Advanced European Theater of Operations
Advanced European Theater of Operations Rulebook
Table of Contents
Table of Contents
- INTRODUCTION
- GENERAL CONCEPTS
- SEQUENCE OF PLAY
- PART 1: WEATHER
- PART 2: STRATEGIC WARFARE
- PART 3: NAVAL OPERATIONS
- PART 4: AIR OPERATIONS
- PART 5: OFFENSIVE PHASE
- PART 6: MOVEMENT PHASE
- PART 7: SUPPLY AND REPLENISHMENT
- PART 8: SEASONAL TURNS AND INCOME
- PART 9: POLITICS AND PARTNERSHIPS
- PART 10: SPECIAL RULES
- PART 11: OPTIONAL RULES
- Official Errata (10/07/05)
- Order of Battle Errata (2008)
INTRODUCTION
ADVANCED EUROPEAN THEATER OF OPERATIONS is a dynamic simulation of the political, economic and military aspects of the Second World War, with a particular emphasis on historical accuracy. Advanced European Theater of Operations features a comprehensive order-of-battle, an authentic map of Europe, North Africa and the Middle East, and a detailed set of game pieces, representing virtually every major air, land and naval unit of World War Two. What is more, the game pieces themselves have been meticulously and thoroughly researched, and accurately represent the units, vessels and weapons of the Second World War. In short, Advanced European Theater of Operations is both a game and a simulation. Unlike other abstract World War Two games, Advanced European Theater of Operations is statistically accurate and simulative of historical data, thereby representing the tactical, operational and strategic challenges of warfare in the European Theater during World War Two.
The Game Components
This game is complete if it includes: 2 map sheets. 8 counter sheets, 2 rules booklets, 6 double sided player aid cards, storage bags, response card and 3 dice.
The Rules
These rules are organized into two separate booklets (booklet [1] and booklet [2]), and encompass everything needed to play Advanced European Theater of Operations, except the EP income tabulations, the order-of-battle tabulations (which are provided as separate Player Aid Cards), and the tables printed on the maps. In addition, the scenarios are provided as a separate dossier.
- Rule Questions:
If you have any specific rule questions, please write Decision Games at:
AETO Question and Answers
Decision Games
P.O. BOX 21598
Bakersfield, CA. 93390
Or, e-mail: [email protected] (Re: AETO Questions and Answers)
Please be sure to identify each rule question by category and case number whenever possible, and phrase each question so that it may be answered succinctly.
Rule Book Parlance
This rule book uses a specific vernacular intended to maintain a literary uniformity. Specific hexes are always parenthetically listed with a map denotation and a hex number (and a name, if any), such as: Paris (W 3118). Areas, charts, regions, tables or zones physically on the map are underlined, such as: European Moderate Zone. Game terms and specific references will begin with capital letters, such as: Economic Reserve. Unit conditions and/or game status will be noted in quotation marks, such as: “out-of- supply”. Italicized words or phrases are those that are intended to be read literally, and not as a mere expression or as a figure-of- speech, such as: immediately. Embolden words are those with an emphasis, such as: not.
- Bullet Types
[ 1 ] Bold number-bullets indicate procedural steps, executed and/or resolved in numerical order.
[ A ] Bold letter-bullets indicate optional conditions, statuses or steps exclusive of other cognate conditions, statuses or steps. The Game Pieces Most of the game pieces represent the primary combat forces of World War Two, such as infantry units, armor units, naval units, aircraft types, Generals (representing prominent Generals and their staffs), Admirals, HQs, installations and so forth. In addition to the combat pieces, the game also includes various types of informational chits that represent other events and/or occurrences during the game, such as weather effects, supply conditions, combat damage, military control, et cetera. In addition, most game pieces are printed on both sides, with the back typically representing a different condition or status than the front (e.g., depleted).
NOTE: AETO is provided with one unmarked aircraft carrier chit, and one unmarked battleship chit (see counter-sheet #8), each of which is solely included as an inscribable replacement piece (if a similar piece is misplaced or disfigured).
Game Piece Errata
-
The Finnish 3-3 infantry units should not be depicted as “mountain units”.
-
The reverse side (i.e., back) of the German Triton chit should read: “1D6 SEASONS NO U-BOAT ULTRA”.
-
The German 2-5/1 Bomber (Ju-87) should be 4-5/1, and 2-5/1 on the back (note: not to be confused with the 2-5/1 Naval-Air).
-
The reverse side (i.e., back) of the German 6-5/1 Bomber (Ju-87) should be 3-5/1.
-
The German ship Adm. Hipper and Pr. Eugen should each be a Heavy Cruiser (CA).
-
Four US 4-12/2 Bombers (B-26) should be 4-12/2, and 2-12/2 on the back.
-
The reverse side (i.e., front) of the UK 2-18/2 Fighter-Bomber (Mosquito) should be blank.
-
The UK Freyburg General should be spelled: “Freyberg” (I apologize to Bernard for the faux pas).
-
The Turkish 1-6-24 Light Cruiser (CL) should be 0-6-28.
The Maps
The maps are classified as “Western” and “Eastern” (generally abbreviated as “W” and “E” respectively), and conjointly represents the European Theater of Operations during World War Two. The scale is approximately fifty miles per hexagon, and accurately includes the geographical and geopolitical features as was extant when the war in Europe began. Typically, the geographical and geopolitical features have been conformed to match the hexagonal gridlines.
The hexagonal gridlines apportion the maps into specific hexagons (colloquially known as hexes), which are used to regulate the placement and employment of game pieces, as well as the implementation and/or performance of various game functions. When a specific hex is mentioned within the rules, it is listed as a four-digit numeral preceded by a W or E, indicating either the Western or Eastern map (e.g., London is hex W 3616; Moscow is hex E 1924).
Map Clarifications
Some map anomalies may create uncertainty or confusion among players, and are clarified as follows:
- Colonies The colonial possession(s) of each imperious European nation is listed as follows:
DENMARK = Iceland (until a German conquest of Denmark proper).
FINLAND = Alanal.
FRANCE = Algeria, Corsica, Dakar, French Morocco, Lebanon-Syria, Tunisia.
GREECE = Crete, Dodecanese Islands.
ITALY = Albania, Libya, Rhodes, Sardinia, island E 4827, E 4927 and E 5027 (see Map Errata below).
PORTUGAL = Azores.
SPAIN = Balearic Islands, Spanish Morocco.
SWEDEN = Gotland.
UK = Egypt, Channel Islands, Cypress, Gibraltar, Iraq, Isle of Man, Malta, Palestine, Persia, Saudi Arabia,
Shetland Islands, South Africa, Transjordan, any “(UK)” island.
US = Panama (and Iceland, as of July 1941).
- Non-connected Hexes Cartographic inexactitudes occasionally obscure the geographical connections of some hexes on the map. As a rule of thumb, it should be assumed that adjacent hexagons are always connected, unless a prevalent and obvious terrain feature completely obstructs a disparate terrain feature (e.g., the Sicilian coastal hex W 1427 is assumed to be connected - by sea - to the Sicilian coastal hex W 1428). Nonetheless, the following exceptions apply (listed in numerical order):
Hex E 0327 is not connected - by land - to hex E 0227 Hex W 4733 is not connected - by land - to hex W 4832
Hex E 0626 is not connected - by land - to hex E 0627 Hex W 5225 is not connected - by land - to hex W 5126
Hex W 1509 is not connected - by land - to hex W 1510 Hex W 5827 is not connected - by land - to hex W 5828
Hex W 1730 is not connected - by land - to hex W 1830 Hex W 5827 is not connected - by land - to hex W 5928
Hex W 2014 is not connected - by land - to hex W 2015 Hex W 5928 is not connected - by land - to hex W 5927
Hex W 2117 is not connected - by land - to hex W 2217 Hex W 5928 is not connected - by land - to hex W 5928
Hex W 3821 is not connected - by land - to hex W 3822 Hex W 5928 is not connected - by land - to hex W 5929
Hex W 4014 is not connected - by land - to hex W 4115
NOTE: The rail line in northwest Finland enters hex W 5533 directly from hex W 5433. It does not enter hex W 5534.
- Non-Coastal Hexes The following hexes are not considered to be coastal hexes (listed in numerical order):
Hex E 0222 is not a coastal hex Hex W 2413 is not a coastal hex Hex W 3722 is not a coastal hex
Hex E 3018 is not a coastal hex Hex W 2418 is not a coastal hex Hex W 3808 is not a coastal hex
Hex E 5718 is not a coastal hex Hex W 3716 is not a coastal hex Hex W 5727 is not a coastal hex
- Non-Islands The following hexes are not considered to be island hexes (listed in numerical order):
Hex W 4229 is not an island hex. Hex E 4727 is not an island hex. Hex E 4831 is not an island hex.
Hex W 5727 is not an island hex. Hex E 4728 is not an island hex.
NOTE: Hex E 4531 on the Greek island Ev voia (hex E 4531, E 4630 and E 4730) is considered to be a distinctly separate map location from the Greek mainland location in the same hex, and not considered to be connected by land.
-
Peninsula Coastal Hexes A peninsula that is completely contained within a hex does not divide the coastal sea into two separate coastal sea locations, even if the peninsula’s depiction actually bisects the hex entirely. However, if a peninsula actually protrudes from a hex into an adjacent hex, the bisecting peninsula does divide the coastal sea into two separate coastal sea locations. Accordingly, players must be mindful which side of a bisecting peninsula that any naval unit(s), stack(s) and/or task force(s) in that hex occupy. Map Errata
-
The Greek islands in hex E 4827, E 4927 and E 5027 should be Italian-owned and controlled, not Greek.
-
The German city in hex W 3023 should be Stuttgart, not Munich.
-
On the Axis EP Cost Table, the EP cost of an Axis Infantry Step should be 3 (m = 2), not 4 (m = 3).
-
On all EP Cost Tables, the EP cost of a Fortification should be 3, not 2. The EP cost of a Coastal Fort should be 2, not 1.
Map Boxes, Charts, Tables and Terminology
The maps include the following boxes, charts, tables and terminology:
-
Bombing Table; The bombing table is used to determine the success or failure of all bombing (and bombardment) attacks and economic point losses (if any) as a result of strategic warfare attacks from eligible enemy Bombers and Rockets.
-
Convoy Route Sea Areas; The convoy route sea areas are used to indicate the location of the Atlantic sea areas that are susceptible to Axis strategic warfare. Each convoy route sea area features a U-boat silhouette.
-
Combat Results Table; The combat results table (CRT) is used to determine the results of all land combat. Additionally, all combat die roll modifiers (DRMs) are listed adjacent to the combat results table.
-
Force Pool Boxes; The force pool boxes are used by each side to hold all of its chits and units that are in the current game, but are not yet eligible to enter the hexagonal map area.
NOTE: If all players agree, the contents of each force pool may be kept hidden from the opponents’ view, allowing more uncertainty regarding another player’s strategy, intent and/or strategic direction.
-
Nation Boxes; The nation boxes are used to indicate the off-map location of nations that are not depicted incarnate on the map’s hexagonal grid. In AETO, these locations are: Canada, Iceland, India, Iraq and the United States (East Coast).
-
Rail Capacity; The rail capacity of each nation or colony is printed on the map as: RAIL CAP =, followed by a number which indicates the maximum rail capacity of that particular nation or colony.
-
Replenishment Boxes; The replenishment boxes are used to set aside any units that are eligible to be replenished.
-
Record Tracks; The record tracks are used to indicate the current tally of economic points (EPs), economic reserve (ER), current offensive tally, and strategic warfare losses for each eligible nation throughout the game.
-
Strategic Bombing Boxes; The strategic bombing boxes are used to indicate which enemy city hex(es) have been targeted for strategic warfare bombing raids during the current season.
-
Suez Adds Box; The Suez adds box is used by the UK player (only) as a pseudo force pool/replenishment box for British infantry units eliminated in Africa, Asia, any Mediterranean island, or on any land hex within three hexes of any UK controlled Mediterranean port (which includes the Adriatic and Aegean sea).
-
Task Force Boxes; The task force boxes are used to hold ships and naval units that are represented on the map’s hexagonal grid by corresponding task force chits.
-
Terrain Legend; The terrain legend is a tabulation indicating the definition of colors, hex types and symbolism on the map.
-
Turn Track; The turn track is used to indicate the current season, month and year of the game as the game progresses.
-
EP Costs Table; The EP costs table is a chart indicating the cost to build/repair units and/or installations (and/or to conduct and commence various game activities). The Axis, Soviet and the Western Allied players are each provided with a separate EP costs table.
Player Aid Cards
Six Player Aid Cards are provided for utilization during game play, which include EP income tabulations, order-of-battle tabulations, and Quick Reference Charts.
GENERAL CONCEPTS
When players set up the game, the game pieces must be set-up on the map as specified by the order-of-battle Player Aid Cards. If not specified, a unit may be set up in any territory or hex that is owned by its controlling nation (the specified ownership of every territory and hex is parenthetically denoted on the map), but observing all normal requisites and restrictions. Some chits are specified as “arrivals”*, in which a parenthesized arrival season is listed with such chits (indicating that such chits will arrive for free as specified). Conversely, some chits are specified as “removals”, indicating a particular season in which such chits must be removed from the map (typically representing historic transfers to other off-map theaters).
*Some chits (such as arriving naval units) will often be scheduled to arrive in a specific map location. If any chit’s arrival location is a current enemy conquest, that chit is therefore ineligible to arrive, and is removed from the game altogether. Naval units, incidentally, are ineligible to be “scrapped” in such a case.
Aside from those chits that begin the game on the map, or will arrive automatically, each nation’s military force is tabulated as an allotment of purchasable combat units, thus becoming eligible for purchase (i.e., construction) as of the indicated “year” column on the pertinent order-of-battle. Hence, as each game year commences, each player must check his own order-of-battle, and then appropriate all of the listed combat units for that year to his own force pool. Such units are then eligible to be purchased normally (but not before). Players may purchase any legally available units, and are not required to purchase any particular unit or type of unit (for example, AETO does not require any minimum naval builds, or enforce “gearing limits”).
Under no circumstances may any type of game piece be substituted for another type of game piece. The printed numerals and ratings of all game pieces are inviolate, and may never be altered, unless specified by the rules.
Occasionally, the order-of-battle will note a historical reference with some units. Such notations are purely informational however, and have no impact upon actual game play. Similarly, the military nomenclature of any air unit (e.g., Re-2001) serves only as an identification aid.
Each player is only eligible to handle his own units. A player may not inspect or examine another player’s stack(s) or unit(s), unless currently at war with that player, and only if he currently has units presently adjacent to them (on land*). Similarly, a player cannot inspect or examine an allied player’s stack(s) or unit(s) without his permission. In all cases, however, a player is always entitled to know what map terrain exists below any unit or stack. Additionally, a player is always entitled to see the topmost piece of any stack that is underneath any function chits (which may consist of nothing more than a fortification chit, for example). Players may never purposefully hide game pieces with any chits that are not permitted to functionally exist on the map.
*Or via the normal reconnaissance rules.
All of the game’s combat units are two-sided chits. The front side of each unit represents its normal full-strength combat status, although the back side of each unit represents its depleted or damaged combat status (which is usually characterized by reduced combat ratings). Occasionally, the back side of some units are simply blank (typically representing a smaller unit), indicating that it is eliminated when depleted. Conversely, the back side of some units retain the same combat ratings as the front side, which is intended to represent units which do not lose any significant combat ability when depleted. Functionally, a depleted (or damaged) unit operates normally (i.e., no differently than a full-strength unit), aside from its diminished combat ratings (if any). Combat units (of any type) may never be voluntarily depleted, divided, split, or otherwise broken down into separate components. ATPs and STPs, however (because they exist as “points”), can be interchanged as component points, although all air, land and naval units are only ever depleted via combat, as specified by the rules (or order-of-battle), or if purchased as such. Conversely, depleted air and naval units may also never be combined to form a single chit. Contrarily, however, depleted land units (of the exact same type) can be combined to form full-strength land units. Because land units exist as either one or two steps, two familial one-step land units (in the same hex) can be combined to form one two-step (i.e., full-strength) unit of the same type. A combination of two depleted land units does not require any movement point expenditure, but may only occur during the Movement Phase.
Combat units (of any type) may be voluntarily eliminated (i.e., by the owning player), although any combat unit that is voluntarily eliminated is considered to be permanently eliminated. That unit is returned to the counter-mix, and may not be repurchased or rebuilt during the present game.
If playing AETO without the Pacific Theater companion, several players (particularly the UK player) will be required to administer the transfer of various units when specified by the order-of-battle (i.e., representing military transfers in and out of the European Theater). Transferred aircraft carriers must always include an affiliated naval-air unit, unless absolutely no naval-air units are presently extant. If a particular player (such as the UK) lacks sufficient naval-air units to arm all available aircraft carriers (due to combat losses, for example), any transferred aircraft carrier(s) must always be prioritized. In the event that a particular naval unit is constructed (that is to say, completed) after an appointed transfer date, it must then be immediately transferred (i.e., upon its completion) unless that naval unit has also been specified to “return” to the European Theater heretofore. The maps themselves duplicate the historical physical and political geography of Europe, North Africa and the Middle East during the Second World War. The game area (i.e., where the combat units may operate) is limited to the maps’ hexagonal grid, “nation boxes” and/or “sea areas”. Despite the lack of specific hexes in some sea areas (on the western map), any units, stacks or task forces that are stacked together are assumed to occupy the same sea location (functionally equivalent to a normal hex) for all intents and purposes. Conversely, separate units, stacks and/or task forces (i.e., not stacked together) are considered to occupy separate sea locations.
Lastly, Advanced European Theater of Operations is intended to be played as an individual game, or played in conjunction with the Pacific Theater variant (known as the Combined Game). However, these rules are written with the primary assumption that AETO will usually be played individually. Occasionally, references to the Combined Game are mentioned, although rules specific to the Pacific Theater are generally absent.
SEQUENCE OF PLAY
MONTHLY TURN SEQUENCE OF PLAY
Weather Phase
[ 1 ] Weather Determination Step Players determine the weather for the current monthly game-turn, as indicated on the turn track.
[ 2 ] Air Operation Effects Step If Mud or Winter weather exists, players then determine the air effects in the affected weather zone(s). Strategic Warfare Phase
[ 1 ] Strategic Bombing Step: If both the Allies and Axis are conducting bombing raids, the Allies must commence this Step first. Any eligible Bomber unit(s) may be designated to bomb any accessible enemy city and/or rail target(s). Resolve air combat (if any) as it occurs. All participating air units are committed for the duration of the current monthly game-turn.
