated, that unit may move up to its printed MA. Units may always move less than their printed MA. Units that have not been fully activated may move up to one-half their MA.
6.13 A unit whose AM has been selected, and which is fully activated, may use “Strategic Movement” (SM). When using SM, motorized units have an MA equal to four times their printed MA, and foot units have an MA equal to two times their printed MA.
6.14 There are some restrictions when using SM.
- All SM must be on road or through city hexes.
- SM units may generally not enter any enemy or friendly occupied hex at any time during movement. Exception: they may move into or through a friendly occupied city hex.
- To use SM, and otherwise eligible unit must start that move at least two hexes distant from the nearest enemy combat unit.
- At no time during SM may a unit move adjacent to an enemy unit of any type.
- The two scenarios’ special rules sections also provide additional restrictions.
6.15 Italian Lorries. It may happen, via a random event, the Italians start getting some wheeled transport for their troops. That arrives in the form of lorry (truck) counters, usually one per turn. A lorry counter stacked with (attached to, as it were) an Italian foot unit increases its MA by two; however, such units are still treated as foot; they don’t become motorized. The actual lorry units, when unattached to foot units, have MA of 12 and are motorized, but they have no combat strength of their own and exert no ZOC of their own. An enemy unit may move into a hex occupied solely by lorries at no extra cost, and that entry eliminates the trucks.
6.2 Movement & Terrain
6.21 A unit expends movement points (MP) for each hex it enters. MP costs depend on unit mobility category (foot or motorized) and the weather conditions; see the Terrain Effects Chart.
Special Note: Lake Prespa. Units may not move from either 2404/5 into 2304/5 or vice versa.
6.22 Units pay the road MP cost if they’re entering a hex from a hex containing a road and are doing so across a hexside traversed by that road symbol as drawn on the map; otherwise, they pay the cost of the other terrain in the hex.
6.23 Certain terrain types—for example, mountains—may not be entered or crossed by motorized units unless those units are using roads as described above. The Terrain Effects Chart lists the costs for the latter.
6.24 Roads negate the cost of crossing rivers as if a bridge were there; however, if such a crossing would mean the moving unit is entering an enemy zone of control, or is intending to attack a unit through that river hexside, that river is then considered unbridged. For example: the Italian 131st Armored Division is in 1614. A Greek brigade with an artillery support unit is in 1815. The weather is rain. The 131st may not cross the river into 1714 because the Greeks are exerting a ZOC into that hex, rendering the river unbridged, and motorized units may not cross unbridged rivers in rain.
6.25 Units designated as “mountain troops” subtract one from the normal MP cost of entering any non-road connected mountain hex. Further, all ski troops are considered mountain troops.
6.26 Units may always move one hex when fully or partially activated, even if they don’t have the MP otherwise needed to do so; however, they may not exceed their MA in that way if such a move would put them in an enemy zone of control.
6.27 Units pay an extra MP for moving through another friendly combat unit(s) but not an artillery unit. This additional cost is not paid when just moving into, or just moving out of an occupied hex.
6.28 Italian foot units move much faster on roads in clear weather; they pay only half an MP to enter a road hex in clear terrain in clear weather.
6.3 Movement Restrictions
As a unit moves it traces a path, in any direction(s), of contiguous hexes through the hex grid, paying the cost of each hex entered. Each unit moves separately, and one unit’s movement must be completed before another may begin. A moving unit must generally have enough MP to pay the terrain cost of entering a hex; if it doesn’t, it may not generally enter that hex (but see 6.26 above).
6.4 Stacking
6.41 Stacking refers to having more than one unit in a hex at the same time. To determine stacking limits, use combat strength points (CSP) as the measuring stick. The CSP of the unit determines it ability to stack.
6.42 The following stacking limits apply at all times during the game turn.
- City hexes: 15 CSP
- Clear hex: 12 CSP
- Rough or Marsh hexes: eight CSP
- Mountain hexes, road or not: five CSP (or one unit, whichever is larger)
- Artillery units: stack at no cost; that is, they may stack freely with other non-artillery units; however, only one artillery unit is allowed in any given hex.
- Air Squadrons: Four per City, one per town; unlimited in Italy. That refers to when they are on the ground; not in the air, where there are no stacking restrictions. Air squadrons don’t count against the stacking of ground units in the same hexes with them and vice versa.
6.43 Informational markers don’t count for stacking.
6.44 Stacking restrictions apply at all times, including during movement.
6.45 A unit may never move into or through a hex containing an enemy combat unit.
6.46 Units from different commands may generally not stack together; however, Italian units from different corps may stack together in ports. For example: Within the Italian Army, if the 51/Sienna Division were assigned to the XXV Corps, it could not then stack anywhere with, say, the 33/Acqui, if the latter were assigned to VIII Corps, except in, say, the port of Durazzo. For the Greeks, units from “B” Corps may not stack with those from “C” Corps, etc.
6.5 Reinforcements
6.51 Reinforcements enter the game according to the reinforcement schedules given in the scenario special rules sections. They’re usually placed in a specific hex location.
6.52 Some reinforcements arrive with restrictions. For example: “Move only with Second AM,” would mean that unit may not move when that unit’s AM is drawn that turn.
6.53 Entering reinforcements are placed in the Reinforcement Phase (B/2).
6.54 If the hex in which a reinforcement is supposed to be placed is enemy occupied, that reinforcement(s) may be placed at the nearest available entry hex, as defined by the scenario rules, in the following turn.
6.6 Italian Reinforcements
The Italian Reinforcement system represents the fact their high command had no real plan. Divisions were simply activated, usually piecemeal, and then sent, almost invariably piecemeal, to Albania, often without sufficient weapons, artillery or clothing.
6.61 The units available to the Italian player are listed in groups of approximately two months, labeled “Fall,” “Winter” and “Spring.” Those units are placed in the Available Box in the Italy area at the beginning of the first turn in the designated season.