[ 2 ] Axis Air Interdiction Step: This Step is only performed by the Axis player(s).
Any eligible Axis Bomber unit(s) can be designated to interdict any accessible Convoy Route sea area(s). Resolve air combat (if any) as it occurs. All participating air units are committed for the duration of the current monthly game-turn.
[ 3 ] Axis Surface Raider Step: This Step is only performed by the Axis player(s).
Any eligible Axis surface naval unit(s) presently occupying any open Convoy Route sea area(s) can be designated to interdict the occupied Convoy Route sea area(s).
[ 4 ] U-boat Operations Step: This Step is only performed by the Axis player(s).
Any U-boat(s) occupying any open Convoy Route sea area(s) can be designated to attempt U-boat Convoy Interdiction.
[ 5 ] Iron Ore Route Interdiction Step: This Step is only performed by the Allied player(s).
Players determine if the German Iron Ore Route is interdicted, and - if so - then implement the appropriate effects accordingly. Naval and Air Phase
[ 1 ] First Naval Movement Step: The side with the Initiative decides which side commences the First Naval Movement Step. Eligible players alternate moving eligible individual naval units, stacks and/or task forces (up to the extent of their printed movement allowance), resolving air and naval interceptions (and combat) as they occur. Sea Supply chits and units can be embarked and then transported normally. Any eligible Allied naval unit(s) may be assigned as Convoy Duty Escorts. Any aloft Naval-Air unit(s) - if launched from any parent aircraft carrier(s) during the parent aircraft carrier(s’) naval movement option - are returned to their parent aircraft carrier(s) whenever their parent aircraft carrier(s) move (i.e., enter a new hex or sea area).
[ 2 ] Friendly and Enemy Air Movement Steps: The side with the Initiative decides which Air Movement Step is performed first. Any eligible air unit(s) may be employed to conduct attacks upon enemy naval and air units, or to change base(s), in that order. Any eligible ATP(s) may be employed to transport Air Supply chits or transportable units. Any eligible Allied Bomber(s) may be employed as Convoy Duty Escorts. Resolve all air interceptions (and combat) as they occur. After the performing player concludes the Air Movement Step, all presently aloft air unit(s) - if launched at any time during the Naval and Air Phase - are now returned to their base(s), except any Allied Bomber unit(s) that were employed as Convoy Duty Escorts during the U- boat Operations Step of the preceding Strategic Warfare Phase. Any aloft Bomber unit(s) that were not employed as Convoy Duty Escorts during the U-boat Operations Step of the preceding Strategic Warfare Phase, are now returned to their base(s).
[ 3 ] Sea Supply Debarkation Step: All sides perform the Sea Supply Debarkation Step simultaneously.
Any transported Sea Supply chit(s) that are presently aboard STPs occupying eligible debarkation location(s) are debarked. Offensive Phase
[ A ] (Land Offensive): The side with the Initiative decides which side performs the first Offensive (whether it be Air, Land or Sea).
[ 1 ] Command Status Step One Offensive is expended by the activating major power (unless it is a Minor Nation Offensive with no participating major power units) per Command Agent, thereby activating any eligible land unit(s) allocated to participate in the Land Offensive. If the Offensive is to be part of a Combined or Joint Offensive (or if an Impromptu Offensive), expend the requisite EPs for each Offensive accordingly. An Activated HQ may move up to three hexes, and thus activate any land unit(s) encompassed within its command radius.
[ 2 ] Breakthrough Step Any eligible stack of armor and/or mechanized unit(s) - with or without any accompanying General(s) - may move (up to a maximum of two hexes) and conduct a Breakthrough attack. If the Breakthrough attack is successful, then the stack of armor and/or mechanized unit(s) may conduct Breakthrough movement. Afterward, any participating General(s) are flipped to their reverse (ineligible to exploit) side(s). Any air unit(s) that were launched during the Breakthrough Step are returned to base.
[ 3 ] Land Movement Step Any eligible (and Activated) land unit(s) allocated to participate in a particular Land Offensive may move normally, excluding any armor and/or mechanized units (and Generals, if any) that participated in a Breakthrough. An Activated HQ may move up to three hexes (even if it moved during the Command Status Step), and thus activate any land unit(s) encompassed within its command radius. If any Amphibious Assault(s) will occur, land any eligible (and Activated) land unit(s) allocated to conduct any Amphibious Assault(s) in the intended landing hex(es).
[ 4 ] Combat Step Resolve any intended land combat attack(s) and/or Amphibious Assault(s) - up to each Command Agent’s allowable attack limit - resolving any foregoing air combat and/or paradrop(s) preceding each declared land combat attack. Any air unit(s) that were launched during the Combat Step are returned to base.
[ 5 ] Exploitation Step Any eligible General(s) stacked with any eligible armor and/or mechanized unit(s) may exploitatively move and/or attack. Afterward, any participating General(s) are flipped to their reverse (ineligible to exploit) side(s). Any air unit(s) that were launched during the Exploitation Step are returned to base.
[ 6 ] Unit Status Step Any actuated air unit(s) - if launched during the Breakthrough, Combat and/or Exploitation Step - are marked as Currently Committed, except enemy Fighter-type air unit(s) that were launched as interceptors only. Any Activated land unit(s) are marked as “Active”. Any Activated HQ(s) are flipped to their reverse (previously Activated) side(s).
[ B ] (Air Offensive): The side with the Initiative decides which side performs the first Offensive (whether it be Air, Land or Sea).
[ 1 ] Command Status Step One Offensive is expended by each major power that is contributing any air unit(s) to participate in an Air Offensive. If the Offensive is to be part of a Combined or Joint Offensive (or if an Impromptu Offensive), expend the requisite EPs for each Offensive accordingly.
[ 2 ] Offensive Air Movement, Interception and Resolution Step Any air unit(s) that are allocated to participate in an Air Offensive are launched and moved to conduct their intended mission, resolving any convoked air interceptions, counter-interceptions, et cetera as they occur. Then resolve the air unit(s’) intended mission, if possible (if the performing player chooses to complete the intended mission).
[ 3 ] Return to Base and Commitment Step After the performing player concludes a particular Air Offensive, any friendly aloft air unit(s) - if launched to participate in that Air Offensive - are now automatically returned to their base(s). Any enemy aloft air unit(s) - if launched during that same Air Offensive - are now returned to their base(s) as well.
[ C ] (Sea Offensive): The side with the Initiative decides which side performs the first Offensive (whether it be Air, Land or Sea).
[ 1 ] Command Status Step One Offensive is expended by the major power that is activating any eligible (i.e., Standby) naval unit(s), stack(s) and/or task force(s) to participate in a Sea Offensive. If the Offensive is to be part of a Combined or Joint Offensive (or if an Impromptu Offensive), expend the requisite EPs for each Offensive accordingly.
[ 2 ] Offensive Naval Movement, Interception and Resolution Step Any naval unit(s) that are allocated to participate in a Sea Offensive are Activated and moved (or Activated in the present hex occupied) to conduct their intended mission, resolving any convoked air and/or naval interceptions, counter-interceptions, et cetera as they occur. Then resolve the naval unit(s’), stack(s’) and/or task force(s’) intended mission(s), if possible (if the performing player chooses to complete the intended mission). Any friendly aloft air unit(s) - if launched to participate in that Sea Offensive - are now automatically returned to their base(s). Any enemy aloft air unit(s) - if launched during that same Sea Offensive - are now returned to their base(s) as well.
Movement Phase
[ 1 ] Land Movement Step: The side controlling the Initiative always performs the Land Movement Step first. Any eligible land unit(s) that were not Activated previously (during the current monthly game-turn) may be moved via normal land movement. Any transported unit(s) that are presently occupying any eligible debarkation location(s) are debarked. Any land unit(s) that are debarked in a functioning port (not within enemy ZOC) may move one hex, if otherwise legal to do so.
[ 2 ] Rail Movement Step: The side controlling the Initiative always performs the Rail Movement Step first. Any eligible land unit(s) that were not Activated previously (during the current monthly game-turn) may be moved via normal rail movement.
End Phase
[ 1 ] Second Naval Movement Step: The side controlling the Initiative always performs the Second Naval Movement Step first. Any naval unit(s) presently at sea must be moved to port, or be “refueled” at sea, or will be marked “out-of-supply”. No naval interception or naval combat occurs during this Step, although air-naval interception and Air-Naval attacks can occur upon any naval unit(s) that enter any eligible Bomber-type air unit(s’) range. Any transported unit(s) that are presently occupying any eligible debarkation location(s) are debarked (but must remain in the debarkation location for the remainder of that monthly game-turn). Any aloft air unit(s) - if launched during the Strategic Warfare Phase and/or the Second Naval Movement Step - are now returned to their base(s), except any Allied Bomber unit(s) that were employed as Convoy Duty Escorts during the U-boat Operations Step of the preceding Strategic Warfare Phase.
[ 2 ] Supply Step: All sides perform the Supply Step simultaneously.
Expend any supply chit(s) consumed by any unit(s), removing the expended supply chit(s) from the map. Check for depletion of any land unit(s) that have been marked “out-of-supply” for two or more consecutive monthly game-turns. Determine if any supply source(s) are “isolated”. Determine if any unit(s) are “out-of-supply” as of the current monthly game-turn, marking each such unit or stack with an “Out-of-Supply” chit.
[ 3 ] Replenishment Step: All sides perform the Replenishment Step simultaneously.
Replace units from the Replenishment Box, returning any non-rebuilt unit(s) to the force pool. Institute Pilot Recovery. Attempt repair of damaged installations. Determine Partisan activity in each eligible nation.
[ 4 ] Command Status Step: All sides perform the command Status Step simultaneously.
Flip any actuated HQ(s) and/or General(s) to their front side(s).
[ 5 ] End Of Turn Step: All sides perform the End of Turn Step simultaneously.
Remove all Active, Air Effect, Evasion, Committed, Rail Transit, Standby and Ultra chits. Advance the “Month” chit to the next box on the Turn Track. If the next box is a Winter Seasonal Turn, advance the “Year” chit to the next box on the Turn Track.
SEASONAL TURN SEQUENCE OF PLAY
Minor Partner Activation Phase
The UK and/or Germany may attempt to activate benevolent minor nations, if otherwise eligible.
Economic Income Phase
[ 1 ] EP Income Determination Step: All sides perform the EP Income Determination Step simultaneously.
Determine and collect the EP income for each major power, numerating all EP gains and losses (if any).
[ 2 ] Arctic Convoy Route Status Step: This Step is only performed by the UK and/or US player.
The UK or US player must decide and announce the status (i.e., “closed” or “open”) of the Arctic Convoy Route.
[ 3 ] Lend-Lease Step: All sides perform the Lend-Lease Step simultaneously.
Determine and record the total EPs granted to Italy from Germany, to the Soviet Union from the UK and/or US, and to the UK from the US. If the UK and/or US grant EPs to the Soviet Union, the granting player(s) must specify by which route(s) the EPs are sent. Construction Phase
[ 1 ] Force Pool Additions Step (Winter Seasonal Turns): All sides perform the Force Pool Additions Step simultaneously. Consult the order-of-battle cards, and add all of the new units specified for the new game year to the force pools. Place any unit(s) designated to arrive during a subsequent Seasonal Turn in the appropriate box on the Turn Track.
[ 2 ] Unit Arrivals and Removals Step: All sides perform the Unit Arrivals and Removals Step simultaneously. Place any unit(s) on the map that are specified (on the order-of-battle) as arrivals (when and where specified), Conversely, remove any unit(s) from the map that are specified (on the order-of-battle) as removals. Flip any “under-construction” installation(s) to their “completed” side(s).
[ 3 ] Construction and Repair Step: Whichever side did not control the Initiative last season should perform this Step first. Construct installations, repair installations, voluntarily destroy installations, construct game units (placing them accordingly), rebuild depleted units, repair naval units, salvage sunken naval units and/or scrap naval units. Redeploy HQs and/or Generals (if desired). Assign any intended EPs to Economic Reserve. Reduce all Offensive Tracks to “0”, eliminating any remaining, unused Offensives.
[ 4 ] Purchase Offensives Step: All sides perform the Purchase Offensives Step simultaneously.
Each major power’s player secretly purchases and records the number of Offensives he will have available for the ensuing season (i.e., three monthly game turns). Each major power’s purchased Offensive total is then secretly marked on the Offensive Track.
[ 5 ] Initiative Step: This Step is resolved simultaneously.
Each major power’s player simultaneously reveals the total number of Offensives purchased for the ensuing season (marking the Offensive Track with an “OFF” chit accordingly). The side (i.e., the Axis or Allies) with the most Offensives (but discounting inherent minor nation Offensives) controls the Initiative for the following three monthly game-turns. Resolve all ties with a die roll.
PART 1: WEATHER
The weather can affect land, naval and air operations, depending upon the weather zone and the weather therein. All players must determine the “weather” for each monthly game-turn (before the monthly game-turn begins). The Turn Track will indicate the weather that will or may be in effect for that month via the indicated letter (F, M or W). If only one particular letter is indicated, then that automatically determines the weather for that monthly game-turn. If there are several letters listed, the monthly game-turn’s weather condition will be determined by a die roll (6-sided) as it corresponds to the number (or number-range) adjacent to either F, M or W of the current monthly game-turn on the Turn Track. Whatever number is rolled is indicative of the weather for that current monthly game-turn (only).
[1.0] Weather Effects
Three types of weather exist: Fair (F), Mud (M) and Winter (W). The prevailing weather condition will last for the entire monthly game-turn. Weather may affect the movement and combat of encompassed units, depending on the specific condition. The effects of weather are felt most strongly in the “Severe zone”, and negligibly in the “Mild zone”.
Land Movement Effects
Movement effects apply to all units that enter or are in a hex within the affected weather zone during the monthly game-turn. Combat Effects Combat effects are determined by the weather in the defender’s hex.
Eligibility for Breakthrough and/or Exploitation will be determined by the armor and/or mechanized unit’s location at the beginning of the Breakthrough and/or Exploitation Step, and in every hex that the armor and/or mechanized unit enters during the course of such movement (i.e., exploiting armor or mechanized units cannot enter a Mud-condition hex at any time during the exploitation). Air Operation Effects Each affected weather zone is subject to a separate die roll when determining the weather effects upon air units (see below).
[1.1] Weather Zones
Throughout the course of a game, there are essentially three types of weather “conditions” which can possibly occur (Winter, Mud or Fair). Additionally, there are three different weather zones (Severe, Mild and Moderate). These weather zones are defined by a series of dotted lines that divide the overall map into specific regions of varying contours and sizes, tabulated as follows: The European Severe Zone begins from Northern Turkey, across the U.S.S.R. and Eastern Poland, through Scandinavia and the U.K., across most of the Northern and Central Atlantic sea areas on the European map.
The European Moderate Zone begins in the Western Mediterranean area, across Spain, up to the southern U.K., Norway and Sweden, through the Baltic Sea and Western Poland, into the Balkans and Italy, and then over Southwest and Southern Turkey, Northern Lebanon-Syria and Iraq across Southern Persia. The large sea area west of Spanish-Morocco is also considered to be in the European Moderate Zone.
NOTE: France and Germany are considered to be part of the European Moderate Zone, except that land units therein do not lose any movement (during any Step) during Winter conditions there. This exception is reflective of the extensive road network in the area (which is not portrayed on the game map).
The European Mild Zone begins in Southern Algeria and Tunisia, over Libya and across the Central Mediterranean Sea to the Eastern Mediterranean Sea and Egypt, and into the Middle East region of the map. The South Atlantic large sea area (as well as the large sea area above it) is considered to be in the European Mild Zone. Dakar, South Africa, the Indian Ocean, the Persian Gulf, the Red Sea and the UK Transfer Hex are all considered to be in the European Mild Zone as well.
[1.2] F (Fair) Conditions
Fair weather has no unfavorable effect upon game play whatsoever on any part of the map where fair condition exists.
[1.3] M (Mud) Conditions
Mud exists in the Severe Zone. Fair weather exists in all of the other weather zones. Mud has the following effects:
-
In the Severe Zone, a player must roll two dice. On a dice roll of 2-7, there is no effect at all. On a dice roll of 8 or 9, all air unit strengths are halved (rounded down). On a dice roll of 10 or 11, all air unit printed strengths and printed ranges are halved (rounded down). On a dice roll of 12, all air is grounded.
-
All land unit movement is halved (rounded down). No Breakthroughs or Exploitations are permitted in Mud conditions. Land units that are outside of the Severe Zone cannot enter the Severe Zone via Exploitation or Breakthrough movement. Movement by rail, however, is unaffected.
-
All land attacks during Mud conditions suffer a -1 die roll penalty in the Severe Zone.
-
All naval interception attempts suffer a -1 die roll penalty in the Severe Zone.
[1.4] W (Winter) Conditions
Winter exists in the Severe Zone; Mud exists in the Moderate Zone. Fair condition is in effect in the Mild Zone. Mud conditions are stipulated under rule [1.3] above. Winter has the following effects:
-
In the Severe zone, a player must roll two dice. On a dice roll of 2-5, there is no effect at all. On a dice roll of 6 or 7, all air unit strengths are halved (rounded down). On a dice roll of 8 or 9, all air unit printed strengths and printed ranges are halved (rounded down). On a dice roll of 10-12, all air is grounded.
-
In the Moderate Zone, a player must also roll two dice. On a dice roll of 2-6, there is no effect at all. On a dice roll of 7 or 8, all air unit strengths are halved (rounded down). On a dice roll of 9-10, all air unit printed strengths and printed ranges are halved (rounded down). On a dice roll of 11 or 12, all air is grounded.
-
All land unit movement is halved (rounded up). Although, all Soviet armor and/or mechanized units are only reduced one movement point. Movement by rail, however, is unaffected.
-
No Exploitations are permitted in the Severe Zone. Land units that are outside of the Severe Zone cannot enter the Severe Zone via Exploitation movement. Breakthroughs, however, are still permitted normally.
-
All naval interception attempts suffer a -2 die roll penalty in the Severe Zone.
-
Combined Offensive EP costs are doubled (except for Soviet Combined Offensives).
-
Impromptu Offensive EP costs are doubled (except for Soviet Impromptu Offensives).
-
Certain lakes, rivers and ports are “frozen” (see [1.6]).
[1.5] Weather Effects Upon Air Units
If there are any adverse weather effects in an affected weather zone (i.e., inclement weather), air units therein may not impart any air-superiority modifier to any land combat die roll (whether they are supporting the attacking or the defending land units). In addition, the combat strength number of any participating Bomber-type air unit is automatically halved (fractions rounded up). Any air units that enter an affected weather zone from outside of that weather zone immediately (upon entry) become subjected to the inclement weather effects therein. Additionally, such air units will then become Previously Committed if they rebase into of out of an affected weather zone. Moreover, no air units may change base into or out of an affected weather zone during the Offensive Phase.
If any air unit(s) are grounded in any particular weather zone(s), every type of air activity is prohibited in any hexes and sea areas therein. This includes air reconnaissance, and any Forced Rebase(s).
NOTE: The weather zone that encompasses most of France and Germany is considered to be part of the Moderate Zone when implementing weather effects upon air units. Land units, however, are unaffected by weather effects in this particular zone.
Any Naval-Air unit aboard an aircraft carrier in a Convoy Route sea area (i.e., assigned as a Convoy Duty Escort) will always be eligible to “fly” during the Strategic Warfare Phase, even if air is grounded therein. However, the “escort value” of a Naval-Air unit aboard an aircraft carrier (assigned as a Convoy Duty Escort) in any non-hexed large sea area is halved during any inclement weather therein, regardless of the specific weather effects. Thus, a CV (with a Naval-Air unit) will possess an “escort value” of 2 (instead of the standard 4) if any weather effects pervade therein. This exception, however, only applies to Naval-Air units aboard aircraft carriers assigned as Convoy Duty Escorts during the Strategic Warfare Phase. Aircraft carriers in any affected sea area not assigned as Convoy Duty Escorts during any other Phase are affected normally by inclement weather.
[1.6] Frozen Rivers, Lakes and Ports
The following “freezing” effects occur during a W weather condition in the Severe Zone:
- During Winter (W) weather monthly game-turns, Archangel (E 0626), Leningrad (E 1429), Liepaja (W 4333), Riga (E 1933), Stockholm (W 4630), Tallinn (E 1633), Turku (W 4733) and Helsinki (W 4734) are all considered to be frozen. As such, no naval units (including subs) may enter or exit any of these ports (while they are frozen). If any frozen port is captured by any enemy land unit(s), the naval unit(s) presently docked therein (if any) are then considered to be automatically (and immediately) sunk* (and unsalvageable). During any enemy land combat attack against a frozen port, any naval unit(s) therein may contribute their own gunnery rating (if any) to the defense of that hex normally (see [5.14]; Naval Bombardment).
*Such naval units are not eligible to be “scrapped”.
-
Lakes and rivers in the Severe Zone become frozen as well. Land units cannot enter any all-lake hex, although land units can otherwise cross any frozen lake hexside. Ocean and/or sea-coastal hexes never become frozen, except per above.
-
Land unit strengths are not halved if they attack across a frozen river or lake hexside.
[1.7] Weather Location Determination
Units (land or air) which enter a M or a W condition hex are, for all movement and combat purposes, considered to have started moving in that adversely affected weather zone. They cannot, therefore, combine mild weather movement (which is unaffected) with the restricted movement of M or W condition. As such, any unit that enters a M or W condition weather zone is therefore affected throughout the entirety of its movement (as if it had been moving in a M or W condition all along). The reverse of this is true as well. Units that start movement in an affected weather zone do not benefit in any way if they then move into an unaffected weather zone. Such units still retain any effects of the weather zone from where they began movement.
EXAMPLE: An air unit flies from an M condition base into a mild weather hex to attack enemy naval units. If an adverse air effect exists (either range and strength halved or strength halved), these limitations continue to apply to the air unit upon arrival at the target hex, even though the target hex itself may actually be in the mild weather zone. If a river-line bestrides two differently affected weather zones (e.g., the Vistula adjacent to Warsaw, which separates the Moderate and Severe weather zones in Poland), the status of the river (where it bestrides the two weather zones) is always assumed to be as if within the more inclement weather zone.
PART 2: STRATEGIC WARFARE
Strategic Warfare is warfare directed specifically at an enemy nation’s economy and infrastructure. Strategic Warfare can either be directed at a nation’s economy to cause Economic Point (EP) “losses” (which are immediately subtracted from that nation’s EP Track), or Strategic Warfare can be directed at a nation’s Rail Capacity to hinder the movement of land units via rail. In either case, all forms of Strategic Warfare occur during the Strategic Warfare Phase of a monthly game-turn.
EPs that are held in Economic Reserve (see [37.8]) are never immediately affected by Strategic Warfare, although no more than 20 EPs may be held in Economic Reserve during any one season. If more than 20 EPs are cached on the EP Track, those EPs are immediately subject to possible elimination as a result of enemy Strategic Warfare (if any).
NOTE: Regardless of the method of Strategic Warfare, no major power (that is subjected to Strategic Warfare) can ever lose more EPs than it will receive as an EP Income (in the following Seasonal Turn). A major power can potentially be reduced to “0” EPs (notwithstanding any EPs cached in Economic Reserve), but never less than “0”.
[2.0] Strategic Bombing
Strategic Bombing is the employment of Bomber units (aircraft units signified with a “B” in the upper left hand corner of the chit) during the Strategic Warfare Phase to fly toward and attack (i.e., “bomb”) enemy cities and/or resources. Strategic Bombing may be conducted by a single Bomber unit against a single target, or it may be conducted by numerous Bomber units against a single target or multiple targets. No other type of air unit may be used for Strategic Bombing.
Bombing directed at an enemy’s Rail Capacity is known as Bombing Rail Capacity, and is discussed under rule [2.6].
[2.1] Eligible Bomber Units
Any land-based Bomber unit(s) not marked “out-of-supply” are eligible to conduct a bombing raid if they can reach an enemy target city, resource hex and/or rail line city/resource hex (depending upon the target) from their current airbase(s). Fighters, Fighter- Bombers and Naval-Air units are not eligible to conduct bombing raids, although they may accompany any Bomber(s) conducting a bombing raid (provided that they are also not marked “out-of-supply”). Enemy Fighters, Fighter-Bombers and/or Naval-Air units are eligible to intercept any such Bomber(s) and/or their accompaniment normally (if within air interception range). Friendly Fighters, Fighter-Bombers and/or Naval-Air units may also counter-intercept (if within air interception range) normally. Weather conditions will affect Bombers (and accompanying and intercepting air units) normally, which includes the air unit’s own airbase, along the flight path, and/or in the target hex itself.
Any air units that fly during the Strategic Warfare Phase (including accompanying or intercepting air units) become marked as Previously Committed afterward. Committed air units may not perform any other missions or operations for the duration of that monthly game-turn.
[2.2] Mission Procedure
The Allies are always the first to commence a bombing raid if both the Allies and the Axis will be conducting bombing raids during the same monthly game-turn. After the first Allied bombing raid (if any), both sides must then alternate conducting bombing raids until either side declines any further raids during the current Strategic Warfare Phase.
The bombing player first announces that he will be conducting a bombing raid during the current Strategic Warfare Phase, and then launches the Bomber(s) from their current airbase(s) toward an enemy target hex. Bombers that are launched from the same airbase hex (at the same time) must fly together, and they must attack the same hex (although they may attack different targets in the same hex). In other words, Bombers that are launched from the same airbase hex at the same time (i.e., during the same raid) may not be split up as they move, and they may not attack different target hexes during the same raid. Coordinated Strategic Bombing Any Bomber(s) in the same airbase hex may launch and then fly over any other friendly airbase hex(es) to “collect” any other Bombers (or Fighters, Fighter-Bombers and/or Naval-Air units) presently based there, and may then collectively fly on toward an enemy target hex (being susceptible to eligible enemy air interception as they move). Any “collected” air units also may not be split up as they are moving, or attack a different target hex. Any launching Bomber(s), however, may fly over as many friendly
base hexes as desired (within movement allowances) and may collect as many eligible friendly air unit(s) as are available in each base hex (while en route to a target hex). A “collecting” Bomber or Bombers are not considered to actually be landing, but are merely over-flying any friendly base hex(es) that they enter along the way. When “collected”, all such air units may then move on toward a target hex, provided that all of those air units still possess sufficient movement (i.e., range) to reach the target hex. As stated, all such air units are susceptible to normal eligible enemy air interception along the way. Any Fighters, Fighter-Bombers, and/or Naval-Air units (collected as escorts, for example) that do not possess enough movement may fly within - or up to the extent of - their own printed movement range (but never further). The movement (i.e., the flight toward and into the target hex) of any air unit(s) launched from a particular airbase (as well as any friendly air units “collected” en route) must be completed before any other non-collected air unit(s) from any other airbase are launched and moved toward and into the same target hex during that same Step.
NOTE: Bombers or other air units are never required to be “collected” if over-flown by any other Bomber(s) en route to a target hex. A bombing player is free to choose as few or as many eligible air units to be “collected” as he desires. Fighters, Fighter-Bombers, and/or Naval-Air units that do not or cannot fly with an attacking Bomber or Bombers on toward a particular target hex must simply stop in their last occupied hex (whether it be by choice or as a result of their own movement limit) as the Bomber(s) and other accompanying (i.e., “collected”) air units (if any) continue on. Each accompanying air unit may fly within or up to the extent of its own printed range, irrespective of any other accompanying air units or Bomber(s) they are with during that bombing raid. Accordingly, each air unit - as it is left behind - is subject to any eligible enemy air interceptions (as are any air units that continue on). Fighters, Fighter-Bombers and/or Naval-Air units that have stopped or have reached the extent of their printed movement range simply remain in the last hex that they occupied (unless aborted) until the end of the current bombing raid.
Fighters, Fighter-Bombers and/or Naval-Air units flying with any Bomber(s) - as escorts - cannot intercept or counter-intercept. Of course, any enemy air interceptions upon such air units automatically results in air combat in their own hex.
EXAMPLE: One American 12-20[2] (B-17) Bomber based at Bristol (W 3714), and another at Manchester (W 3916) will be conducting a Strategic Bombing Attack upon the German city/resource hex of Munich (W 3025) during the Strategic Warfare Phase. For both Bombers to participate in the same raid (i.e., contributing strength points to the same Strategic Bombing Attack die roll), the Western Ally player chooses to first launch the B-17 unit at Bristol, flying it three hexes to Manchester to “collect” the other B-17 unit there. From Manchester, both Bombers then fly on toward Harwich to “collect” an uncommitted American 4-10/4 (P-51) Fighter based there (while en route Munich). From Harwich, the two B-17s and one P-51 are moved toward Munich. Because of the P-51 with the B-17s, the German player declines any air interceptions (for the moment). Regardless, while en route, the P-51 cannot leave the two B-17 units for any reason whatsoever (although the P-51 may end its movement in any hex before reaching the extent of its range, while the Bombers continue on). Nonetheless, as the two B-17s and the P-51 continue moving, the P-51 (with a range of “10”) must stop one hex short of Munich, because Munich is actually eleven hexes from Harwich (the P-51’s airbase). After the P-51 has stopped, however, the two B-17s continue on into the Munich hex. Now, a German Fighter unit in the Prague hex (W 3227) elects to intercept! At this point, the German Fighter could intercept the two B-17s in the Munich hex (which are now without the P-51), but not the P-51 (because the German player did not do so before the B-17s continued moving). Hoping to hit the B-17s and prevent the Strategic Bombing Attack, the German Fighter chooses to intercept them and ignore the P-51 in the previous hex. After the German Fighter reaches the Munich hex (with the two B-17s), two rounds of air combat are resolved. In this example, both B-17s are hit and depleted (thus aborting them), although the German Fighter is also hit by one of the B-17’s “return fire”. After the air combat, the B-17s, the German Fighter and P-51 are returned to their bases from their current locations and marked as Previously Committed immediately thereafter.
All Bombers that are participating in the same bombing raid (including “collected” Bombers) must attack the same target hex. No Bombers may be collected, fly or otherwise participate in a bombing raid if they lack sufficient movement (i.e., range) to actually reach the same target hex as the “collecting” Bombers. In other words, any Bombers that are launched or collected must all possess enough available movement to be capable of reaching the same target hex. Not all such Bombers are necessarily required to fly all of the way to the target hex, but they must at least possess enough available movement to do so. As such, any number of Bombers may be “dropped off” while en route to the target, although such Bombers are then no longer eligible to perform any bombing during that monthly game-turn, and thereafter are marked as Previously Committed just the same. Nevertheless, a player may desire (during the course of a bombing raid) to leave some of the participating Bombers (and/or escorting Fighter-type air units) behind (before reaching the target hex) if, for example, he wants to avoid subjecting any particular air unit(s) to further potential air combat and/or anti-aircraft fire.
NOTE: A Fighter-type air unit that will be escorting a bombing raid is permitted to be launched first, and then collect the participating Bombers (i.e., in that order). Of course, All range (and weather) considerations apply normally. Once in a target hex, any Bomber(s) therein may be designated to either attack a Strategic Target and/or the nation’s Rail Capacity, depending on which target type(s) are in the target hex. A player may allocate any of the available Bombers in the target hex to attack either target type (or both, if he has enough Bombers to do so), although he must indicate (before air combat, if any) which Bomber(s) will be attacking each target.
Target Types
Bombers conducting a Strategic Bombing Attack must fly to a specific target hex (susceptible to all normal eligible enemy air interception, as they move):
[ A ] To conduct any Strategic Bombing Attack, a Bomber (or Bombers) must fly to an enemy city, resource or city/resource hex. The effectiveness of a Strategic Bombing Attack depends upon the target type (see [2.3]). Multiple bombing raids upon the same target hex within the same season (three monthly game-turns in between Seasonal Turns) do so at reduced effectiveness (see [2.3]).
[ B ] If Bombing Rail Capacity, a Bomber (or Bombers) must simply fly to any city/resource rail line hex (even a city/resource rail line hex that had been attacked previously) within the nation of the targeted Rail Capacity (see [2.6]). Air Interception If the targeted player wishes to defend against any Strategic Bombing Attack, he may do so by declaring a normal air interception with any eligible friendly Fighter-type air units (i.e., flying as Fighters) within air interception range of the attacking Bomber(s). If the interception is occurring in the Bomber(s’) target hex, all air combat therein must be resolved before the attacking Bomber(s) resolve their Strategic Bombing Attack. After a Strategic Bombing Attack roll has occurred, any subsequent air interceptions will not mitigate those bombing results.
Enemy air interceptions may occur normally while the attacking Bomber(s) are en route to (or in) a Strategic Bombing target hex. However, any intercepting enemy air units become marked as Previously Committed after participating in any air combat during the Strategic Warfare Phase. Consequently, they are therefore not eligible to participate in any subsequent air combat for the duration of the Strategic Warfare Phase or the current monthly game-turn.
Air units that are accompanying a bombing raid cannot intercept, although they obviously can participate in any air combat that is occurring in their own hex as a result of an enemy air interception.
As enemy air interceptions occur, eligible friendly Fighters, Fighter-Bombers and/or Naval-Air units (within air interception range) may counter-intercept. Accordingly, other eligible enemy Fighters, Fighter-Bombers and/or Naval-Air units (within air interception range) may counter-counter-intercept, and so forth. Players may alternate intercepting and counter-intercepting until both players decline any further air interceptions, or until there are no more eligible air units available to do so. Air interception and air combat is resolved as it occurs (see [4.13]). Any Fighters, Fighter-Bombers and/or Naval-Air units that were launched and flown with Bombers (as the Bomber’s Fighter-escort accompaniment) are automatically assumed to engage any enemy Fighters, Fighter- Bombers and/or Naval-Air units that have entered their hex. When air combat has begun in any particular hex, both players automatically forfeit the opportunity to add additional air units to that hex for the duration of that particular air combat engagement. After all air combat, the surviving un-aborted Bomber(s) that have not yet conducted a Strategic Bombing Attack may then do so. All aborted Bombers, however, are set aside until returned to base (at which time they are marked as Previously Committed). An aborted Bomber may never contribute to any Strategic Bombing Attack.
[2.3] Strategic Targets
Bombers that are conducting a Strategic Bombing Attack must attack a Strategic Target to inflict Economic Point losses upon an enemy’s economy. There are three basic types of Strategic Targets: city hexes, resource hexes, and city/resource hexes. If the target hex contains only a city symbol (such as Kiel), it is a city target. If the target hex contains a resource symbol (any hex with a crossing pickaxe symbol) with no city therein, it is a resource target. If the target hex contains both a city and a resource symbol (such as London), it is a city/resource target. If any Bomber unit(s) attack a city/resource hex, they may not attack just the city or just the resource symbol in that hex (say, as an attempt to avoid any right-column-shifts that would increase the possibility of being hit by anti-aircraft). Any Strategic Bombing Attack upon a city/resource hex is always considered to be attacking both the city and the resource symbol.
If multiple Bombers in a target hex are attacking both a Strategic Target and Rail Capacity (see [2.6]), the bombing player must designate (before any air combat in that hex is resolved) which Bomber (or Bombers) are attacking the Strategic Target, and which Bomber (or Bombers) are attacking the Rail Capacity.
Cities, Resources, City/Resources, Capitals
If the target of the Strategic Bombing Attack is a city hex only (that is, without a resource symbol therein), the bombing attack is resolved normally. However, if the target hex is a resource hex (without an actual city symbol), any attacking Bomber(s) are penalized with a one-column-shift to the left of their current bombing strength column. Contrarily, however, if the target hex is a city/resource hex, the attacking Bomber(s) gain a one-column-shift to the right. Furthermore, if the target hex is also any national capital, the attacking Bomber(s) gain an additional one-column-shift to the right.
The Ploesti hex (E 3629) and the Caucasus hexes (E 3311, E 3312, E 3410, E 3607, E 3707) are exceptions, in that they are always automatically considered equivalent to a city/resource capital hex. Thus, a Strategic Bombing Attack upon any of these hexes will automatically garner a two-column-shift adjustment to the right. Each of the Ploesti and Caucasus “oil” hexes are denoted on the map with an oil-field symbol, indicating that they are subject to this two-column-shift to the right if strategically bombed. Any Bomber(s) attacking the Ploesti and/or the Caucasus “oil” hexes always accrue a two-column-shift adjustment to the right, and are never adjusted to the left for any reason. A Night Strategic Bombing Attack against the Ploesti and Caucasus “oil” hexes is always resolved on the 2-5 column of the Bombing Table, no different than any other Night Strategic Bombing Attack.