6.62 For a unit to move from the Available Box to the Transfer Box, it must first be assigned to a Corps, as per 5.4. Such assignment is undertaken at the beginning of the turn (B/4) and, when that AM is drawn, that reinforcing command may be activated, as per the rules for doing so. Once activated, the unit(s) may move to the Transfer Box under that AM.
6.63 To move a unit from the Available Box to the Transfer Box takes an entire activation. Moving units from the Transport Box to Albania/Greece also uses up port capacity (see 6.8).
6.64 There is no limit on how many units the Transfer Box may hold.
6.7 Greek Reinforcements
The hexes of arrival for the one Greek reinforcement, the 19th Motorized Division, as well as for British arriving units, is noted in the reinforcement schedule.
6.8 Italian Transport Capabilities
The Italian player will have lots of units in the Transfer Box. Unfortunately for him, his ability to get them to where they will be useful is restricted by the capacity of Italian-held ports to debark them.
6.81 Everything that arrives from Italy must be channeled through ports in Albania or Greece. To that end, every usable port on the map has a Capacity Track, used to indicate how many units have landed at that port that turn, as well as how many units already there can be given full activation. As units are landed, or as units are fully activated through a port, that port’s capacity marker is moved along the track until it reaches maximum capacity, at which point nothing further may be landed/activated through that port that turn.
6.82 Port Capacity Points (PCP) are used up according to the Italian Port Capacity Usage Chart.
The initial port capacities are:
| Port | Capacity | Port | Capacity |
|---|---|---|---|
| Durazzo | 18 | Parga | 8 |
| Vlore | 18 | Kerkira | 10 |
| Argostol | 5 | Preveza | 6 |
| Igoumenitsa | 5 |
The maximum capacity for each port is the largest number shown on each one’s track on the mapsheet.
6.83 Air units based in Italy never use, or otherwise need, PCP. Italian squadrons based in Albania/Greece do need them.
6.84 Increasing Port Capacity. Starting in December 1940, the Italian player may increase the port capacity of any port occupied by one or more of his combat units. It costs one PCP to increase the port capacity by one point. Capacity may be increased by one per AM for each combat unit in the port. That “construction” is undertaken under the AM of any unit (regardless of its condition) in that port. That unit does not have to stay in that hex; it just has to start its activation in that hex and meet the conditions given in D.3.c in the turn sequence outline. The maximum capacity for each port is noted on the Port Capacity Track.
6.85 Port capacity may be reduced by bombers (see 8.74). It may also be reduced by having a Greek unit enter the port hex and performing port capacity destruction. The Greek player expends as many remaining MP from that unit as he wishes, and that is the number the port capacity is reduced. Only one unit may do that, per port, per activation.
6.86 The Italians may begin using a captured port in the very next AM after its capture is effected.
6.9 Greek Infiltration Capability
One of the advantages the Greek troops had in this campaign came from their ability to simultaneously show up behind and in front of the Italians in the mountains. To reflect that, the Greek player has the following capabilities.
6.91 Infiltration capability applies only to Greek mountain units, but it does so whether or not they can trace a LOC.
6.92 Whenever an Italian unit in a mountain hex adjacent to a Greek unit leaves that mountain hex during the movement portion of its activation, the instant that Italian unit leaves that hex, and before any other Italian unit may move, the Greek unit may attempt to infiltrate (that is, move into the hex just abandoned by the Italian unit). To do that, the Greek player rolls the die. If the DR is the same as or lower than the Greek unit’s cohesion factor, that unit may move immediately into the abandoned hex (no farther) at no cost in MP. If the DR is higher, nothing happens. Either way, after the infiltration attempt, the Italian player continues his activation. Each Greek unit may attempt only one infiltration per Italian activation.
Example: 49/Parma is in 2207; the Greek 5th Mountain Regiment is in 2208. The Parma Division moves into 2306, hoping the 19/Venezia, in 2105, can then move in to take its place in line; however, the Greek player interrupts the Italian activation in order to attempt infiltration with the 5th Regiment. He rolls a two, which is lower than the 5th’s cohesion factor (5). The 5th immediately moves into 2207.
7.0 Zones of Control
Zone of Control (ZOC) represents the combat power a unit extends outside the beyond its immediate area through maneuver and/or firepower.
7.1 Exerting ZOC
7.1 Most units, including artillery units, exert ZOC into all six hexes adjacent to the hex they occupy.
7.11 Exceptions. The following units don’t exert ZOC.
- Units with a total combat strength of “1.”
- Combat units moving into mountain hexes in rain or snow weather that aren’t connected by roads, unless they’re doing so while stacked with artillery.
- Isolated units (see 9.3).
7.12 ZOC don’t extend across impassable hexsides or into impassable hexes. Thus motorized units don’t exert ZOC into non-road-connected mountain hexes. Exception: Artillery unit ZOC extend regardless of terrain.
7.2 Effect of ZOC
7.21 Units must stop for that AM when first entering an enemy ZOC (EZOC). They may move no farther that activation.
7.22 Units may leave an EZOC, but only if they start their activation there or if allowed to do so by a combat result. It costs one MP, in addition to the cost for the terrain entered, to leave an EZOC. Units may move directly from one EZOC into another (at which point they must stop for that activation), if they have the necessary MP.
7.23 Units in an EZOC aren’t required to attack. Moreover, if they do, they don’t have to attack all enemy hexes exerting a ZOC into their hex. They may choose to attack one or more such hexes, though they must attack all units in a hex designated to be attacked.
7.24 A unit may retreat into an EZOC; however, if it does so, the unit is reduced. If such an EZOC hex is friendly occupied, that occupying friendly unit negates the effect of the EZOC for purposes of the retreat. Remember, though, to observe all stacking restrictions, even during retreats.
7.25 LOC may be traced through an EZOC if that hex is occupied by any friendly combat unit.
8.0 Combat & Air Power
8.1 Types of Unit Strength
Most combat units have one type of strength; armor has two.
Combat Strength (CS) is used to determine the odds-ratio DRM.
Armor Points: the numbers in circles, are used as a positive DRM when resolving combat.