EXAMPLE: If one American 12-20[2] (B-17) Bomber attacks a German city-only hex, the Bomber’s total attack strength of “12” points would correspond to the 12-16 column on the Bombing Table. If, however, the Bomber attacks a resource-only hex (that is to say, a hex without a “city” symbol), its attack would be adjusted one column to the left (down to the 7-11 column). If, though, the Bomber attacks a city/resource hex (a hex with both a city and a resource symbol therein, such as Dusseldorf), the Bomber would gain a one-column-shift adjustment to the right (to the 17-24 column on the Bombing Table). Furthermore, if the target hex contains a city/resource capital (any city denoted as a “star”, such as Berlin), then the Bomber would gain an additional one-column-shift adjustment to the right (up to the 25-39 column on the Bombing Table, per this example).
[2.4] Halving Bomber Strengths during Strategic Bombing
Non-Home Strategic Targets
Attacking Bomber strengths are always halved (rounded down) whenever they are bombing a non-home nation enemy-occupied Strategic Target (that is providing EPs to the enemy) or a Strategic Target in any minor nation (whether a conquest or a minor partner). For example, if the Germans have captured Calais (W 3518), any Western Ally Bomber attack strength points during a Strategic Bombing Attack upon Calais would be halved (rounded down), because Calais is not an Axis home city. Or, if Bulgaria is an Axis minor partner, any Western Ally Bomber attack strength points during a Strategic Bombing Attack upon a Strategic Target in Bulgaria would likewise be halved (rounded down).
EXCEPTION: Strategic Bombing Attacks against the Ploesti “oil” hex (E 3629) or the Caucasus “oil” hexes (E 3311, E 3312, E 3410, E 3607, E 3707) are never “halved”.
Redundant Strategic Bombing
Attacking Bomber strengths are always halved (rounded down) if the target hex was already successfully bombed during a previous monthly game-turn within that same current season. That is to say, if the same target hex is bombed more than once during different monthly game-turns within the same season (i.e., between successive Seasonal Turns), all Bombers that are attacking that particular target do so at half-strength. Thus, multiple attacks upon the same non-home enemy occupied target hex are therefore quartered (i.e., a bombing attack upon any non-home enemy occupied target hex is halved, and a subsequent bombing attack upon the same non-home target hex would be halved again). As mentioned, this does not apply to the Ploesti or Caucasus hexes.
The western map includes two Strategic Bombing Boxes (adjacent to the Western Allies’ EP Costs Table), which may be used as a chart to keep track of which cities have already been bombed during the current season. Simply place a control chit atop the name of each city that has been bombed during the current season. For those targets that are not listed by name in the Strategic Bombing Box, place a control chit atop the space marked “other” on the Strategic Bombing Box, which applies to any other target hexes that are bombed during a monthly game-turn. Otherwise, players should feel free to keep a written record, if so desired. The Strategic Bombing Boxes have no other function with regard to game play. They serve merely as a record of targets bombed during the season. At the end of each season (i.e., during the Seasonal Turn), the Strategic Bombing Boxes are cleared, and all eligible targets are thence subject to normal bombing attacks (until attacked at least twice in the following season).
NOTE: Bombing Rail Capacity is never “halved”.
No nation can ever lose more EPs due to a Strategic Bombing Attack upon any conquered or minor-ally Strategic Target than may be gained from that occupied or minor-ally nation (as a whole).
[2.5] Strategic Bombing Procedure
After all air interceptions and air combat (and if there is at least one un-aborted attacking Bomber remaining in the target hex with a net combat strength of at least 2), the bombing player simply totals the number of all desired, attacking un-aborted Bomber strength points* in the target hex, and rolls two dice (6-sided), comparing that dice roll with the corresponding bombing column on the Bombing Table. A number result indicates the amount of eliminated EPs inflicted upon the enemy from that Strategic Bombing Attack. A dash (-) result indicates “no effect”. If the bombing result includes an asterisk (*), then one Bomber unit is considered to be hit by anti-aircraft fire. As such, one Bomber unit (per attack roll) in the target hex suffers an immediate step-loss. The player with the Initiative always chooses which Bomber is “hit”, if multiple Bombers are participating in the attack (unless bombing Ploesti; See [2.9]). Fighters, Fighter-Bombers and Naval-Air units may never be hit by any anti-aircraft result. Likewise, Bombers that did not actually participate in the Strategic Bombing Attack are immune from anti-aircraft, even if they are in the target hex at the time of the attack. If a depleted Bomber is hit by anti-aircraft, it is eliminated.
NOTE: Anti-aircraft hits are “doubled” against any Bombers attacking the Ploesti or Caucasus “oil” hexes (see [2.9]).
*Multiple Bomber units in the same Strategic Target hex may, if desired, all attack as a single aggregate bombing group (collectively rolling one dice roll), or may each attack individually, or as multiple Bomber groups (if there are multiple Bombers therein to do so), with each Bomber or group rolling separately. Each Bomber (or Bomber group) in the same target hex may roll its own Strategic Bombing Attack (separately), although each such Bomber or Bomber group’s attack strength is limited solely to the specific Bomber(s) in that particular group. Each Bomber or Bomber group (i.e., dice roll) is subject to anti-aircraft fire individually. All such Bombers in the same target hex, however, are considered to be one group with regard to any current or subsequent enemy air interceptions.
No player may ever conduct more Strategic Bombing Attacks than he has available in actual participating Bomber chits. Returning to Base After resolving all strategic bombing raids, all surviving and/or aborted air units (that had participated in the bombing raids) are returned to base and then marked as Previously Committed.
After concluding the initial Western Ally strategic bombing raid (if any), an Axis player may then conduct a strategic bombing raid (during the same Strategic Warfare Phase). The Allies and the Axis then alternate conducting strategic bombing raids until either side declines any further attacks. When all of the eligible powers on either side (Allies or Axis) decline to perform any further bombing raids during the Strategic Bombing Step of the current Strategic Warfare Phase, that side then automatically forfeits any opportunity to conduct any additional bombing raids thereafter (for the remainder of the current Phase). Any eligible powers on the same side may randomly alternate among each other during their bombing raid option. The Allies and the Axis must alternate conducting strategic bombing raids as “sides”, not as individual nations.
[2.6] Bombing Rail Capacity
Bombers may be used to attack the Rail Capacity of any nation (within the Bomber’s range), provided that there is at least one city/resource hex with a rail line symbol, within the original home borders of the targeted nation. Nations without a city/resource hex (with a rail line symbol) can be targeted - to bomb Rail Capacity - on any city hex. Nations without any rail line symbols do not possess a Rail Capacity, and therefore are exempt from this type of attack. Any Bomber(s) that will be Bombing Rail Capacity are governed by the same air movement and air interception rules as delineated under [2.1] and [2.2].
Bombers that reach a hex with a rail line symbol therein can be declared as to be Bombing Rail Capacity in that nation (i.e., the nation with the targeted city-rail-hex), although the bombing player must indicate which of the Bomber units (if there are multiple Bombers* therein) will be attacking the Rail Capacity before air combat (if any) begins in the target hex. After all air combat in the target hex has been resolved, the bombing player then simply totals the number of all attacking un-aborted Bomber strength points (designated to bomb the Rail Capacity), and then rolls two dice (6-sided), comparing that die roll with the corresponding strength point column on the Bombing Table. The resulting number (if any) is the amount of Rail Capacity lost within that nation as a result of that attack (for the duration of that monthly game-turn). The result is then subtracted from the targeted nation’s total Rail Capacity (as indicated on the map). A dash (-) result indicates “no effect”. If the bombing result includes an asterisk (*), then one Bomber unit is considered to be hit by anti-aircraft fire. As such, one Bomber unit (per attack roll) in the targeted hex suffers an immediate step-loss. The player with the “Initiative” always chooses which Bomber is “hit” (of those Bombing Rail Capacity) if multiple Bombers are participating in the attack. Fighters, Fighter-Bombers and Naval-Air units may never be hit by any anti- aircraft result. Likewise, Bombers that did not actually participate in Bombing Rail Capacity are immune from anti-aircraft, even if they are in the target hex at the time of the attack. If a depleted Bomber is hit by anti-aircraft, it is eliminated.
*If a target hex contains both a Strategic Target and a rail line, the bombing player may designate any number of his total available Bomber units (in the same target hex) as to be directed at both target types (dividing up his aggregate available Bomber units between both targets in any apportionment he chooses). Bomber units that are Bombing Rail Capacity are organized as a different group from those that are bombing a Strategic Target. Each of the Bomber groups rolls its attack separately. Each target must have specific Bombers assigned to it. No single bombing roll can affect both Rail Capacity and Economic Points, nor can any single Bomber unit attack both targets during the same monthly game-turn. If a particular nation loses some portion of its Rail Capacity, rail movement therein is accordingly reduced. Units that are moving via rail from another nation may rail into or through a nation with a reduced Rail Capacity without any adverse effects, even if there is less remaining Rail Capacity than incoming railing units (because the incoming railing units are actually using the Rail Capacity of the nation they started in). If, however, all of a nation’s Rail Capacity is eliminated, all rail movement within and through that nation is prohibited, even if a unit moving via rail began its rail movement in another nation or region of the map. For example, if Germany’s Rail Capacity is eliminated, units in France cannot rail into or through Germany, even if using French Rail Capacity.
A rail line symbol or a rail line hexagon itself is never incarnate affected by any bombing result. In this regard, rail line symbols on the map serve merely as symbolic targets for Bombers that are Bombing Rail Capacity in a particular nation or colony. A specific rail line symbol or rail line hexagon is not affected one way or the other by any successful bombing result. That is to say, railing units may still rail into or through any rail hex (via available Rail Capacity) if otherwise legal to do so, even if specifically targeted by any Bomber units.
NOTE: Bombing Rail Capacity may never be conducted at “night”.
No player may ever conduct more Strategic Bombing Attacks than he has available in actual participating Bomber chits. Players may bomb the Rail Capacity in any nation, even home, minor partner or occupied nations, although any bombing attack upon a minor nation that is scheduled to become a minor partner (i.e., but currently “neutral”) will be considered a declaration of war instead.
[2.7] US Daylight Strategic Bombing
To reflect the greater accuracy of US daylight strategic bombing (and also the greater attrition of Bombers and air crews) the US player may (before rolling the dice) elect to add +1 to his Strategic Bombing Attack dice roll for each full-strength US 8-20[1] (B- 24), 8-22[1] (B-24), 12-18[1] (B-17) and/or 12-20[2] (B-17) Bomber unit that is participating in that particular bombing raid. The target type can be a city, a resource or a city/resource hex. This modifier, however, may never be applied when Bombing Rail Capacity. The US player may, at his option, use any portion of this modifier and decline the rest. He must, however, announce so prior to his dice roll.
[2.8] Night Strategic Bombing
Any Bomber(s) may declare a Night Strategic Bombing Attack, but any such Bomber(s) may only resolve their Night Strategic Bombing Attack dice roll on the 2-5 column of the Bombing Table, regardless of how many Bomber units (or how many strength points) are actually participating in the raid. Additionally, Night Strategic Bombing Attacks can never be column shifted on the Bombing Table, regardless of the target. US Bomber units (of any type) may never conduct any Night Strategic Bombing Attacks. Fighters, Fighter-Bombers and/or Naval-Air units may never fly during a Night Strategic Bombing Attack. Bombers that will be conducting a Night Strategic Bombing Attack are governed by the same air movement rules as delineated under [2.1] and [2.2], although such rules will - for the most part - be functionally unnecessary.
Bombers that are conducting a Night Strategic Bombing Attack cannot be intercepted by any enemy air unit(s) at any time during the bombing raid. Essentially, Bombers that are performing a Night Strategic Bombing Attack are entirely immune to any enemy air interceptions for the duration of a night raid.
During a Night Strategic Bombing Attack, all anti-aircraft hits on the 2-5 column of the Bombing Table are resolved normally until 1942. Beginning in 1942, however, all anti-aircraft hits are “doubled” during any Night Strategic Bombing Attack. Beginning in 1943 (and throughout the duration of the war) all anti-aircraft hits are “tripled” during any Night Strategic Bombing Attack. In any case, if multiple Bomber units are participating in the same night bombing raid, the player with the “Initiative” always chooses which Bomber is hit by any anti-aircraft results. If there are more anti-aircraft “hits” than there are Bomber steps in the target hex, the additional hits are not carried over to any other or subsequent bombing raids. They are simply superfluous.
[2.9] Strategic Bombing of the Ploesti or Caucasus Oil Fields
Ploesti Refineries
If Rumania is a German minor partner or Rumania is contributing pre-war EPs to Germany (see [36.10]), Western Ally Bomber units (within movement range) may bomb the Ploesti “oil” hex (E 3629) as a Strategic Target with an automatic two-column-shift to the right on the Strategic Bombing Table. Night Strategic Bombing Attacks, however, are always resolved on the 2-5 column, even if they are attacking the Ploesti “oil” hex.
The Soviet Union may never bomb the Ploesti “oil” hex prior to a war with Germany, even if Rumania is not yet a German minor partner.
Bombers that will be bombing the Ploesti “oil” hex are governed by the same air movement and interception rules as delineated under [2.1] and [2.2]. Strategic Bombing Attacks against the Ploesti “oil” hex are never “halved”, even if Ploesti is bombed more than once within the same season.
Western Ally and Soviet air units may never fly, operate or bomb together during the same Strategic Bombing Attack. Western Ally and Soviet air units may each bomb the Ploesti “oil” hex during the same monthly game-turn, but never during the same attack. Soviet Fighters and/or Fighter-Bombers may counter-intercept any Axis Fighters launched to intercept Western Ally air units en route to the Ploesti “oil” hex, provided that no Soviet Fighter or Fighter-Bomber (at any time) enters the same hex as any Western Ally air units or the Ploesti “oil” hex itself. This cooperation restriction applies vice versa as well, if ever to occur. Any anti-aircraft results (*) are also doubled if attacking the Ploesti “oil” hex. Moreover, the Axis player always chooses which Western Ally Bomber or Bombers are “hit” in the Ploesti hex, even if the Axis do not have the “Initiative”. In the event that the Ploesti “oil” hex becomes a Western Ally or Soviet conquest, any Axis Strategic Bombing Attacks upon the Ploesti “oil” hex is bombed as if it were any other normal minor-nation resource hex.
Caucasus Refineries
Similar to a Strategic Bombing Attack upon Ploesti, Axis Bomber units (within movement range) may bomb the Caucasus “oil” hexes (E 3312, E 3311, E 3410, E 3607 and E 3707) as Strategic Targets with an automatic two-column-shift to the right on the Strategic Bombing Table. Night Strategic Bombing Attacks, however, are always resolved on the 2-5 column, even if they are attacking the Caucasus “oil” hexes Bombers that will be bombing the Caucasus “oil” hexes are governed by the same air movement and interception rules as delineated under [2.1] and [2.2]. Strategic Bombing Attacks against the Caucasus “oil” hexes are never “halved”, even if the Caucasus “oil” hexes are bombed more than once within the same season.
Any anti-aircraft results (*) are also doubled if attacking the Caucasus “oil” hexes. Moreover, the Soviet player always chooses which Axis Bomber or Bombers are “hit” in any of the Caucasus “oil” hexes, even if the Soviets do not have the “Initiative”. In the event that any of the Caucasus “oil” hexes become an Axis conquest, Soviet or Western Ally Strategic Bombing Attacks upon the Caucasus “oil” hexes are bombed as if they were any other normal minor-nation resource hexes.
[2.10] Convoy Routes
A Convoy Route is defined as any sea area with a map-printed U-boat silhouette depiction therein (also known as a Convoy Route sea area), and represents the primary convoy shipping lanes in that region of the Atlantic Ocean during World War Two. Each Convoy Route sea area is always considered to be actively in effect (i.e., the inherently represented convoy traffic is always assumed to be traversing the Atlantic). No Convoy Route sea area may ever be “closed” (except the Arctic Convoy Route; see [2.12]), and is always susceptible to Convoy Interdiction (until the United Kingdom is conquered*).
*Although, the US Coastal Water Convoy Route sea area remains active even after the United Kingdom is conquered. Each Convoy Route sea area is susceptible to Convoy Interdiction by any eligible Axis U-boat(s), surface naval unit(s), Auxiliary Cruiser(s) and/or Bomber(s) - wherein employed - during the Strategic Warfare Phase of any monthly game-turn(s). However, Allied players can similarly employ naval and/or air units to inhibit the likelihood of successful Axis interdiction of any particular Convoy Route sea area(s).
[2.11] Convoy Route Interdiction
Convoy Route Interdiction (also colloquially known as Convoy Interdiction) is the employment of Axis naval and/or air units during the Strategic Warfare Phase to inflict EP losses upon the UK, US and/or Soviet Union via the interdiction of Western Ally Convoy Routes (i.e., any large sea area with a map-printed U-boat silhouette), although Convoy Route Interdiction primarily affects the UK. Convoy Interdiction can occur via Axis Air Interdiction of Convoy Routes (see [2.13]), U-boat Operations (see [2.14]), Axis Surface Naval Unit Interdiction of Convoy Routes (see [2.21]), and/or German Auxiliary Cruiser Interdiction of Convoy Routes (see [2.22]).
NOTE: Eligible Allied naval units may be assigned as Convoy Duty Escorts (during the Naval and Air Phase), or unassigned as Convoy Duty Escorts (during the beginning of the Strategic Warfare Phase).
[2.12] Arctic Convoy Route
There are three specific Arctic Convoy Route sea areas adjoining the Norwegian Sea, which are collectively known as the Arctic Convoy Route. Each of the Arctic Convoy Route sea areas is automatically considered to be “closed”, unless specifically declared (by the UK and/or the US player*) to be “open” during a Seasonal Turn.
*The Soviet player may not declare the Arctic Convoy Route to be open.
If the UK and/or the US player allocates lend-lease EPs to the Soviet Union (i.e., beyond the Persian Route lend-lease EP limit; see [8.3]), the UK and/or US player (whoever is sending the lend-lease EPs) must declare the Arctic Convoy Route to be “open” during the current Seasonal Turn. Furthermore, the Soviet city Murmansk (E 0230) and/or Archangel (E 0626) must be controlled by the Soviet Union, and presently non-isolated. No lend-lease EPs may be sent to the Soviet Union via the Arctic Convoy Route if both Murmansk and Archangel have been captured (or isolated) by the Axis.
NOTE: During Winter weather monthly game-turns, Archangel is considered to be “frozen”, and is not (in-and-of-itself) eligible to warrant lend-lease to the Soviet Union via the Arctic Convoy Route. In such a case, only Murmansk is eligible.