See 8.4 for how artillery units are used in combat.
8.2 Resolving Combat
8.21 Combat is always voluntary. It takes place when a player has selected an AM and, after all those units have completed the movement portion of that AM, he has units from that command adjacent to enemy units; or whenever a Counterattack combat result is obtained (see 8.27).
8.22 Combat is resolved by having the attacker roll a die, apply all relevant die roll modifiers (DRM or strength reductions), and then apply the results to all units involved.
8.221 Combat DRM are as follow:
- Terrain: see the Terrain Effects Chart
- Aggressive Attack (8.23)
- Stand Defense (8.24)
- Odds-Ratio (8.25)
- Concentric Attack (8.26)
- Artillery (see 8.4)
- Armor (see 8.5)
- Air Support (see 8.7)
8.222 Other Effects, usually on unit strength, include isolation (see 9.3) and unsupported armor (see 8.54 [sic: no rule 8.54 is printed; unsupported armor is 8.53]).
8.23 Attack Options. Before resolving a given attack, the attacker must choose whether he will be aggressive or cautious in that attack. Aggressive attacks stand a much better chance of gaining ground, but at the risk of taking losses. An aggressive attack gets a +1 DRM when resolving combat. Cautious Attacks produce fewer losses, but stand less chance to advance.
8.24 Defense Options. Before a battles’ combat resolution, the defending player must also choose whether his units will stand (make a staunch, all-out defense against the attack in an attempt to hold the position), or adapt a flexible stance, wherein the defenders may give ground quickly to “save lives” (fewer chances of being reduced). Defenders adopting a Stand defense get a -1 DRM when resolving combat, but they tend to take losses. Defending units in each individual combat must all adopt the same stance.
8.241 Players use the Combat Option markers to announce their intentions, using the appropriate marker to indicate their own choice, with both players revealing their decision simultaneously.
8.25 Odds Ratios. To determine this, each player totals the number of CSP he has in a given combat, and the two players then compare those totals, expressed as a simple ratio, rounding off mathematically. Thus 21 CSP to 11 CSP would be a 2:1 ratio, while a 10 to 15 would be a 1:1.5 ratio, and a 10 to 11 would be a 1-1.
8.26 Concentric Attack Benefit. If a player’s attacking units and their ZOC (which may be negated by enemy units’ presence) occupy or extend into all six hexes surrounding the defender, or if some of those hexes are impassable for the defender, the attacker gains a concentric attack DRM of +2.
8.27 Isolation. If a defending unit is isolated (9.3), its total of CSP is halved, rounding down, to a minimum of one. Isolated armor and artillery may not use those kinds of points.
8.3 Combat Results
The single adjusted die roll produces a result that’s applied to all of involved units of both sides involved in that one battle, as per the Combat Results Table, as follows.
Eliminated: unit(s) is/are removed from play and placed in the Eliminated section of the Available/Refit Box if, at the time of its elimination, it could trace a LOC of any length to a supply source. If not, it’s placed in the Destroyed Box, from which it may not return.
Reduced: flip the unit to its reduced side; if already reduced, treat as eliminated. If there’s no reverse side, the unit is eliminated.
rd +/- #: roll a die for each unit, adjusting the DR when indicated. If higher than its cohesion, it’s reduced. If the same as or lower, no effect.
Retreat: unit(s) must move one hex away from the enemy units that caused the retreat and toward its supply source, if possible (see 7.24). A retreating unit may not enter a friendly occupied hex unless allowed by normal stacking rules.
It may not retreat into a hex, or across a hexside, which it could not enter or cross using normal movement. For example: motorized units may not retreat across unbridged rivers during bad weather. A unit may retreat into an EZOC, but it suffers a reduced result for each such hex entered (see 7.24). A unit that can’t complete a retreat is, instead, reduced in place.
Artillery Retreat: artillery units may retreat as described above only if stacked with a unit with a movement allowance. Otherwise, when suffering a retreat result they’re eliminated in place.
Advance: friendly units that were involved in the just-resolved combat may move into the hex vacated by an enemy unit(s). Advancing units may ignore EZOC, but not stacking restrictions. Advance doesn’t cost or use MP.
Continued Attack: advancing units may attack any adjacent enemy units when they end their advance. There’s no limit to the number of times that may happen.
Counterattack: units, after advancing—or even if they don’t advance—may be attacked by adjacent enemy units. Any continued movement resulted from this attack is treated as an advance.
8.4 Artillery
8.41 Artillery units may be used for two purposes: 1) provide a DRM for combat resolution, and/or 2) to provide a ZOC (see 7.1).
8.42 Each individual artillery unit provides all friendly units in any one combat within one hex with a + or -1 DRM (depending on whether helping the attacker or defender), as long as the artillery unit itself isn’t isolated (see 9.3). Each in range artillery unit may do so any number of times per turn.
8.43 Only one artillery unit may stack in any one hex, but that unit may provide combat support for any and all units within range, as given in 8.42. It provides a ZOC only for the unit with which it’s stacked.
8.44 An artillery unit alone in a hex may never attack in any way. If an artillery unit alone in a hex is attacked, it defends with a strength of one and may not use itself for an artillery DRM. Moreover, it gets no terrain benefit. Any negative result (such as any “rd”) eliminates that unit.
8.5 Armor Points
8.51 Armor points represent the ability of tanks to destroy opposing units above and beyond the non-armor relative strengths of the units. The numbers on the combat units inside a circle are Armor Points (AP).
8.52 AP are used as DRM, added when on the attack, subtracted when defending.
8.53 Unsupported Armor. Armor fought best when teamed with infantry. Therefore, if an armor unit is involved in combat (attacking or defending), and there’s no infantry (motorized or foot) stacked with it, that armor unit’s CS is halved, rounding down (to a minimum of one).
8.6 Air Power
8.61 Both sides have an air force, though the Greek Air Force is so small it’s the one area in which the Italians have an obvious superiority. Both sides have long-range bombers and fighters. The Italians also have a small squadron of dive bombers and some air transport. We use the term “squadron” to define each air counter.
8.62 What a given squadron may do—its mission—depends on what type of squadron it is. Greek squadrons may not fly to Italy.
- Fighters may be used to provide combat air support for ground troops, to protect bombers and transports, and to neutralize any one other enemy plane.
- Long-Range Bombers may be used to interdict LOC, bomb air bases and render “Ready” planes on the ground unready and not fit to fly.
- Dive Bombers may be used to interdict LOC, bomb air bases and render “Ready” planes on the ground unready and not fit to fly, and provide combat air support for ground troops.
- Transports may be used to move ground units and RP from one air base to another.
8.63 All squadrons are “based” in either a friendly city hex (up to four squadrons may be based in any one city) or any friendly town in a clear hex (one squadron maximum). In addition, Italy (the Air Box) may hold any number of squadrons.
8.64 Air squadrons may fly only when “Ready.” A squadron is “Ready” when it’s on its “Ready” side; otherwise, and when it returns from a mission, it’s placed on its “Unready” Side. It costs Italians one PCP to make ready any two Albania or Greece based squadrons (but see 8.65). The Italian player may make ready any number of squadrons—including those that have already flown missions that turn (but not that activation)—any time one of his AM is selected, regardless what type of AM it is. Using the PCP flips an unready squadron to its ready side. Squadrons may undertake missions in any succeeding friendly AM, but not during the one in which it was readied. There’s no PCP cost to undertake a mission; the only requisite is that the squadron be ready.
8.65 Italian squadrons based in Italy, as well as Greek and British squadrons, don’t require PCP to be readied. Italy based squadrons may be readied under any AM. Greek and British squadrons may be readied any time the AM for the corps area in which the city or town being used as a base is drawn. The corps’ areas for cities and towns capable of being used as bases is the letter in red in that hex.
8.66 When a squadron flies a mission, it may be used to fly to any hex within its printed range (and back). In most instances, each hex costs one MP to enter when flying; however, as noted in 4.26 [sic: no rule 4.26 is printed; the weather limits on flying into hexes are in 4.24], during certain types of weather, certain hexes cost more to enter or are forbidden entirely (due to reduced visibility, difficult flying conditions, etc.).
8.67 Squadrons based in Italy must use an “Air Flight” hex as the first hex it enters when tracing its path of flight. The range from Italy to any of the Air Flight hexes surrounding that box is printed in that hex. That’s the number of air MP it takes to reach that hex. After that, start counting normally.
8.68 When a mission is finished, whether or not successful, all involved squadrons are returned to the base from which they came. They’re returned in unready status.
8.69 Air squadrons are generally not eliminated. No air mission ever eliminates air units; however, if their air base is attacked by enemy ground forces and occupied, unready squadrons there are eliminated. Ready squadrons in such situations may fly to any base within range that’s able to hold them. If they can’t reach one, they’re eliminated.
8.7 Air Missions
8.71 Italian squadrons may be activated under any Italian AM, regardless of location. The Italian player may fly as many ready squadrons as he has available and for which he pays any necessary RP as he sees fit under that one AM.
8.72 Greek squadrons may fly missions only when the AM for the Corps Area in which they’re based is drawn. British squadrons may fly missions, or be readied, under any Greek AM, regardless of location. Note that the Greek Corps Area limitation means that, effectively, no Greek squadron will ever fly more than one mission a turn.
8.73 The ability to fly missions is limited by weather.
- Clear: no weather limitations.
- Rain: the Italians may fly a total number of missions that turn equal to five plus one die roll. The Greeks have no rain limitations.
- Snow: the Italians may fly a total number of missions that turn equal to one die roll (a “0” means no missions). The Greeks and British may fly only one mission, total, that turn.
8.74 Missions. The missions a squadron may fly include the following.
8.741 Ground Support. Each fighter or dive-bomber flying to the hex containing the friendly ground unit involved in the supported combat provides a 1 point DRM (plus if attacking, minus if defending). Thus three fighters supporting an attack would give that attack a +3 DRM.
8.742 Interdiction. Reduce the strategic movement multiple of all units in the target hex by one for each fighter, bomber or dive bomber flown to that hex. Use the numbered interdiction markers to indicate reduced SM capacity. The markers are removed at the end of the turn.
8.743 Port Suppression. For each bomber flown to that hex, reduce the PC by two. The PC level may be rebuilt, as given in 6.84.
8.744 Airfield Attack. For each bomber or dive bomber flown to that hex, mark one readied squadron as unready.
8.745 Transfer. Fly from one friendly base to another. When doing so, double the range.
8.746 Transport. Italian transport is used to supply isolated units. Each transport flown to a hex removes an isolation marker. Units in mountain hexes in snow may not be so supplied.
8.747 Neutralization. This is the only mission that may be flown during an opposing player’s AM. The only requirement for this mission—other than weather limitations (see 8.73)—is that the fighter be ready and in range. The target hex is wherever the active player’s squadrons are attempting to undertake an air mission. For each fighter flying a neutralization mission to the target hex, one squadron of the active player aborts and returns unready. No squadrons are eliminated. All fighters must be neutralized before any other type of plane is neutralized.
8.75 Anti-Air Defense
When a mission is flown to any hex that contains enemy combat units, the latter player rolls the die, adding the CS of all units in that hex. If the total is greater than nine, the AA-firing player may neutralize the number of squadrons equal to how much over nine that total was. For example: the Italian player flies three bombers to Kalpaki (2012) on an interdiction mission, supported by one fighter. There is a “5” CS Greek division in Kalpaki. Before the Italian planes can undertake their mission, the Greek player rolls the die, getting a “6,” to which he adds the five for the Greek division’s CS, for a total of “11.” He thereby neutralizes two of the three bombers—the supporting fighter has no effect on, nor is it affected by, the AA. The remaining bomber then goes on to add one interdiction MP to that hex.
9.0 Refit & Isolation
9.1 Refit
Refit is the term used to represent bringing reduced or eliminated units up to strength or back into play.