If the UK or US player declares the Arctic Convoy Route to be “open”, he must place an “Arctic Route Open” chit in the two southernmost Convoy Status boxes printed on the map (or all three Convoy Status boxes if Winter Effects apply; see below), denoting that the Arctic Convoy Route is “open” for the ensuing season (i.e., three monthly game-turns). Furthermore, when the Arctic Convoy Route sea areas are “open”, they automatically remain “open” for the duration of that current season (e.g., if the Arctic Convoy Route is declared to be “open” during the Autumn Seasonal Turn, it is therefore considered to be “open” during October, November and December).
If the UK or US player declared the Arctic Convoy Route “open” during a Seasonal Turn (and assuming Murmansk/Archangel has not been captured or isolated), the UK player may send up to 1/4* of his current net EP income (before any construction) to the Soviet Union as lend-lease (via the Arctic Convoy Route). As of the US entry into the war (i.e., in Winter of 1942, if not playing a Combined Game), the US player may send up to 1/2* of his current net EP income (before any construction) to the Soviet Union (via the Arctic Convoy Routes).
*Fractions always rounded down.
Winter Effects
If the UK and/or US is sending lend-lease to the Soviet Union during the Autumn and/or Winter Seasonal Turn, the northern-most (hexed) Arctic Convoy Route must be “open” (because of the Winter monthly game-turns occurring amid the Autumn and Winter seasons). The northern-most Arctic Convoy Route is a hexed sea area, although it is considered to be a non-hexed sea area for U- boats, naval units assigned as Convoy Duty Escorts, and Axis Bombers performing Convoy Interdiction during the Strategic Warfare Phase. Functionally, air and/or naval units participating during the Strategic Warfare Phase (in the hexed Arctic Convoy Route sea area) are never eligible to be actuated or activated during the Naval and Air Phase, Offensive Phase and/or End Phase. Interdicting the Arctic Convoy Route If the Arctic Convoy Route is “open”, each of the Arctic Convoy Route sea areas can be interdicted normally during the Strategic Warfare Phase. Accordingly, eligible Western Ally and/or Soviet air and/or naval units may be assigned as Convoy Duty Escorts normally as well.
Closing the Arctic Convoy Route
If no lend-lease EPs are allocated to the Soviet Union (via the Arctic Convoy Route) during a particular Seasonal Turn, the Arctic Convoy Route is considered to be automatically “closed”, and is not susceptible to Convoy Interdiction during the ensuing season.
[2.13] Axis Air Interdiction of Convoy Routes
Axis Bomber units that did not participate in any Strategic Bombing, nor were Bombing Rail Capacity during the current Strategic Warfare Phase may be used to interdict Convoy Routes in the Atlantic if they possess enough movement range to reach and then enter a Convoy Route sea area (any non-hexed sea area with a U-boat depiction therein). The Indian Ocean, Persian Gulf and the Red Sea are not considered to be Convoy Route sea areas.
Convoy Routes are always considered to be “open”, and cannot ever be “closed” nor are ever “inactive”, except for the Arctic Convoy Route sea areas (see [2.12]). With regard to Convoy Interdiction, there is no alternating movement procedure, per se. The Axis player simply launches any Bomber(s) in any order or assemblage desired (as if a normal Strategic Bombing Attack) toward and into an eligible (and reachable) Convoy Route sea area (per interdiction attack).
The Arctic Convoy Route sea areas must be “open” to be vulnerable to any Convoy Interdiction.
To interdict a Convoy Route, the Axis player must fly an eligible Axis Bomber (or Bombers) from any presently occupied airbase toward and into any eligible and reachable Convoy Route sea area. Such Bombers are susceptible to all normal Western Ally and/or Soviet air interceptions (while en route) by any uncommitted Western Ally and/or Soviet Fighters, Fighter-Bombers and/or Naval-Air units within air interception range. However, uncommitted Axis Fighters, Fighter-Bombers and/or Naval-Air units within air interception range may counter-intercept. Moreover, any uncommitted Western Ally and/or Soviet Fighters, Fighter-Bombers and/or Naval-Air units may counter-counter-intercept, and so forth. All air combat is thus resolved in each hex as it occurs.
NOTE: Western Ally and Soviet air units may never intercept or participate in combat in the same hex or Convoy Route sea area, although Western Ally air units that are merely functioning as “escorts” (i.e., they are not participating in any de facto combat in the Convoy Route sea area) are not considered to be “participating in combat” with regard to this restriction.
Any interdicting Axis Bomber(s) must possess sufficient movement to fly to the Convoy Route and then into the Convoy Route sea area. The MP cost to enter a particular Convoy Route sea area varies. Many Convoy Route sea areas have a different MP cost printed therein (specifying a unique movement cost to enter) such as the North Atlantic Convoy Route sea area (which has a MP cost of 20). Air units must pay the same MP cost as naval units to enter any large sea area.
Escorting Bombers
Uncommitted Axis Fighters, Fighter-Bombers and/or Naval-Air units may accompany any Axis Bomber(s) en route and/or into a Convoy Route sea area as escorts, assuming that they possess enough movement to reach and/or enter a Convoy Route sea area from their current base. Similar to [2.2], Axis Bombers must over-fly friendly bases and “collect” any desired Axis Fighters, Fighter-Bombers and/or Naval-Air units that will be accompanying the interdicting Axis Bomber(s) toward and/or into the targeted Convoy Route sea area. Any “collected” air units may not be split up as they are moving, or attack a different Convoy Route sea area. Any interdicting Axis Bomber(s) may fly over as many friendly bases as desired (within movement allowances) and may collect as many eligible friendly Fighters, Fighter-Bombers and/or Naval-Air units as are available in each base hex (while en route to a Convoy Route sea area). Fighters, Fighter-Bombers, and/or Naval-Air units that do not possess enough movement to reach a targeted Convoy Route sea area may fly within - or up to the extent of - their own printed movement range. Fighters, Fighter-Bombers, and/or Naval-Air units that do not or cannot fly with an interdicting Axis Bomber (or Bombers) on toward any particular Convoy Route sea area must simply stop in their last occupied hex (whether it be by choice or as a result of their own movement limit) as the interdicting Axis Bomber(s) and other accompanying (i.e., “collected”) air units (if any) continue on. Fighters, Fighter-Bombers and/or Naval-Air units flying with any Bomber(s) as escorts cannot intercept or counter-intercept. Of course, any enemy air interceptions upon such air units automatically results in air combat between such air units in their location. Combat Air Patrol Once in a Convoy Route sea area, each interdicting Axis Bomber (and accompaniment, if any) can be automatically intercepted by any friendly Naval-Air unit(s) aboard any friendly undamaged aircraft carrier(s) that are specifically and currently assigned as Convoy Duty Escorts in that Convoy Route sea area (i.e., stacked with a “Convoy Duty Escorts” chit). However, any friendly Naval- Air unit(s) aboard any aircraft carrier(s) that are not currently assigned as Convoy Duty Escorts may not intercept any interdicting Axis Bomber(s) or accompaniment. Nonetheless, if any air interceptions occur in any Convoy Route sea area, all air combat therein is resolved normally (see [4.16]).
Convoy Interdiction Attacks
After air combat is resolved (if any), all surviving un-aborted Axis Bombers still remaining in the Convoy Route sea area may interdict that Convoy Route. The Axis player simply totals the number of all desired, attacking un-aborted Bomber strength points* in the Convoy Route sea area, and rolls two dice (6-sided), comparing that dice roll with the corresponding bombing column on the Bombing Table. A number result indicates the amount of eliminated EPs inflicted upon the UK (and later the US) from that Convoy Interdiction Attack. A dash (-) result indicates “no effect”. If the bombing result includes an asterisk (*), then one Bomber unit is considered to be hit by anti-aircraft fire. As such, one Bomber unit (per attack roll) in the Convoy Route sea area suffers an immediate step-loss. The UK player always chooses which Bomber is “hit”, if multiple Bombers are participating in the attack. Axis Fighters, Fighter-Bombers and Naval-Air units (flying as escorts) may never be hit by any anti-aircraft result. Likewise, Bombers that did not actually participate in the Convoy Interdiction Attack are immune from anti-aircraft, even if they are in the Convoy Route sea area. If a depleted Bomber is hit by anti-aircraft, it is eliminated.
*Multiple Axis Bomber units in the same Convoy Route sea area may, if they desire, all attack as a single aggregate bombing group (collectively rolling one dice roll), or they may each attack individually, or as multiple groups (if there are multiple Bombers therein to do so), with each group rolling separately. Each Bomber or Bomber group in the same Convoy Route sea area may roll its own Convoy Interdiction Attack (i.e., separately), although each such Bomber or Bomber group’s attack strength is limited solely to those specific Bombers in that particular group. Each Bomber group (i.e., dice roll) is subject to anti-aircraft fire individually. All such Bombers in the same Convoy Route sea area, however, are considered to be one group with regard to any air interceptions by any Naval-Air units.
Axis Fighters, Fighter-Bombers and/or Naval-Air units can never be employed to interdict any Convoy Route. Interdicting Axis Bombers may never attack any ship or naval unit while in a Convoy Route sea area during the Strategic Warfare Phase. Interdicting Axis Bombers may only attack a Convoy Route.
After the Axis Air Interdiction Step, any participating air units (including Naval-Air units aboard aircraft carriers) are returned to their bases and marked as Previously Committed. Such air units may perform no other missions during the current monthly game-turn. Naval-Air units still retain their “escort value”, however, even after engaging any Axis air units (assuming they survived air combat).
[2.14] U-boat Interdiction of Convoy Routes
U-boat chits are unique among naval units inasmuch as they have no printed gunnery, armor or movement rating. In this regard, the U-boat chits represent wolfpacks of seagoing submarines (primarily the type VII), which are intended to function solely in the strategic role. Tactical submarines differ functionally from U-boats, and are not eligible to conduct Strategic Warfare (see [3.29]). U-boat Construction and Placement U-boat chits are constructed like normal naval units (see [8.6]), and may be placed (i.e., when completed) in any eligible German- controlled port (see [8.11]), provided that a valid line of supply exists to a German home supply source (see [7.0]) to the port(s) where the U-boat(s) are to be placed. No U-boat may ever be placed directly in any Convoy Route sea area.
U-boat Movement
A U-boat chit can only be deployed (from a port or a Convoy Route sea area it presently occupies) directly into a Convoy Route sea area (i.e., any eligible large sea area with a map-printed U-boat silhouette) during the Naval and Air Phase (as an Axis naval movement option; see [3.2]), provided it did not conduct a Strategic Warfare attack during the Strategic Warfare Phase, or move previously during the current Naval and Air Phase. A U-boat chit is not moved like normal naval units, but is simply placed into an eligible Convoy Route sea area (see [3.5]). Thus, a U-boat chit cannot be intercepted when deployed to a Convoy Route sea area.
NOTE: U-boats may not be deployed during the Strategic Warfare Phase.
U-boat Deployment Requirements
The German player may - during the Naval and Air Phase - deploy any U-boat chit (even if depleted) from its port (or from its current location, if already at sea) to any eligible Convoy Route sea area. However, the German player may not deploy more than one U-boat chit in each Convoy Route sea area unless every Convoy Route sea area is presently occupied by a U-boat chit*. Thus, a U-boat chit may not be placed into a Convoy Route sea area with another U-boat chit if any other Convoy Route sea area is currently devoid of any U-boats (although the presence of other types of naval units is irrelevant). Moreover, the German player may not deploy more than two U-boat chits in each Convoy Route sea area unless every Convoy Route sea area* is presently occupied by at least two U-boat chits. Thus, a U-boat chit may not be placed into a Convoy Route sea area with two other U-boat chits if any other Convoy Route sea area* does not yet contain two U-boat chits. Supplementary U-boat placements can be extrapolated accordingly.
*U-boat deployment requirements are not applied to any of the Arctic Convoy Route sea areas if the Arctic Convoy Route is “closed”. Likewise, U-boat deployment requirements are never applied to the three South Atlantic sea areas (i.e., the three Convoy Route sea areas south of the Azores sea area) until Germany controls a functional, supplied Atlantic port.
EXCEPTION: The German player may deploy any number of U-boats in the North Atlantic Convoy Route sea area and/or the US Coastal Water sea area (regardless of the year), irrespective of the normal U-boat deployment requirement. Present U-boat chit deployments need not be adjusted if U-boat losses unbalance the current ratio, if the Arctic Convoy Route is subsequently opened, or if after the German player acquires an Atlantic port. However, any newly deployed U-boats must be placed in accordance with the aforementioned U-boat deployment requirements.
U-boat Deployment Restrictions
- Until Germany controls a functional and supplied Atlantic port* (harboring U-boats), the German player cannot deploy any U- boats into the South Atlantic Convoy Route sea areas (i.e., the three sea areas south of the Azores sea area). This restriction does not ever apply to any Schnorchel U-boat, however.
*The following ports are “Atlantic ports”: Azores, Belfast, Bilbao, Bordeaux, Brest, Bristol, Cadiz, Casablanca, Cherbourg, Cork, Coruna, Dover, Dublin, Gibraltar, Le Havre, Lisbon, Liverpool, Plymouth, Southampton, St. Nazaire and Tangier.
-
U-boat chits may never be deployed into the Indian Ocean, Persian Gulf and/or the Red Sea.
-
U-boats may be deployed into any of the Arctic Convoy Route sea areas (even if “closed”), although no Convoy Interdiction of any Arctic Convoy Route sea area can occur if the Arctic Convoy Route is “closed” (see [2.12]).
U-boat Attacks
During the Strategic Warfare Phase (only), the German player may opt to conduct U-boat attacks in any eligible Convoy Route sea area(s) presently occupied by at least one U-boat chit (whether it is depleted or full-strength), and thereby cause EP loss(es) to the Allies (if successful).
During the U-boat Operation Step (i.e., during the Strategic Warfare Phase), the German player must decide which eligible Convoy Routes sea area(s) will be “interdicted” (i.e., where at least one U-boat chit is deployed). Accordingly, the German player may opt to interdict none, some or all of the eligible Convoy Route sea areas, as he prefers. If the German player opts to “interdict” any particular Convoy Route sea area (if otherwise eligible), every U-boat chit in that same Convoy Route sea area must conduct a U-boat attack*, even if any U-boat chit(s) therein are depleted. The German player may not selectively attack with some U-boats, but withhold other U-boats (i.e., within the same Convoy Route sea area). Nonetheless, U-boat attacks in each interdicted Convoy Route sea area is resolved independently.
*The presence of other air and/or naval units is irrelevant.
NOTE: The German player is not required to totally decide which Convoy Route sea area(s) will be “interdicted” at the outset of the U-boat Operations Step. The German player may successively decide which Convoy Route sea area will be “interdicted” as each is resolved.
When the German player declares the “interdiction” of a Convoy Route sea area (during the U-boat Operation Step of the Strategic Warfare Phase), he must then resolve the attack(s) of any U-boat(s) in that same Convoy Route sea area. If no Allied air and/or naval units are assigned as Convoy Duty Escorts in that Convoy Route sea area, no U-boat attacks are necessary. However, if at least one Allied air or naval unit is assigned as Convoy Duty Escorts, the players must determine the current total “escort value” in that particular Convoy Route sea area (see [2.15] regarding “escort value” calculations).
NOTE: The German player is always entitled to know the current total “escort value” in any Convoy Route sea area (i.e., before deciding to interdict that or any Convoy Route sea area).
If the German player opts to “interdict” a particular Convoy Route sea area, he must then roll two dice (6-sided) per each U-boat chit in that same Convoy Route sea area (unless no Allied air and/or naval units are assigned as Convoy Duty Escorts therein). If an attacking U-boat’s dice roll result is equal-to or less-than the corresponding dice roll requisite (see below), that U-boat’s attack (in that particular Convoy Route sea area) is considered unsuccessful. However, if an attacking U-boat’s dice roll result is greater than the corresponding dice roll requisite (see below), that U-boat’s attack (in that particular Convoy Route sea area) is considered successful (see [2.23]).
Total Escort Value 100+ : Dice roll of <12 = Unsuccessful U-boat attack : Dice roll of 13 = Successful U-boat attack
Total Escort Value 91-99 : Dice roll of <11 = Unsuccessful U-boat attack : Dice roll of 12+ = Successful U-boat attack
Total Escort Value 80-90 : Dice roll of <10 = Unsuccessful U-boat attack : Dice roll of 11+ = Successful U-boat attack
Total Escort Value 71-79 : Dice roll of < 9 = Unsuccessful U-boat attack : Dice roll of 10+ = Successful U-boat attack
Total Escort Value 60-70 : Dice roll of < 8 = Unsuccessful U-boat attack : Dice roll of 9+ = Successful U-boat attack
Total Escort Value 51-59 : Dice roll of < 7 = Unsuccessful U-boat attack : Dice roll of 8+ = Successful U-boat attack
Total Escort Value 40-50 : Dice roll of < 6 = Unsuccessful U-boat attack : Dice roll of 7+ = Successful U-boat attack
Total Escort Value 31-39 : Dice roll of < 5 = Unsuccessful U-boat attack : Dice roll of 6+ = Successful U-boat attack
Total Escort Value 20-30 : Dice roll of < 4 = Unsuccessful U-boat attack : Dice roll of 5+ = Successful U-boat attack
Total Escort Value 11-19 : Dice roll of < 3 = Unsuccessful U-boat attack : Dice roll of 4+ = Successful U-boat attack
Total Escort Value 1-10 : Dice roll of 2 = Unsuccessful U-boat attack : Dice roll of 3+ = Successful U-boat attack
+1 : Schnorchel U-boat.
- 2 : “U-boat” Ultra chit.
If any U-boat’s attack is unsuccessful, that U-boat is also automatically considered to be “hit” by the convoy escorts and consequently depleted (or sunk, if already depleted*), and no EP loss (from that U-boat) is inflicted upon that particular Convoy Route.
*Sunk U-boat chits are removed from play (permanently), and are ineligible to be rebuilt thereafter (see [8.5]). If a U-boat’s attack is successful, that U-boat is not hit, but is then eligible to inflict the normal EP loss(es) per [2.23]. Moreover, if the successful U-boat attack occurs in the North Atlantic Convoy Route sea area, or the US Coastal Water Convoy Route sea area (if the current year is 1939, 1940, 1941 or 1942), the German player is eligible to roll for the “Happy Time” effect (see [2.24]).
NOTE: If any U-boat’s modified attack dice roll is a “12”, it is considered to be a “hit” upon one escorting naval unit (within that same Convoy Route sea area), even if the U-boat itself is hit as well (see [2.16]). A modified roll of “13”, however, is not considered to be a “hit”.
Italian U-boats
During the Autumn Seasonal Turn of 1939, the Italian player may purchase one U-boat* (only one) from the German counter-mix (in addition to the German U-boat listed for 1939 on the German order-of-battle) and deploy it normally (as an Italian U-boat chit) upon its construction completion.
*Per the normal cost of 5 EPs, and the standard two-season construction delay.
For all intents and purposes, the Italian U-boat functions as do all other German U-boats, and must abide by all normal U-boat rules and restrictions. However, the Italian U-boat is considered solely an Italian unit, and any attacks it conducts in a Convoy Route sea area precipitates war with the UK (and France, if - as of yet - unconquered) and the US, if in the US Coastal Water sea area. As with other U-boats, it cannot be rebuilt if sunk (although the Italians - only - can repair it normally, if it becomes depleted). The Italian U-boat may not be exchanged for any tactical subs, nor can any other tactical Italian submarine unit be deployed or used to attack a Convoy Route.
Schnorchel U-boats
The first Schnorchel-type U-boats become available during the Winter Seasonal Turn of 1944, representing significantly improved U-boat designs. As such, all Schnorchel U-boat chits impart an automatic +1 die roll bonus when attacking any Convoy Route sea area (reflecting the superiority of the snorkel design). Moreover, each Schnorchel U-boat chit inflicts a loss of 2 EPs (rather than 1 EP) if successfully interdicting any eligible Convoy Route sea area during the Strategic Warfare Phase.
NOTE: Schnorchel U-boats may operate in the South Atlantic Convoy Route sea areas, even if the Axis does not control an Atlantic port (see above).
Schnorchel U-boat chits function exactly like normal U-boat chits in all other respects.
Keeping U-boats at Sea
U-boat chits may be kept at sea normally (i.e., beyond the End Phase), although no EP expenditure is ever required to do so. Of course, any U-boat chit may be returned to a friendly functional port during the End Phase instead, if the German player desires.
NOTE: Only U-boat chits that are kept at sea (and thus begin the Strategic Warfare Phase of the following monthly game-turn at sea) will be eligible to conduct Strategic Warfare during the subsequent monthly game-turn. Repairing U-boats A depleted U-boat chit may be repaired normally during a Seasonal Turn (if docked in a functional and supplied friendly port; see [8.6]). A depleted U-boat chit may never be repaired while at sea.
[2.15] Convoy Duty Escorts
The Allied player may employ any DE, DD, CVE, CVL and/or CV naval unit(s) as ubiquitous “convoy escorts” in any Convoy Route sea area(s), and thus potentially avert U-boat Convoy Interdiction (i.e., in any Convoy Route sea area wherein employed) during the U-boat Operations Step of the Strategic Warfare Phase.
NOTE: Allied Convoy Duty Escorts do not affect Axis surface naval unit or Auxiliary Cruiser Interdiction. During the Naval and Air Phase (i.e., during any friendly naval movement options), any Allied DE, DD, CVE, CVL and/or CV naval unit(s) may move into any Convoy Route sea area(s), and may be assigned as Convoy Duty Escorts there (see [3.11]). Each Allied DE, DD, CVE, CVL and/or CV imparts a specific “escort value” in any Convoy Route sea area(s) wherein they are assigned as Convoy Duty Escorts, tabulated as follows:
DE = 1 Escort Value each
DE (Damaged) = 1/2 Escort Value each
DD = 1 Escort Value each
DD (Damaged) = 1/2 Escort Value each
CVE, CVL, CV (with an air unit)* = 4 Escort Value each
CVE, CVL, CV (Damaged) = 0 Escort Value
BB = 0 Escort Value
BC = 0 Escort Value
CA = 0 Escort Value
CL = 0 Escort Value
*If any inclement weather is in effect (even if grounded), the “escort value” of any A CVE, CVL and CV is “2” (rather than 4).
NOTE: Any Allied naval unit (i.e., not just DEs, DDs, CVEs, CVLs and CVs) may be assigned as Convoy Duty Escorts, although only DEs, DDs, CVEs, CVLs and CVs impart any “escort value”.
During any subsequent Strategic Warfare Phases (i.e., during the U-boat Operations Step), the collective “escort value” of every Allied DE, DD, CVE, CVL and/or CV (if assigned as Convoy Duty Escorts) in each Convoy Route sea area is totaled (termed the “total escort value”). Hence, any U-boat(s) allocated to conduct U-boat Convoy Interdiction (in a Convoy Route sea area wherein Convoy Duty Escorts are assigned) must first resolve a U-boat Attack (see [2.14]).
EXAMPLE: If the South Atlantic Convoy Route sea area contains four operational CVEs (an escort value of 4 each = 16), ten DDs (an escort value of 1 each = 10), four damaged (i.e., depleted) DDs (an escort value of 1/2 each = 2) and eight DEs (a combined escort value of 1 each = 8), the “total escort value” is therefore 36 (i.e., the 31-39 column). The “total escort value” of each Convoy Route sea area is then correlated to a corresponding column of the U-boat Attack Chart, and an associated dice roll result (see [2.14]).
NOTE: The German player is always entitled to know the current total “escort value” in any Convoy Route sea area (i.e., before deciding to interdict that or any Convoy Route sea area).
Convoy Interception Prohibition
Any Allied naval unit(s) presently assigned as Convoy Duty Escorts (stacked below a “Convoy Duty Escorts” chit) are ineligible to conduct Active or Reactive naval interception. Conversely, any Allied naval unit(s) presently assigned as Convoy Duty Escorts cannot be intercepted.
[2.16] U-boat Hits on Convoy Duty Escorts
If any Allied naval unit(s) are assigned as Convoy Duty Escorts in any Convoy Route sea area(s), they are susceptible to possible “hits” from attacking U-boats (in addition to the normal inflicted EP loss).
If any U-boat’s modified attack dice roll is a “12”, that U-boat’s attack is also considered to be a “hit” upon one escorting Allied naval unit (i.e., if assigned as Convoy Duty Escorts within that same Convoy Route sea area)*, even if the U-boat chit itself is hit as well (see [2.14]). Each U-boat’s attack “hit” is implemented as per the normal naval combat hit effects (see [3.17]), although all U-boat attack “hits” in any particular Convoy Route sea area are always implemented after all U-boat attacks have been resolved. Hence, the “total escort value” of a Convoy Route sea area is not reduced until after all U-boat attacks (in that same Convoy Route sea area) during that same Phase are concluded.
*Escorting Allied Bomber units cannot ever be hit by any U-boat attacks.
NOTE: A modified U-boat attack dice roll of “13” (as can occur from a Schnorchel U-boat attack) is not considered to be a “hit” upon any Allied naval unit.
If no Allied naval units are presently assigned as Convoy Duty Escorts in a Convoy Route sea area (where a U-boat’s hit occurs), the hit is therefore disregarded (i.e., it is not carried over to any other Convoy Route sea area). A U-boat’s hit can never be applied to any naval unit that is not presently assigned as a Convoy Duty Escort in any sea area.
Whichever side currently controls the Initiative (i.e., the Allies or Axis) may choose which escorting naval unit is selected as a hit by each U-boat’s attack “hit”. If multiple U-boat attack hits occur within the same Convoy Route sea area, whichever side currently controls the Initiative may select different targets or the same target (until sunk).
If any aircraft carrier (assigned as a Convoy Duty Escort) is sunk by any U-boat(s’) hit(s), that aircraft carrier’s Naval-Air unit is also considered to be eliminated (and returned to the force pool normally). An aircraft carrier that is damaged (but not sunk) is assumed to automatically recover its Naval-Air unit. In either case, the U-boat(s’) hit(s) are implemented after all U-boat attacks have been resolved.
[2.17] Bombers as Convoy Duty Escorts
The Allied player may also employ any Bomber (not Fighter-Bomber) unit(s) as ubiquitous “convoy escorts” in any Convoy Route sea area(s) - if within air range - and thus potentially avert U-boat Convoy Interdiction (i.e., in any Convoy Route sea area wherein employed) during the U-boat Operations Step of the Strategic Warfare Phase.
During the Naval and Air Phase (during the Air Movement Step), any Allied Bomber (but not Fighter-Bomber) unit(s) may be flown into any Convoy Route sea area(s) - if within range - and may be assigned as Convoy Duty Escorts there. Accordingly, any such Bomber unit(s) are launched and moved per the normal air movement rules (see [4.12]), and are therefore susceptible to enemy air interception normally (i.e., before it enters a Convoy Route sea area, and is assigned as Convoy Duty Escorts). When in any Convoy Route sea area (if assigned as Convoy Duty Escorts), the Bomber unit(s) cannot be intercepted by any enemy air units.
NOTE: The MP cost for a Bomber unit to enter any Convoy Route sea area is determined by the printed MP = # therein. Thus, to enter any Convoy Route sea area, the moving Bomber unit must have a sufficient printed range from its current base to move toward and then into a particular Convoy Route sea area.
Each Allied Bomber imparts a specific “escort value” in any Convoy Route sea area(s) wherein they are assigned as Convoy Duty Escorts, tabulated as follows:
Bomber* = 4 Escort Value Each
Bomber (Depleted)* = 2 Escort Value Each
*If any inclement weather is in effect (even if grounded), the “escort value” of any Bomber is halved.
NOTE: No other type of air unit may be assigned as Convoy Duty Escorts.
During the Strategic Warfare Phases (i.e., during the U-boat Operations Step), the collective “escort value” of every Allied Bomber (if assigned as Convoy Duty Escorts) in each Convoy Route sea area is totaled and added to the total escort value of any DE, DD, CVE, CVL and CV naval unit(s) assigned as Convoy Duty Escorts within that same Convoy Route sea area (if any). If no other Allied naval units are assigned as Convoy Duty Escorts therein, the total “escort value” of the assigned Bomber unit(s) is simply applied solely.
NOTE: During any subsequent Naval and Air Phase, uncommitted Allied Bombers presently assigned as Convoy Duty Escorts (i.e., Bombers assigned as Convoy Duty Escorts that did not impart any “escort value” to inhibit any U-boat attacks) can fly from the Convoy Route sea area to any functioning friendly base (within the Bomber’s printed range) as a Change Base mission. The first base transferred to is considered to be one “hop”.
Bomber Interception Prohibition
Any Allied Bomber unit(s) presently assigned as Convoy Duty Escorts (i.e., stacked below a “Convoy Duty Escorts” chit) cannot be intercepted by any Axis air unit (including any Axis Naval-Air unit, even if within the same Convoy Route sea area). Conversely, any Allied Bomber unit(s) assigned as Convoy Duty Escorts are ineligible to conduct any other operations (including reconnaissance) while assigned therein.
[2.18] French Convoy Duty Escorts
Any French DD(s) and/or fully functioning aircraft carrier(s) can be assigned as Convoy Duty Escorts in any Convoy Route sea area(s) per the normal rules, provided that there are at least four UK land unit steps and the UK BEF HQ within France proper at the time of deployment. This allowance, however, only applies before a conquest of France. French naval units that subsequently become UK controlled ships may be freely employed as escorts at any time, however.
Any French DD(s) and/or fully functioning aircraft carrier(s) must be placed under a “Convoy Duty Escorts” chit in an “open” Convoy Route sea area to be assigned as Convoy Duty Escorts. Any assigned French naval unit(s) may stack with any other Western Ally naval units normally (and/or Soviet naval units assigned as Convoy Duty Escorts in any of the Arctic Convoy Route sea areas). French naval units assigned as Convoy Duty Escorts are not required to be removed therefrom if the BEF HQ and/or any UK steps in France become eliminated as a result of combat (or any combat-related elimination, such as out-of-supply depletions or an inability to retreat). If, though, the UK player ever voluntarily removes any UK unit and/or the BEF HQ from France, all French naval units assigned as Convoy Duty Escorts must be removed therefrom at the next legal opportunity.
Only French naval units with an “escort value” may be assigned as Convoy Duty Escorts.
[2.19] Soviet Convoy Duty Escorts
Any Soviet DD(s) can also be assigned as Convoy Duty Escorts in any of the Arctic Convoy Route sea areas per the normal rules, and may be stacked together with any other Western Ally naval unit(s) normally. However, Soviet DDs may never be employed as escorts in any other sea area.
This allowance, however, only applies before a conquest of the Soviet Union (i.e., in Europe).
[2.20] US Pre-War Convoy Duty Escorts
Beginning in Autumn 1941 (i.e., the October monthly game-turn), up to four of the US “START” DD chits (see the US order-of- battle) may be moved into the North Atlantic Convoy Route sea area (only) and assigned as Convoy Duty Escorts there, even if the US is not at war with Germany. The presence of US Pre-War DDs (assigned as Convoy Duty Escorts) in no way affects US neutrality, even if any of the US DD(s) are depleted or sunk from U-boat hits whilst assigned as Convoy Duty Escorts, or if any U- boat(s) are hit as a result of their presence in the North Atlantic Convoy Route sea area during the Strategic Warfare Phase. The US Pre-War DDs cannot conduct any normal naval attack against German surface ships (unless Germany is already at war with United States). Conversely, any non-U-boat attack directed at any US Pre-War DD is considered to be a declaration of war upon the United States normally (see [9.1]).
[2.21] Axis Surface Naval Unit Interdiction of Convoy Routes
Any Axis surface naval unit(s) - with a gunnery rating (not a torpedo rating) of at least 1 (i.e., not Axis DDs) - occupying any eligible Convoy Route sea area(s) during the Strategic Warfare Phase are eligible to inflict EP losses upon the UK, US and/or Soviet Union (see [2.23] and [2.24]).
Any Axis surface naval unit(s) employed to interdict any Convoy Route sea area(s) must be moved into the intended Convoy Route sea area(s) during the Naval and Air Phase or the Offensive Phase via the normal naval movement rules (e.g., as a normal Axis naval movement option; see [3.2]), and are susceptible to enemy air and/or naval interception normally, if presently applicable (see [3.6] and/or [4.15]). No Axis surface naval unit(s) may ever be automatically “deployed” to any Convoy Route sea area(s) in the same manner as U-boats and Auxiliary Cruisers.
NOTE: Any Axis surface naval unit(s) that move into a Convoy Route sea area during the End Phase are not eligible to conduct Strategic Warfare during the ensuing Strategic Warfare Phase.
Each intending Axis surface naval unit occupying an eligible Convoy Route sea area during the Strategic Warfare Phase (unless entered during the previous End Phase) may conduct Convoy Interdiction (i.e., during the Axis Surface Raider Step). Accordingly, each interdicting Axis surface naval unit inflicts a preset EP loss (see [2.23]), which is added to the total EP loss(es) inflicted upon the Western Allies during that same Strategic Warfare Phase. Axis surface naval units are not applicable when determining “Happy Time” eligibility, however.
Axis surface naval units can be intercepted normally, and therefore fight in naval combat normally, if successfully intercepted. Any Axis surface naval unit(s) that conduct Convoy Interdiction during the Strategic Warfare Phase are thereafter ineligible to move (e.g., to conduct Active or Reactive naval interception) during the subsequent Naval and Air Phase, Offensive Phase or the End Phase of that same monthly game-turn. Each interdicting Axis surface naval unit should be marked with an “Active” chit, denoting its ineligibility to move or operate during the ensuing Naval and Air Phase, Offensive Phase and/or End Phase. Only Axis surface naval units that do not conduct Convoy Interdiction during the Strategic Warfare Phase are eligible to operate normally during the subsequent Naval and Air Phase, Offensive Phase and/or End Phase.
Axis Aircraft Carriers as Raiders
Any Axis aircraft carrier - with a Naval-Air unit - occupying any eligible Convoy Route sea area during Strategic Warfare Phase is eligible to inflict EP losses upon the UK, US and/or Soviet Union (see [2.23] and [2.24]) exactly like an Axis surface naval unit. As such, the Axis aircraft carrier’s Naval-Air unit is marked as “Previously Committed” normally (see [4.27] and [4.28]). Keeping Axis Surface Naval Units at Sea Any Axis surface naval unit(s) that had conducted Convoy Interdiction during the preceding Strategic Warfare Phase are never required to be kept at sea (i.e., “refueled”) via the expenditure of EPs. Any Axis surface naval unit(s) that did not conduct Convoy Interdiction during the preceding Strategic Warfare Phase are subject to [3.14] and/or [7.10] normally.
[2.22] German Auxiliary Cruiser Interdiction of Convoy Routes
There are nine Auxiliary Cruiser chits (also colloquially known as “Raiders”) listed in the German order-of-battle (i.e., the Atlantis, Coronel, Komet, Kormoran, Orion, Pinguin, Stier, Thor and Widder), each arriving free in any German home port throughout the course of the game.
Auxiliary Cruisers are considered normal naval units, and function exactly like any normal surface naval unit, except that Auxiliary Cruisers are considered to be automatically sunk if hit by any enemy air or naval attack (i.e., Auxiliary Cruisers do not possess a damaged or depleted side).
Unlike normal surface naval units, however, Auxiliary Cruisers are unique inasmuch as they can be automatically deployed directly to any Convoy Route sea area (including the Indian Ocean, Persian Gulf and Red Sea) exactly like a U-boat chit* (i.e., an Auxiliary Cruiser need not actually move as do Axis surface naval units - although it may, if preferred - but can be simply deployed to any eligible Convoy Route sea area). Accordingly, an Auxiliary Cruiser cannot be intercepted when being deployed directly to a Convoy Route sea area.
*If from a functioning and supplied Axis port or a Convoy Route sea area (i.e., as an Axis naval movement option). Any Auxiliary Cruiser(s) that presently occupy any hexed sea area may not be automatically deployed directly to any port or Convoy Route sea area (including the Indian Ocean, Persian Gulf and Red Sea).
Auxiliary Cruisers are not bound by any deployment requirements or restrictions (as are U-boats; see [2.14]), but may be moved or deployed freely during the Naval and Air Phase, Offensive Phase and/or End Phase. Furthermore, Auxiliary Cruisers are eligible to conduct Convoy Interdiction (unlike U-boats) in the Indian Ocean, Persian Gulf and/or Red Sea, as if they are Convoy Route sea areas.
Each intending Auxiliary Cruiser occupying an eligible Convoy Route sea area during the Strategic Warfare Phase (unless entered during the previous End Phase) may conduct Convoy Interdiction (i.e., during the Axis Surface Raider Step) like an Axis surface naval unit (i.e., not like a U-boat chit). Accordingly, each interdicting Auxiliary Cruiser inflicts a preset EP loss (see [2.23]), which is added to the total EP loss(es) inflicted upon the Western Allies during that same Strategic Warfare Phase. Auxiliary Cruisers are not applicable when determining “Happy Time” eligibility, however.
Auxiliary Cruisers can be intercepted normally (although not while being “deployed”), and therefore fight in naval combat normally, if successfully intercepted.