9.11 A refit action involves rebuilding a unit from eliminated status to reduced strength, or reduced strength to full strength. Only units with no reduced side go directly from eliminated to full strength. Units don’t have to be fully activated in order to be able to refit.
The Italian player uses port capacity points to refit his units. It costs two PCP to perform a single refit action.
The Greek player doesn’t pay any cost to refit. Instead, he receives refit points according to the reinforcement schedule of the scenario being played. Each refit point may be used to either return a reduced unit to full strength or return an eliminated unit into the play as a reduced reinforcement. The Greek player may save unused refit points from one turn to the next.
9.12 Units may be refit when their AM is selected. This applies to units both on the map and off-map in the Refit Box. A unit to be refit may neither have moved nor attacked that activation.
9.13 When a refit operation is chosen for units in the Refit Box, simply expend the necessary RP/PCP and “promote” the unit to its next highest level: eliminated to reduced, or reduced to full strength. Units with no reduced side go directly from eliminated to full strength. A player may choose to move a reduced unit into the Available Reinforcements Box without upgrading its to full strength. Refit Italian eliminated units are placed in the Available Box. Refit Greek eliminated units are placed in their corps HQ city, or the hex in which its HQ is located if using a redeployed HQ, even if adjacent to an enemy unit.
9.14 If a refit operation is to be chosen for reduced units in-play on the map, they must have a LOC and not be in an EZOC. Upon expending the PCP/RP, the unit is flipped to full strength status.
9.2 Units in the Destroyed Box may not be refit. Eliminated Albanian units of the Italian army may not be refit.
9.3 Isolation
9.31 Units that can’t trace a LOC in the Isolation Phase (F/2) are “isolated.” Place an Isolated marker atop such units to indicate that status. If a unit with an Isolated marker is no longer isolated when its AM is selected, remove the marker.
9.32 In the F/1 Phase, isolated full-strength units are reduced or, if they’re full strength but have no reduced side, they’re eliminated. Units eliminated in that manner are eligible for refit.
9.33 Isolated units have their MA, CS and any AP halved, rounded down. If stacked, round down the stack’s totals. Isolated artillery may not be used for any purpose, nor may they move into EZOC.
9.34 Greek units in or adjacent to a friendly controlled town in Greece are never isolated, even if they’re not eligible to be activated.
10.0 Historical Scenario
Initial Disposition of Forces
Italian Forces
| Hex/Location | Units |
|---|---|
| 1100 | 3rd Albanian Brigade |
| 1106 | 2nd Albanian Brigade |
| 1508 | Cavalleggeri Guide Regt |
| 1613 | Littoral Group [a] |
| 1707 | 131/Centauro Armored Div |
| 1710 | 51/Sienna Division |
| 1908 | 1st Albanian Division |
| 1909 | 23/Ferrara Division |
| 2009 | 3/Julia Alpine Division |
| 2004 | 19/Venezia Division |
| 2105 | 29/Piemonte Division |
| 2207 |
a = An ad hoc (and supposedly) mobile force (division) made up of the 3rd Grenadier Regiment and the Aosta and Milano cavalry regiments. The only unit that had any success in the opening week.
b = For the literary among you, this is Capt. Correlli’s division.
c = The Arezzo may enter the map through any hex between 1700 & 1900, inclusive.
d = Italian artillery is generic for the sake of playability. Most Italian units were supposed to have some artillery, plus the usual division-level guns. In practice, much of the artillery arrived late, or never, and when it did it was sent to the front in piecemeal, haphazard and useless fashion.
Corps: The Italians start the game with the XXV and the XXVI Corps available.
Historical Corps Assignments. Players may use these assignments to start the game, or they may assign units to corps as they wish, according to those rules.
- XXV Corps: 131/Centauro Armored Division, 23/Ferrara Division, 51/Sienna Division, 47/Bari Division, Littoral Group, Cavalleggeri Guide Regt, all Albanian units.
- XXVI Corps: 3/Julia Alpine, 29/Piemonte Division, 49/Parma Division, 19/Venezia Division, 53/Arezzo Division.
First Turn—November: The Italians automatically have the initiative for the first game turn; however, all their attacks must be aggressive that turn. After that, AM selection proceeds according to the rules. Each turn thereafter, initiative is determined by die roll, with the Greek player always adding two to his roll.
Greek Forces
| Hex/Location | Unit(s) |
|---|---|
| 1826 | Cephalonia Garrison Infantry Bn |
| 2724 | 3rd Division [a] |
| 3313 | “B” HQ; 1st Division, 5th Regiment, 26th Battalion, ‘B’ Cavalry Bn |
| 1414 | 10th Infantry Bn |
| 1714 | 51st Infantry Bn |
| 1912 | 8th Division, 42nd Evzones Regt [b] |
| 2111 | 39th Evzones Regiment [b] |
| 2109 | WFAS “Brigade” [c] |
| 2308 | 9th Division |
| 2407 | 4th Regiment |
| Any hexes above | B/1 Artillery, B/2 Artillery units |
| 3106 |
a = The 3rd Division (not to be confused with 3rd Brigade) may move from Patra to the main area of the map by using one activation to remove it from the map and having it enter, as a reinforcement, through 3422 in any succeeding activation.
b = The elite 39th Evzones Regiment was, on paper, part of 3rd Division, as the 42nd was part of 8th Division. The lower strength of the latter reflects the independent assignment of the former to B Corps.
c = An ad hoc unit thrown together to guard the area it starts in.
Greek HQ. The starting locations for the HQ for A, C, D and E Corps are off-map. LOC to those cities may be traced to the roads leading off-map as indicated on the map.
Italian Reinforcements. Italian units become available—placed in the Available Box in Italy—by seasons (two turns per season). When the Italian player brings on those units it is up to him and the availability and dispersal of RP.
- Fall (November & December): As listed to be in the Available Box under Initial Deployment, plus, in December, the Italians get to use VIII Corps.
- Winter (January & February): 2/Sforzesca, 6/Cuneo, 7/Lupi di Toscana, 11/Brennero, 22/Cacciatori delli Alpi, 24/Pinerdo, 36/Forli, 58/Legnano, and 59/Cagliari infantry divisions; Monte Cervino Ski Battalion; one (1) Artillery unit. In addition, they get to use III and IV Corps.
- Spring (March & April) [a]: 56/Casale, 38/Puglie and 41/Firenze Infantry Divisions; two (2) Artillery units.
Additional air units may arrive via random events.
a = The 18/Messina and 32/Marche Divisions were shipped to Albania in late April, but didn’t take part in any fighting.
Greek Reinforcements
| Turn | Units/Refit Points (Hex) |
|---|---|
| November | “A” Corps units (thru 3422): 2nd Division; 3rd Brigade; ‘A’ Cavalry Bn, ‘A’ Artillery [May enter on 2nd “A” Corps AM] “C” Corps units (through 3405 and/or 3406): 11th Division, 17th Division, “C” Cavalry Bn, ‘C/1’ Artillery unit. [May enter on first “C” Corps AM] |
| December | 5th Division [A] (through 3422); 1 squadron British Bombers (2724); 4 Refit Points. Start Use of Bulgarian Front Release Rule, below, “D” Corps AM available. |
| January | 3 Refit Points; “E” Corps AM available. |
| February | 19th Motorized Division [A] (through 3422) [a]; 3 Refit Points |
| March | British 1st Armored Brigade (through 3422; may use only one British AM the turn of arrival); 2 Refit Points. |
| April | 2nd New Zealand Division (3 units; through 3422); 2 Refit Points. a = This was probably the worst Greek unit in the war, a hodge-podge of broken down trucks and equipment, manned by poorly trained men. |
“D” & “E” Corps Bulgarian Front Release Rule
The Greeks greatly feared an invasion by the Bulgarians, which was an integral part of their defense policy for generations. The Greeks had two corps guarding that front, directly off the northeast portion of the map, mostly behind the Metaxas fortified line. Release of the units in those corps was sporadic and depended on the Greek high command’s read of the situation in Albania and Bulgaria.
In the Historical Scenario, the AM for each of these two corps become available as listed on the reinforcement schedule. When one of those corps AM is drawn, the Greek player may release either one division from that corps, or any two smaller units (infantry brigade, artillery or cavalry). Units released may enter as reinforcements through 3405 and/or 3406.
Weather: The game starts with rain.
Italian Preparedness
Many Italian units arrived in Albania short of trained men, weapons, transport, winter clothing and even basic supplies. Much of that can be laid at the feet of Mussolini’s decision to have most of his units demobilized to help with the Fall harvest only weeks before the invasion. He thought such a move would lull the Greeks into a false sense of security. Even worse, the majority of troops had little enthusiasm for the campaign, and were unable to figure out for what they were fighting.
To simulate all that, before starting play roll a die for each Italian non-artillery combat unit (but not the Albanians) in play. If the DR is higher than the unit’s cohesion rating, it starts play in reduced status. (Don’t do this for units with no reduced side.) If the DR is the same as or lower than the cohesion rating, the unit starts at full strength.
The Italian player does this for each unit before it debarks in Albania or Greece for the first time. He doesn’t do it for units that have been refit and are returning to play.
The Mussolini Factor
The man behind the Greek campaign was Benito Mussolini. Unorganized, mercurial, self-delusional, destructively egocentric would aptly describe how Mussolini ran this operation. The North African campaign was a veritable “Desert Storm” compared to the invasion of Greece.
There are two Mussolini markers. They’re placed in the AM pool at the beginning of the turn. Whenever a Mussolini marker is drawn, the players consult the Random Events Table, one of them rolling the die. That die roll indicates which random event has occurred. If a Mussolini marker is the last one left in the pool in any turn, it’s ignored that turn. If the same number is rolled twice in the same turn, see Repeat DR below.
[Note: no “Repeat DR” rule is printed in the eRules text. The sentence is transcribed as printed.]
Historical Scenario Random Events Table
Weather. Whenever an odd number (1,3,5,7 or 9) is rolled, in addition to the event below, and before that event is resolved, players roll the die to see what the weather is now. This is unnecessary in January, which is always Snow.
- DR = 0-1: Mussolini Demands Results. For the remainder of the turn, all Italian attacks are aggressive, and all Italian defenses are stand.
- DR = 2-3: Increased Italian Air Power. The Italians bring back some of their air force from Belgium, where they were unsuccessfully trying to help the Luftwaffe bomb England into submission. The Italians immediately get two fighter squadrons, which must be placed in Italy. Once this event has been rolled, treat as “no event” if rolled again.
- DR = 4-5: Mussolini Insists Air Force Bomb Greek Cities. For the remainder of this turn, no Italian bombers or dive bombers may undertake any missions. If it’s rain or snow weather, consider this as three flown missions. This event also has further effect: 1) add a +2 MP Interdiction marker to any one Greek city of the Italian player’s choice; and 2) the Greek player randomly removes one Greek AM from the pool.
- DR = 6: British Naval & Air Power Disrupt Italian Shipping. The Italians may not use any more naval transport this turn. This event may occur only once a game; after that, treat as “no event” if rolled again.
- DR = 7: Italian Snafu. Randomly move half (rounded up) of all Italian units in the Italian Transfer Box back to the Available Box.
- DR = 8: Greek Amphibious Operation. The Greeks may immediately move any one unit of two SP (including island garrison units) or less from any friendly port (it must start in a port) to any friendly or unoccupied port in Greece. It may not move any farther once it lands, but it may attack any adjacent enemy unit. It’s in full supply for the remainder of the turn.
- DR = 9: Greeks Supply Problems. The Greek player randomly and blindly removes half of all of his remaining AM from the pool. If it’s Fall or Spring, round down; if it is Winter, round up.
Winning the Scenario
The Greeks gain an automatic victory at the end of any activation in which they occupy either Tirana (1400) or Durazzo (1100), or at the end of any turn in which they control Vlore (1106), Berat (1405) and Koritsa (2105).