Any Auxiliary Cruiser(s) that conduct Convoy Interdiction during the Strategic Warfare Phase are thereafter ineligible to move (e.g., to conduct Active or Reactive naval interception) during the subsequent Naval and Air Phase, Offensive Phase or the End Phase of that same monthly game-turn. Each interdicting Auxiliary Cruiser should be marked with an “Active” chit, denoting its ineligibility to move or operate during the ensuing Naval and Air Phase, Offensive Phase and/or End Phase. Only Auxiliary Cruisers that do not conduct Convoy Interdiction during the Strategic Warfare Phase are eligible to operate normally during the subsequent Naval and Air Phase, Offensive Phase and/or End Phase.
Any Auxiliary Cruiser(s) that are at sea (in a Convoy Route sea area*) may be automatically deployed directly to any supplied Axis port(s) during the Naval and Air Phase (as an Axis naval movement option), provided that the Auxiliary Cruiser(s) did not conduct Convoy Interdiction during the preceding Strategic Warfare Phase. Any Auxiliary Cruiser(s) that currently occupy any hexed sea area(s) may not be automatically deployed directly to any Axis port(s).
*Including the Indian Ocean, Persian Gulf and/or Red Sea.
Keeping Auxiliary Cruisers at Sea
Any Auxiliary Cruiser(s) may be kept at sea normally (i.e., beyond the End Phase), although no EP expenditure is ever required to do so (even if not occupying a Convoy Route sea area). Of course, any Auxiliary Cruiser may be returned to a friendly functioning port during the End Phase normally, if the German player prefers.
Pacific Theater Deployment
If playing a Combined Game, German Auxiliary Cruisers (only) are eligible to conduct Convoy Interdiction if occupying any large sea in the Pacific Theater. Inflicted EP losses are borne by the UK if occurring in any large sea area except the US Coastal Water sea area, wherein inflicted EP losses are borne by the US.
[2.23] Convoy Route Interdiction EP Damage
Each U-boat and/or Axis surface naval unit inflicts a preset EP loss if presently occupying and successfully interdicting an eligible Convoy Route sea area during the Strategic Warfare Phase, tabulated as follows:
U-boat = Inflicts 1 EP each.
Auxiliary Cruiser = Inflicts 1 EP per gunnery value.
Light Cruiser (CL) = Inflicts 1 EP per gunnery value.
Heavy Cruiser (CA) = Inflicts 1 EP per gunnery value.
Battleship (BB) = Inflicts 1 EP per gunnery value.
Schnorchel U-boat = Inflicts 2 EPs each.
Aircraft Carrier (CV)* = Inflicts 8 EPs (if with a Naval-Air unit).
*If any inclement weather is in effect (even if grounded), the inflicted EP loss of an aircraft carrier is “4” (rather than 8). After determining which Convoy Route sea area(s) have been successfully interdicted by any U-boat(s) and/or Axis surface naval unit(s), the collective inflicted EP loss of every interdicting U-boat and/or Axis surface naval unit is then added as a final sum, which is the total EP loss(es) inflicted upon the UK, US and/or Soviet Union (see [2.25]) during the current Strategic Warfare Phase.
EXAMPLE: After concluding all U-boat attacks during the April monthly game-turn of 1942, there are eight successfully interdicting U-boats among several Convoy Route sea areas, as well the German battleship Bismark (with a gunnery rating of “4”) and the damaged German heavy cruiser Prinz Eugen (with a gunnery rating of “1”). Thus, the total inflicted EP loss during April is 13 EPs (in addition to the “Happy Time” roll or rolls, if presently applicable; see [2.24] below).
[2.24] The “Happy Time”
In addition to the normal EP loss inflicted by each successfully attacking U-boat chit (see [2.23]), any successful U-boat Convoy Interdiction of the North Atlantic Convoy Route sea area and/or the US Coastal Water Convoy Route sea area* entitles the German player to inflict additional EP losses upon the Western Allies (known as the “Happy Time”, which represents the substantial number of merchant ships sunk by German U-boats during the first few years of the war).
*The “Happy Time” is only applicable during 1939, 1940, 1941 and 1942.
NOTE: Any attack upon the US Coastal Water Convoy Route sea area is considered to be a declaration of war upon the US, unless the US is already at war with the Axis per [9.1] (in which case this consideration is irrelevant). If at least one German U-boat chit successfully interdicts the North Atlantic Convoy Route sea area and/or the US Coastal Water Convoy Route sea area, the German player may then roll a die or dice (6-sided) - depending on the current year - as an additional Strategic Warfare attack, known as a “Happy Time” roll, tabulated as follows:
1939 = 1 Die.
1940 = 2 Dice.
1941 = 1 Die.
1942 = 2 Dice.
The German player is only entitled to roll once per Strategic Warfare Phase per each successfully interdicted eligible Convoy Route sea area (i.e., the North Atlantic and/or the US Coastal Water Convoy Route sea area), regardless of how many U-boat chits actually conduct an attack therein (assuming at least one U-boat successfully interdicted the North Atlantic and/or the US Coastal Water Convoy Route sea area). The German player is entitled to one “Happy Time” roll if only the North Atlantic Convoy Route sea area, or if only the US Coastal Water Convoy Route sea area is successfully interdicted, or up to two “Happy Time” rolls if both the North Atlantic and the US Coastal Water Convoy Route sea areas are interdicted (during the same Strategic Warfare Phase). After the “Happy Time” roll(s), the die (or dice) roll result(s) are then added to the total EP loss(es) inflicted upon the Western Allies during that same Strategic Warfare Phase. As per [2.25], the “Happy Time” EP loss(es) are borne by the nation wherein the “Happy Time” roll occurs. If any successful U-boat Convoy Interdiction occurs in the US Coastal Water Convoy Route sea area, the “Happy Time” EP loss(es) are borne by the US. If any successful U-boat Convoy Interdiction occurs in the North Atlantic Convoy Route sea area, the “Happy Time” EP loss(es) are borne by the UK.
NOTE: The “Happy Time” roll(s) do not supersede any interdicting U-boat’s preset Convoy EP Damage quotient (i.e., an interdicting U-boat that effectuates a “Happy Time” roll applies its Convoy EP Damage quotient normally; see [2.23]). Only successfully interdicting U-boats (in the North Atlantic and/or the US Coastal Water) are eligible to effectuate “Happy Time” roll(s). Axis surface naval units (including Auxiliary Cruisers) and/or Axis bombers are never applicable when determining “Happy Time” eligibility.
[2.25] Division of EP Losses
All EP losses occurring in any Atlantic Convoy Route sea area, the Indian Ocean, the Persian Gulf and/or the Red Sea are borne by the UK. All EP losses occurring in the US Coastal Water Convoy Route sea area are borne by the US.
NOTE: US lend-lease to the UK does not modify the aforementioned partition of EP losses.
If the Arctic Convoy Route is “open”, all inflicted EP losses occurring in any Arctic Convoy Route sea area are borne by the Western Allies and the Soviet Union jointly. In such a case, EP losses occurring in any Arctic Convoy Route sea area are divided evenly between the sending nation(s) and the Soviet Union. If both the UK and the US sent lend-lease EPs to the Soviet Union, the total EP loss is divided equally among the UK, US and the Soviet Union (i.e., divided by three), regardless of the actual UK-to-US lend- lease EP ratio (e.g., even if the US is actually sending a higher proportion of lend-lease EPs than the UK). If the total EP loss in the Arctic Convoy Route is not evenly divisible, the Western Allies must always suffer the greater amount. Furthermore, the UK must always suffer the loss of any EP remainder, unless only the US is sending lend-lease EPs to the Soviet Union. All EP losses are divided as specified above, regardless of the inflicting agent(s), or any combination thereof.
[2.26] Interdicting the German Iron Ore Route
The German Iron Ore Route represents the principal iron ore shipping lanes along the Norwegian and Swedish coastlines, and is susceptible to interdiction during the Strategic Warfare Phase (during the Iron Ore Route Interdiction Step). The German Iron Ore Route is considered interdicted (with the resulting effect) if any of the following circumstances apply:
-
CONDITION 1: Sweden is currently an unconquered Axis-enemy (or an Allied-conquest).
-
EFFECT: Germany must suffer a loss of EPs equal to 4 (6-sided) dice during the Strategic Warfare Phase. If at least one of the Galivare resource hexes (hex W 5630, W 5730 or W 5629) is occupied by any Axis land unit (in supply), then Germany suffers a loss of EPs equal to 3 dice. If at least two of the Galivare resource hexes are occupied by any Axis land units (in supply), then Germany suffers a loss of EPs equal to 2 dice. If all of the Galivare resource hexes are occupied by any Axis land units (in supply), then Germany suffers a loss of EPs equal to 1 die.
-
CONDITION 2: Norway is currently an unconquered Axis-enemy (or an Allied conquest) during any “W” monthly game-turn.
-
EFFECT: Germany must suffer a loss of EPs equal to 2 (6-sided) dice during the Strategic Warfare Phase. If Narvik (W 5828) is presently occupied by any Axis land unit (in supply), then Germany only suffers the loss of EPs equal to 1 die.
-
CONDITION 3: If Sweden is a German ally (or a German conquest), but hex(es) W 5630, W 5730 and W 5629 are occupied by any Axis-enemy land unit(s).
-
EFFECT: Germany must suffer a loss of EPs equal to 4 (6-sided) dice during the Strategic Warfare Phase. If only two of the Galivare hexes are occupied by any Axis-enemy land unit(s), Germany suffers a loss of EPs equal to 3 dice. If only one of the Galivare hexes are occupied by any Axis-enemy land unit(s), Germany suffers a loss of EPs equal to 2 dice.
-
CONDITION 4: If any Norwegian or a Swedish red-dashed coastal hex(es) from Narvik (W 5828) to Stockholm (W 4630) are presently occupied by any Axis-enemy naval unit(s) - including tactical submarine units, but not STPs - during any “W” monthly game-turn.
NOTE: The Norwegian Iron Ore Route (the red dashes) is only susceptible to Iron Ore Interdiction during Winter weather monthly game-turns (the Norwegian Iron Ore Route is assumed to be inactive during non-Winter monthly game-turns).
-
EFFECT: Germany must suffer a loss of EPs equal to 2 (6-sided) dice during the Strategic Warfare Phase. If Norway is neutral, Germany only suffers an EP loss equal to 1 die, unless the interdicting naval unit is a tactical sub, in which case Germany suffers a loss of EPs equal to 2 dice, regardless. Any naval unit(s) that are employed as Iron Ore Route interdictors (during the Strategic Warfare Phase) are not considered to be automatically Activated for the duration of that same monthly game-turn. Any such naval unit(s) are eligible to function normally during the subsequent Phases of that monthly game-turn. However, players must remember that naval units that move during the End Phase (to an Iron Ore Route hex) are not applicable when determining Iron Ore Route interdiction during the ensuing Strategic Warfare Phase.
-
CONDITION 5: If any Swedish blue-dashed coastal hex(es) from W 5230 to hex W 4630 are occupied by any Axis-enemy naval unit(s) - including tactical subs, but not STPs - during any “M” or “F” weather monthly game-turns.
NOTE: The Swedish Iron Ore Route (the blue dashes) is only susceptible to Iron Ore Interdiction during non-Winter weather monthly game-turns (the Swedish Iron Ore Route is assumed to be frozen and inactive during Winter monthly game-turns).
- EFFECT: Germany must suffer a loss of EPs equal to 2 (6-sided) dice during the Strategic Warfare Phase.
Any naval unit(s) that are employed as Iron Ore Route interdictors (during the Strategic Warfare Phase) are not considered to be automatically Activated for the duration of that same monthly game-turn. Any such naval unit(s) are eligible to function normally during the subsequent Phases of that monthly game-turn. However, players must remember that naval units that move during the End Phase (to an Iron Ore Route hex) are not applicable when determining Iron Ore Route interdiction during the ensuing Strategic Warfare Phase.
-
CONDITION 6: Narvik (W 5828) is occupied by an Axis-enemy land unit (but not including Norwegian partisans) during any “W” weather monthly game-turn, and Sweden is not currently a conquest of an Axis-enemy.
-
EFFECT: Germany must suffer a loss of EPs equal to 2 (6-sided) dice during the Strategic Warfare Phase. Germany suffers the loss of EPs equal to 3 dice if Malmo (W 4127) or Stockholm (W 4630) is also occupied by an Axis- enemy land unit in any “W” weather monthly game-turns.
-
CONDITION 7: If Sweden is an Axis conquest, but any Swedish partisans occupy hex(es) W 5630, W 5730 and W 5629.
-
EFFECT: Germany must suffer a loss of EPs equal to 4 (6-sided) dice during the Strategic Warfare Phase. If only two of the Galivare hexes are occupied by any Swedish partisans, Germany suffers a loss of EPs equal to 3 dice. If only one of the Galivare hexes are occupied by any Swedish partisan(s), Germany suffers a loss of EPs equal to 2 dice. All Iron Ore Interdiction Conditions and Effects are cumulative, although no more than 4 dice may ever be rolled per the same monthly game-turn as a result of Iron Ore Interdiction. Additionally, the Iron Ore Interdiction may only occur once per each monthly game-turn, even if several of the conditions apply simultaneously. Of the prevailing conditions, the condition(s) enforcing the most Strategic Warfare dice rolls always applies.
NOTE: Soviet submarine units performing Iron Ore Interdiction (regardless of which dashed hexes they interdict), always suffer a -1 die roll penalty.
PART 3: NAVAL OPERATIONS
Naval operations entail Convoy Interdiction, Convoy Escort, Naval Interception and Combat, Naval Transport, Naval Bombardment, and Submarine Harbor Infiltration, delineated as follows:
[3.0] Naval Unit Stacking
There is no limit to the number (or types*) of naval units that may occupy the same sea area or coastal hex (unless in port; see [3.15]). Furthermore, allied nations may freely combine naval units (if occupying the same sea location) during naval movement, naval interceptions, and/or naval combat. Multiple naval units, stacks or task forces in the same large sea area may be stacked together, or stacked separately, and are regarded as together or separately, respectively, in any such case (see [3.6]). Despite the lack of specific hexes in any large sea area, any naval units, stacks or task forces that are stacked together (in a large sea area) are assumed to occupy the same sea location (functionally equivalent to a normal hex) for all intents and purposes. Conversely, separate naval units, stacks and/or task forces (i.e., not stacked together) are considered to occupy separate sea locations, and are actuated, moved and intercepted separately.
*Submarine units may not be stacked (in the same hex) with any other friendly surface naval unit, or other friendly submarine (except when docked in port). If a particular naval movement will result in a submarine becoming stacked with any other friendly surface naval unit (or other friendly submarine), the owning player may opt to “bump” the non-moving chit (i.e., either the submarine or the surface naval unit) one legally accessible adjacent sea hex. The enemy player, however, may choose which adjacent sea hex that the non-moving chit is bumped to (if legally accessible).
[3.1] Task Force Chits
Each of the major powers is provided with an allotment of individually numbered “Task Force” chits. Each Task Force chit is used to signify the specific map location of aggregated naval unit chits (which would otherwise be overly cumbersome to handle during game play). As such, each of the “Task Force” chits corresponds to an identically numbered Task Force Box printed on the map, which is used to accommodate all of the naval chits represented by that particular “Task Force” chit. There is no limit to the number of naval chits that may be assigned to any particular Task Force chit, although all of the map’s Port Capacity limits must be strictly observed.
There is no limit to the number of authentic Task Force chits that may be on the map at any one time, and players are free to create their own additional Task Force chits as needed or desired to augment the allotment of “Task Force” chits provided in the game. No “Task Force” chit, however, may ever be in play without at least one naval chit in its corresponding Task Force Box, unless optional rule [11.3] is in effect, in which case no more than one “Task Force” chit may actually be a Dummy Task Force. Usage of any “Task Force” chits is never required; they exist solely to aid in the movement and organization of naval chits during game play.
The game’s allotment of “Task Force” chits is tabulated as follows:
-
FRANCE: French TF 1, French TF 2, French TF 3, French TF 4, French TF 5, French TF 6 and French TF 7.
-
GERMANY: German TF 1, German TF 2 and German TF 3.
-
ITALY: Italian TF 1, Italian TF 2 and Italian TF 3.
-
UK: UK TF 1, UK TF 2, UK TF 3, UK TF 4, UK TF 5, UK TF 6, UK TF 7, UK TF 8 and UK TF 9.
-
US: US TF 1, US TF 2, US TF 3, US TF 4, US TF 5, US TF 6 and US TF 7.
-
SOVIET UNION: USSR TF 1, USSR TF 2 and USSR TF 3.
NOTE: US “Task Force” chits are actually printed on the reverse side of the French “Task Force” chits. Moreover, US naval chits use the French Task Force boxes when France has been conquered.
[3.2] Naval Movement Mechanics
Naval units may move during the Naval and Air Phase, the Offensive Phase and/or the End Phase, explained as follows: All types of naval units (except U-boats*) are moved incrementally in terms of movement points (MPs). As such, each naval unit chit is allotted a specific movement point allowance (printed as the lower right number of each naval unit chit). Accordingly, each naval unit chit is eligible to be moved (once per Naval and Air Phase, Offensive Phase and/or End Phase) within or up to the extent of its own printed movement (into and/or through any sea areas and/or coastal hexes) during an eligible friendly movement option (see [3.4]).
*U-boat chits (which are governed by different movement rules) do not possess a printed movement number (see [3.5]).
NOTE: Reactive naval interception movement is resolved per the normal Reactive naval interception rules, irrespective of any naval unit’s actual printed movement, or the normal naval movement procedure (see [3.6]).
Naval units may be moved either individually (i.e., as an individual naval unit chit), or as conglomerate stacks (moving together). A stack of naval units can be placed on the map itself (as a literal stack of naval unit chits), or may be assigned to a specific Task Force chit (see [3.1]). In either case, a stack (or task force) of naval units can be moved together (up to the extent of the slowest naval unit’s printed movement), or can be moved individually (at which time, each individually moving naval unit chit is no longer considered to be part of that stack or task force).
Naval Movement Costs
There are basically three distinct types of sea “locations”, each requiring a different MP cost (i.e., the amount of movement points required to enter therein) when (and each time) entered, tabulated as follows:
-
Large sea areas (non-hexed): Any dark blue sea area without any actual hexes (such as the North Atlantic Ocean sea area) requires a specific MP cost, as indicated by the printed “MP = #” within the large sea area itself (e.g., the North Atlantic Ocean sea area contains an “MP = 20”). In this regard, the MP cost of most large non-hexed sea areas vary. Each large sea area is divided from any other adjacent sea area(s) by a thick, light blue border line.