The Italians win an automatic victory at the end of any activation in which they exit a unit off the map through hex 3422, or at the end of any turn in which they control Edessa (3104) or Verla (306) plus Larissa (3313) and Lamia (3219).
If the Italian player hasn’t attained an automatic victory by game’s end (April 1941), the Greek player wins.
The Historical Scenarios favors the Greek player, so much so that anyone who can even get close to an Italian victory should consider a career change.
11.0 Gamers’ Scenario
This scenario is more suited to two-player competitive play, including, as it does, some what-ifs along with a fair amount of Italian wishful thinking. Several of the systems used in the Historical Scenarios are also used here, and reference is made to them in the rules below. In many ways this scenario resembles what the Italian high command deluded itself into thinking would happen.
Disposition of Forces
These are the same as for the Historical Scenario, with one exception: release of Bulgarian Front units (“D” and “E” Corps): The units in “D” and “E” Corps are released through the Bulgarian Sector Release Table (see charts and tables). The reinforcements state when the “D” and “E” Corps AM become available for use. When one of those AM is drawn, the Greek player rolls a die and consults that table to see how many units he may get that activation.
Game Length & Weather
The game starts with the October 1940 game turn, and the weather is automatically clear all through October. The Italian Fall reinforcements apply to October through December. The Greek reinforcement schedule remains the same, except that player gets one refit point for October.
Weather: for every required Weather die roll, subtract two (-2).
Historical Note: The invasion was scheduled to begin in October, when the Weather was usually good. Its one-month delay is just another example of lack of preparedness. This version gives Mussolini the head start he envisioned.
Initiative
For the first game-turn, October, the Italian player automatically has the Initiative. He may deliberately select any one AM to start play. After that, AM selection proceeds according to the regular rules. Each turn thereafter, initiative is determined by die roll (no Greek addition to that DR in this game). Exception: if the Italian player plays his Mussolini/Italian Offensive Special Event marker, he automatically gets the initiative.
This Italian Preparedness rule isn’t used in this scenario.
The Mussolini Factor
This is the same as the rule in the Historical Scenario, except the table is different.
Gamers’ Scenario Random Events
Weather. Whenever an odd number (1,3,5,7 or 9) is rolled, in addition to the event below, and before that event is resolved, players roll a die to see what the weather is now. That’s unnecessary in October, which is always clear, and January, which is always snow.
-
DR = 0: Increased Italian Air Power. The Italians bring back some of their air force from Belgium, where they were unsuccessfully trying to help the Luftwaffe bomb England into submission. The Italians immediately get two fighter squadrons, which be must placed in Italy. Once this event has been rolled, treat as “no event” if rolled again.
-
DR = 1: Mussolini Insists Air Force Bomb Greek Cities. For the remainder of this turn, no Italian bombers or dive bombers may undertake any missions. If it’s rain or snow weather, consider this as three flown missions. This event also has further effect: 1) add a +2 MP Interdiction marker to any one Greek city of the Italian player’s choice; and 2) the Greek player randomly removes one Greek AM from the pool.
-
DR = 2: Increased Italian Transportation Support. Starting next turn, the Italian player receives as available reinforcements one lorry counter per turn (see 6.15). Each time this is rolled, increase lorry availability by one per turn.
-
DR = 3-4: Increased Italian Port Capacity. If not already available, the Italians may immediately start port capacity expansion. In addition, the Italians may add three to the capacity of any ports (they may add three points to one port, or one point to three points, etc.).
-
DR = 5: British Naval & Air Power Disrupt Italian Shipping. The Italians may not use any more naval transport this turn. This event may occur only once a game; after that, treat as “no event” if rolled again. If, however, his event is first rolled in the February turn, or in the March turn before a British AM has been played, the event instead becomes the following.
British Cautious. Britain was caught among all kinds of conflicting diplomatic and military positions vis a vis Greece. While London ended up providing support of a “too little, too late” nature, they did send some units, as can be seen in the reinforcement schedule. If this event is rolled, those units don’t arrive at all. If, however, Hitler has provided any air or ground support, or there has been a Yugoslav Coup, treat this as “no event.”
Special Events
This provides the Italian player with a host of politically oriented possibilities, some of which actually happened. They run the gamut from greatly aiding the Italian effort to minor help for the Greeks. Whenever a “0” or a “9” is rolled on the Mussolini Table, the Italian player randomly and blindly selects one of the 9 Special Event markers from a pool. That’s his event chit to keep. He may reveal and play it at any time during the game. Once played, that marker is permanently discarded. The Special Events are as follows.
Bulgaria Invades Greece. A Bulgarian attack on eastern Greece was part of the Italian Wishful Thinking concerning their overall plan. In truth, the Greeks greatly feared such an attack. When this event is played, the Greeks may not bring any more units from “D” and “E” Corps into the game. Moreover, all division-sized units from “D” and “E” Corps already on the map must immediately be removed, regardless of their location. If such a unit can’t trace a LOC from where it is to 3405-6, a unit of equal or greater combat strength, regardless of corps designation, must be removed in its place.
Greek Disloyalty. The Italians convinced themselves a large minority of Greek officers would not only not want to fight, but would support an Axis presence in Greece. This rule shows what might have happened had such an event occurred. When this marker is revealed and played, the Italian player randomly removes any two Greek AM from the pool for the rest of that turn.
Hitler Provides Air Support. To help his Axis ally, Hitler orders the Luftwaffe to send some air support. The Italian player, upon play of this event, may place one German bomber unit and one fighter squadron anywhere he wishes. German air units never require any PCP to use.
Hitler Provides Ground Support. The Germans send the Italians limited ground forces to help in their efforts. The Italian player may bring in the German 2nd Panzer Division and the 50th Infantry Division, with the German AM, through hex 3300. They may be assigned to any Italian corps (as one combined formation). They may attack into those hexes from off-map until they either enter the map or are eliminated. German units require no PCP to activate, and they are always in full supply as long as they can trace a LOC of any length to any of the roads leading to 3300 or an Italian-held port. They are in full supply for the first turn of their arrival. The instant the Italian player brings in these two German divisions, he must remove from the game two Italian infantry divisions from either Greece or Albania. They’ve been sent north to guard the Yugoslav frontier.
Increased Italian Port Capacity. The Italians get their supply priorities in order, increasing the flow of materiel to the front. Play at the beginning of any turn, and each turn from then on the Italian player may increase the capacity of any one port by five, up to its maximum capacity.
Italian Airborne Operation. The Italians may paradrop the V/186 Bn of the Folgore Division onto any clear hex on Corfu. It costs them two RP to do that, and they may undertake the airborne operation under any corps AM (assigning the Folgore Bn to that corps for purposes of activation). The V/186 is considered in full supply for the entire turn. It costs one RP to fully activate after that, and such RP must come through Kerkira. If the Italians control Kerkira (1414) they may use the V/186 Bn as part of an amphibious operation, if the Italian plays that marker.
Italian Amphibious Operation. While one of the initial Italian plans envisioned seizing Corfu and launching an amphibious attack against Igoumenitsa to open up another Balkan port, this was probably more wishful thinking than a realization of actual capability. However, let’s give them a shot here to keep the Greeks thinking. When this counter is played (with the appropriate AM), the Italian player may take any one non-motorized, non-Alpine combat unit from the Transport Box and place it in any unoccupied port west of the 2600 row. If he has the V/186/Bn in Kerkira (141), he may also send that unit to the same, or different, port under those restrictions. Once debarked, the unit may not move farther that AM, though it may attack any adjacent units that activation. There’s no PCP cost to do this, though, after the operation the units must use PCP to gain full activation.
Metaxas Dies. Gen. John Metaxas, prime minister (and dictator) of Greece for most of the war, died in mid-January 1941. When played, all Greek cohesion ratings are reduced by one for the rest of the turn.
Mussolini To the Front: Italian Offensive. If he plays this before the start of a turn, the Italian player automatically has the initiative, and specifically selects one AM to start the turn. For the rest of that turn (only), all Italian ground attacks have a +1 DRM. The instant any Italian ground unit is eliminated, for any reason, the DRM no longer is applied.
Winning the Scenario
Victory in the Gamers’ Scenario is unusual vis a vis other similar games. Yes, the Greeks can still win simply by stopping the Italians from winning, but what constitutes “victory” from the Italian point of view varies and may change during the campaign, as it did historically at Il Duce’s whim.
The Greeks gain an automatic victory at the end of any activation in which they occupy either Tirana (1400) or Durazzo (1100), or at the end of any turn in which they control Vlore (1106), Berat (1405) and Koritsa (2105).
The Italians have four possible sets of victory objectives, each one represented by an Italian victory marker numbered “1” through “4.” Before the game starts, the Italian player must pick one of those sets of objectives. He does that by deliberately choosing one of the four Victory markers and setting it aside, out of the Greek player’s sight, and placing the others somewhere else (where, again, the Greek player can’t see them). These three markers may be used later on; see the random events rule above. The four Italian victory objectives are as follows.
1. Spectacular Victory: The Conquest of Greece. The ultimate objective is Athens, but this plan wants it all, a thesis Mussolini advanced during some of his more high-flying moments. At the end of any activation, if the Italian player controls hexes 3405, 3406. 3422 and Larissa (3313) he wins, big. How big? It not only impresses Hitler, but allows Adolf to attack Russia earlier by taking possible pressure off his southern flank. Otherwise, if this plan is in effect, the Italians win the game if they control with a LOC to any friendly port any one of those hexes by the end of the game. Not as big as the above, but still, a nice, solid victory that flies in the face of actual history. Failure to do either of the above gives the Greeks a victory, regardless of the situation anywhere else.
2. Major Victory: Athens in Three Days. This was Il Duce’s spin phrase that he gave his troops to spur them on. It soon became “Athens in Three Weeks,” then “Athens in Three Months,” thereafter dissolving to a punch line of many a joke, as the frozen troops tried to figure out if their feet were still working. At the end of any activation, if the Italians occupy hex 3422 and can trace a LOC back to any Italian-controlled port, they win. Failure to do so by game’s end is a Greek victory.
3. Decisive Victory: Control of the Adriatic. The Italians seek to control all traffic in the Adriatic by holding all the ports on that sea. At the end of any turn in which the Italians control: Igoumenitsa (1615), Parga (1717), Preveza (2020), Messalonghi (2523), while also retaining control of Durazzo and Vlore, they win. Failure to attain these objectives results in a Greek victory.
4. Substantive Victory: Greater Albania. This is the plan the Italians eventually chose, after the initial plan turned out to be an obvious delusion: control of Epirus in a blitzkrieg operation. It also allows the Italian player to shorten the game. If, at the end of any activation in November or December 1940, the Italians control, with a LOC to any friendly port, Igoumenitsa (1615), Ionina (2014), Metsovo (2413), Kastorina (2507) and Florina (2605), they win a substantive victory, and the game is over, regardless what the Greek player wants. Failing this, the game continues to the end of the April turn. If at that time, the Italians control at least three of the above towns, they win a marginal victory.
12.0 Designer Q & A
Q1. Rules 5.43 and 5.46 should refer to Corps Assignment Markers, and not Activation Markers (AM), right?
RHB: Right.
Q2. The Greek corps supply cities are the ones labeled with letters on the map, right? Some corps seem have more than one city (“B” Corps, for instance); does it matter which one is used to trace LOC?
RHB: Right -- and any city that corps HQ uses is OK.
Q3. In rule 5.21, Thessaloniki is off-map from hexes 3405 and 3406? Admittedly not terribly critical, unless the Greek player wants to relocate C Corps HQ. Is there any cost to enter the HQ along those roads?
RHB: Yes, and they pay the cost to enter that hex.
Q4. Rule 8.65 says red-lettered towns indicate eligible air base towns for their respective corps. The map shows only blue ones.
RHB: Ignore the color reference