-
Sea areas (hexed): Any dark blue sea area comprised of dark blue hexes (such as the Baltic sea area) requires a specific flat entrance cost of 3 MPs, regardless of how many hexes are actually traversed therein, or any particular hex path. A naval unit, stack or task force must be moved along a specified path* of connecting sea hexes, however, despite the flat entrance cost. Each sea area is divided from any other adjacent sea area(s) by a thick, light blue border line.
*If all relevant players agree that it is unnecessary to move along a specified path (e.g., if it is understood that no enemy air or naval interception is possible), then a player may simply move his naval unit(s) from sea area to sea area, and account for all accrued MPs as the naval unit(s) are moved.
- Coastal hexes: Any light blue hex (such as W 4425) requires a cost of 1 MP per each hex. Naval units, stacks or task forces cannot move from any coastal hex to another coastal hex across an all-land hexside. Naval movement to or from a coastal hex to another coastal hex (or a sea area) must follow an uninterrupted water path (i.e., it may not cross over land).
NOTE: Naval units do not expend any movement points to enter or exit any port (when in a port hex), although a port is always considered to be a distinctly separate location. To enter any port, the owning player must simply declare the moving naval unit, stack or task force (if in the port’s hex) to be “entering port”. Accordingly, players should place an “In Port” chit atop any such naval unit(s).
A naval unit may move into and/or through any consecution of hexes and/or sea areas during naval movement. However, a naval unit cannot enter any hex or sea area unless it currently retains sufficient (i.e., unexpended) MPs to do so (per each naval unit’s current printed movement allotment). A naval unit is always permitted to move into at least one sea area (regardless of the naval unit’s available movement), if it has not yet moved during the current Phase. In such a case, however, the moving naval unit is always assumed to expend its entire movement allotment in doing so.
Naval Embarkation Costs
If any CL/DD combination(s) and/or STP(s) begin the Naval and Air Phase docked in a particular port, no MPs are ever required to embark any unit(s) presently in that port hex. However, if any CL/DD combination(s) and/or STP(s) do not begin the Naval and Air Phase docked in an intended embarkation port, the CL/DD combination(s) and/or STP(s) may move to that port (from another port or sea location) and then embark any unit(s) in that port (if not conducting an Amphibious Assault). In such a case, a CL/DD combination and/or STP must expend 1/2 of its printed movement to embark any unit(s) in that port hex. If a CL/DD combination and/or STP lacks sufficient available movement to do so, then no embarkation is permitted at that time.
NOTE: Sea Supply chits are always embarked at no MP cost.
Any STPs that will be conducting an Amphibious Assault must begin the current Naval and Air Phase in the embarkation port (with the assaulting land units).
[3.3] Special Naval Movement Considerations
The following map locations are governed by special naval movement rules, explained as follows:
Boxes
- Allied naval units need not expend any movement points to enter any nation box (i.e., Canada, Iceland, India, Iraq or the US) from an adjoining sea area. Of course, when in a nation box, entering any adjoining sea area requires the normal MP cost. Only Allied units may enter any nation box*.
*If the Axis capture the Iraq Transit Box, it may be used as an Axis box (i.e., port). If playing a Combined Game, the India box will become an Axis box if India (in the Pacific Theater) is conquered by the Axis.
Canals
-
Kiel Canal Naval units can move through the Kiel canal from an adjacent coastal hex, If every land hex bordering the Kiel canal is also friendly-controlled (i.e., hexes W 3823, W 3824, W 3925 and W 3924). Movement through the Kiel canal is to be calculated as 1 MP per canal hexside (i.e., 4 MPs to enter and exit the Kiel canal from end to end).
-
Panama Canal During a Combined Game (only), the Panama Canal hex (W 3303) functions as a special canal, essentially connecting the European and Pacific Theaters. No naval unit may enter or traverse the Panama hex unless permitted by the US player, even if the US is presently neutral. Movement into or through the Panama canal is 1 MP (e.g., to exit one theater and enter another). In any case, the Panama hex is considered to be a US Major Port.
-
Suez Canal Naval units can move through the Suez canal from an adjacent coastal hex, If every land hex bordering the Suez canal is also friendly-controlled (i.e., hexes E 5720, E 5721, E5619, E 5620 and E 5520). Movement through the Suez canal is to be calculated as 1 MP per canal hexside (i.e., 4 MPs to enter and exit the Suez canal from end to end).
Frozen Ports
- During any Winter (W) weather monthly game-turns, Archangel (E 0626), Leningrad (E 1429), Liepaja (W 4333), Riga (E 1933), Stockholm (W 4630), Tallinn (E 1633) and Helsinki (W 4734) are all considered to be frozen. As such, no naval units (including subs) may enter or exit any of these ports. During any enemy land combat attack against a frozen port, any naval unit(s) there may contribute their own gunnery rating (if any) to the defense of that hex normally (see [5.14]). If a frozen port is captured by enemy land units, all naval units presently docked there are considered to be automatically (and immediately) sunk (and unsalvageable). Any such naval unit(s) are not eligible to be “scrapped”.
Ports
-
Capetown Allied naval units need not expend any movement point to enter the Capetown hex. Any Allied naval unit that is in the Indian Ocean sea area or South Atlantic Ocean sea area can simply enter the Capetown port at no MP cost. Of course, when in the Capetown hex, entering the Indian Ocean sea area or the South Atlantic sea area requires the normal MP cost. Only Allied units may enter the Capetown hex.
-
London London (W 3616) is only usable as a port if the owning player also controls Harwich (W 3617) and Dover (W 3517). As such, no naval unit can enter the London hex if Harwich or Dover is an enemy controlled hex.
Straits
- Denmark: Kattegat (W 4325 - W 4326)
If the Axis currently control Copenhagen (W 4126) and/or Aalborg (W 4224) in Denmark, no Allied naval unit may traverse hex W 4325 or W 4326. Any Allied naval unit(s) may enter hex W 4325 or W 4326, although - when exiting either hex - any such naval unit(s) must exit via the same hexside as entered (i.e., back the way it came).
- Denmark: Ferry Crossing (W 4024 - W 4025)
If the Axis currently control both sides of the Denmark Ferry Crossing symbol (hexes W 4024 and W 4025), no Allied naval unit may traverse hex W 4024 or W 4025. Any Allied naval unit(s) may enter hex W 4024 or W 4025, although - when exiting either hex - any such naval unit(s) must exit via the same hexside as entered (i.e., back the way it came).
- Italy: Strait of Messina (W 1428 - W 1529)
If the Axis currently control Messina (W 1428) in Sicily, no Allied naval unit may traverse hex W 1428 or W 1529. Any Allied naval unit(s) may enter hex W 1428 or W 1529, although - when exiting either hex - any such naval unit(s) must exit via the same hexside as entered (i.e., back the way it came).
- Italy: Strait of Otranto (W 1831 - W 1832)
If the Axis currently control Durazzo (W 1932), hex W 1831 and/or Valona (W 1733) in Albania, no Allied naval unit(s) may traverse hex W 1831 or W 1832. Any Allied naval unit(s) may enter hex W 1831 or W 1832, although - when exiting either hex - any such naval unit(s) must exit via the same hexside as entered (i.e., back the way it came).
- Soviet Union: Kerch Strait (E 3421 - E 3420)
If the Soviets (not Western Allies) currently control hex E 3421 and/or E 3420, no Axis naval unit(s) may traverse hex W 3421 or W 3420. Any Axis naval unit(s) may enter hex W 3421 or W 3420, although - when exiting either hex - any such naval unit(s) must exit via the same hexside as entered (i.e., back the way it came).
- Turkey: Bosporus (E 4226 - E 4225)
If Turkey currently controls hex E 4226 and/or E 4225, no naval unit may traverse hex E 4226 or E 4225. Any naval unit(s) may enter E 4226 or E 4225, although - when exiting either hex - any such naval unit(s) must exit via the same hexside as entered (i.e., back the way it came).
- Turkey: Dardanelles (E 4428 - E 4329)
If Turkey currently controls hex E 4428 and/or E 4329, no naval unit (except Turkish) may traverse hex E 4428 or E 4329. Any naval unit(s) may enter E 4428 or E 4329, although - when exiting either hex - any such naval unit(s) must exit via the same hexside as entered (i.e., back the way it came).
- UK: Strait of Gibraltar (W 1508 - W 1407)
If the UK currently controls Gibraltar (W 1508), no Axis naval unit (except Turkish) may traverse hex W 1508 or W 1407. Any Axis naval unit(s) may enter hex W 1508 or W 1407, although - when exiting either hex - any such naval unit(s) must exit via the same hexside as entered (i.e., back the way it came).
Special Submarine Infiltration (Straits)
Tactical Submarine units may attempt to “infiltrate” an otherwise impassable strait (only). To do so, the submarine unit must move into the specified strait hex itself (e.g., W 4325). At that time (i.e., during the Naval and Air Phase, Offensive Phase or End Phase), the owning player declares his intention to attempt a “submarine infiltration” and then simply rolls one die* (6-sided). If the die roll is a 1-3, then the submarine unit is not eligible to traverse the present strait (although it may move back out and onward, if it has any remaining MPs). In such a case, no combat occurs (unless a 1 is rolled; see below), although the submarine unit may not attempt any further “infiltration” (anywhere) during that same Phase. However, If the die roll is a 4-6, then the submarine unit is considered successfully through the strait, and may continue to operate normally on that side. A submarine unit is required to attempt an infiltration each time it intends to traverse any strait (mine) hex, regardless of any previous infiltration (e.g., a submarine unit that has successfully infiltrated the Kattegat - to get into the Baltic - must also successfully infiltrate the Kattegat to get out ).
*Apply a -1 to the die roll per each enemy DD and/or DE unit currently present in the same coastal hex. A die roll of “6” is always considered to be a successful “infiltration”, however, regardless of any modifier(s).
NOTE: The three “mine” depictions printed on the map serve as a memory aid, indicating that the inherent screen for any strait is always “3” (against submarine units).
If any submarine unit’s infiltration attempt die roll is a natural “1” (i.e., a physical die roll of 1, irrespective of any die roll modifiers), the submarine unit is then subject to one normal naval combat attack from the inherent “mines”, and one normal naval combat attack from any enemy Destroyer and/or Destroyer Escort unit(s) - whether depleted or full-strength - currently present in that same hex (to a maximum of 4). Afterward, the submarine unit is assumed to automatically dive (assuming it survived), and cannot be pursued.
[3.4] Naval Movement Procedure (During the Naval and Air Phase)
Any eligible naval units, stacks and/or task forces can be moved during the Naval and Air Phase to perform a variety of colloquial naval missions, such as naval escort, interception, patrol, pursuit, transport, et cetera. Naval units, stacks or task forces that enter any enemy hex (i.e., containing an enemy naval unit, stack or task force) are eligible to attempt naval interception (see [3.6]) and then engage in naval combat thereafter, if successful. Each naval engagement is attempted immediately following the fomenting naval interception. Naval combat is resolved immediately following a successful naval engagement attempt (see [3.6]). Initiative During the Naval and Air Phase, the player presently controlling the “Initiative” must decide whom (i.e., which side) will move the first naval unit, stack or task force of the current Naval and Air Phase. The player controlling the “Initiative” may choose to move the first naval unit, stack or task force, or compel the opposing side to move the first naval unit, stack or task force. A player that controls the Initiative may not actually dictate which opposing player must move the first naval unit, stack or task force, however. Rather, in such a case, the opposing players must decide amongst themselves whom shall conduct the first naval movement. If two or more allied players cannot agree whom will move first, the player with the higher tally of Offensives (as is determined at the beginning of the season) is the final arbiter (resolving any ties with a die roll).
NOTE: If playing a Combined Game, Initiative in Europe is not applicable to the Pacific, and vice versa. Alternating Naval Movement Once decided, the player moving first may then move one naval unit, stack or task force (only) of his own nationality (or alliance) within or up to the extent of that naval unit’s, stack’s or task force’s printed movement. If a player prefers not to move any naval units, stacks or task forces (when optioned to do so), he may simply declare a “pass” instead.
NOTE: A naval stack or task force may move no further than the slowest naval unit it contains (although a stack or task force may “drop off” slower naval units as it moves, thereby permitting the quicker naval units to continue moving). If a particular player has completed the movement of one naval unit, stack or task force (or “passed”), the option to move a naval unit, stack or task force is then ceded to the enemy players. Those enemy players must decide amongst themselves whom shall conduct a naval movement at this time (if they cannot agree, the enemy player with the preponderance of purchased Offensives is the final arbiter). Then, that enemy player may opt to move one naval unit, stack or task force (or declare a “pass”). Afterward, the option to move another naval unit, stack or task force is ceded back to the other players again. As usual, those players must decide whom will move next. In this case, however, a player that has not yet moved is always prioritized before another friendly player that has already moved (if the players cannot agree whom will move next), regardless of any preponderance of Offensives (i.e., the player that moved last must yield to the next friendly player). Of course, a player (that has not yet moved) may freely bequeath his movement option to any other friendly player, or may simply “pass” altogether. In either case, after that player has completed the movement of one naval unit, stack or task force (or has “passed”), the option to move another naval unit, stack or task force is ceded to the enemy players again. Each side (i.e., the Allied side and the Axis side) must alternate naval movement in this way (i.e., moving one naval unit, stack or task force at a time, throughout the naval movement segment of the Naval and Air Phase), until all eligible players have verbally “passed”.
*If all players opt to “pass” (or have completed all intended naval movement), the naval movement segment of the Naval and Air Phase then ends.
Naval Movement Procedure
During a player’s own movement option, he may actuate one naval unit, one stack (i.e., any number of multiple naval units within the same hex) or one task force*. If a player is simply moving one naval unit chit, he simply moves that naval unit from its current hex or location (moving along an incremental path of hexes or sea areas) to an intended destination hex or sea location (within or up to the extent of its printed movement). Only a naval unit, stack or task force that has not yet moved (during the current Phase) is eligible to move during a friendly movement option (unless conducting a Reactive naval interception; see [3.6]). Moreover, if any naval unit, stack or task force has already conducted a successful naval interception (i.e., whether an Active or Reactive naval interception), that naval unit, stack or task force is not eligible to move subsequently during the current Phase.
*A moving stack or task force may move no further than the slowest naval unit it contains (although a stack or task force may “drop off” slower naval units as it moves, thereby permitting the quicker naval units to continue moving).
NOTE: Moving naval units, stacks and/or task forces are susceptible to enemy air interception (see [4.15]) and enemy Reactive naval interception (see [3.6]) as they move, if moving within enemy (air or Reactive naval) interception range, even if the intercepting enemy player had passed during his own preceding naval movement option.
Moving Naval Stacks
A stack of naval units (i.e., multiple friendly naval units stacked together in the same hex or sea area) can also be moved from its current hex or location (moving along an incremental path of hexes or sea areas) to an intended destination hex or sea location. Before its movement, the owning player must arrange a stack’s naval units to indicate which naval units in that stack will be moving, and which naval units will remain behind in the stack’s current hex or sea area (unless the entire stack will be moving).
Any naval unit(s) that shall remain behind (i.e., naval units that will not be moving with the stack) cannot be moved during the present naval movement option, but will be eligible to be moved normally during any subsequent naval movement option (unless moved previously during that same Phase).
NOTE: A moving naval stack may not include any naval unit(s) in that same hex or sea area that had moved previously (during the same Phase), even if currently stacked with that moving naval stack.
If a player is moving a stack of naval units, he must move the stack as a singular fleet or flotilla (notwithstanding any naval units that will remain behind). A moving stack of naval units may not be split up (during the same naval movement option) or moved in different directions and/or to different locations.
A moving stack of naval units may “drop off” any naval unit(s) within that stack into any hex or sea location it enters (i.e., as it is moving), and continue to move thereafter (if desired). Moreover, a moving stack is free to drop off any (and as many) naval units it contains, provided it actually enters each such hex or sea location (where each naval unit is “dropped off”), although any naval unit(s) that are “dropped off” may not be moved thereafter, during that same Phase (i.e., a “dropped off” naval unit’s movement is considered ended for that Phase), even if they retain unexpended MPs.
Moving Task Forces
Like a naval stack, a task force may be moved from its current hex or location (moving along an incremental path of hexes or sea areas) to an intended destination hex or sea location. If a task force contains multiple naval units, the owning player must remove any naval units (from the corresponding task force box) that will not be moving with that task force (if any). Such naval unit’s (if any) are simply placed in the task force’s current hex or sea area, thus indicating that they shall remain behind in the task force’s current hex or sea area. Any naval unit(s) that shall remain behind (i.e., naval units that will not be moving with the task force) cannot be moved during the present naval movement option, but will be eligible to be moved normally during any subsequent naval movement option (unless moved previously during that same Phase).
NOTE: A moving task force may not include any naval unit(s) in that same hex or sea area that had moved previously (during the same Phase), even if stacked with that moving task force.
If a player is moving a task force, he must move the task force as a singular task force (notwithstanding any naval units that will remain behind). A moving task force may not be split up into multiple task forces and/or naval units (during the same naval movement option) or moved in different directions and/or to different locations.
A moving task force may “drop off” any naval unit(s) in that task force into any hex or sea location it enters (i.e., as it is moving), and continue to move thereafter (if desired). Moreover, a moving task force is free to drop off any (and as many) naval units it contains, provided it actually enters each such hex or sea location (where each naval unit is “dropped off”), although any naval unit(s) that are “dropped off” may not be moved thereafter, during that same Phase (i.e., a “dropped off” naval unit’s movement is considered ended for that Phase), even if they retain unexpended MPs.
Combining Naval Units
At the outset of the Naval and Air Phase, Offensive Phase and/or End Phase, a player may organize any naval units (in the same hex) in whatever manner he prefers. A player may formulate ad hoc stacks and/or groups of naval units, or he may assign them to specifically numbered task force chits (which correspond to a specific task force “holding box” printed on the map). Of course, naval units - if in port - must abide by all Port Capacity limits, regardless of their composition.
Moreover, however, a moving naval unit, stack or task force may also “pick up” any other friendly stationary naval unit(s), stack(s) and/or task force(s) as it moves (if entering the same hex or sea area), provided that they have not previously moved during the current Phase. If a friendly stationary stack or task force contains some naval units that have already moved, those naval units cannot be “picked up” (although the other naval units can be adjoined with the moving naval unit, stack or task force normally). Any friendly naval unit, stack or task force that is adjoined with a moving naval unit, stack or task force is automatically assumed to have expended the same number of MPs, up to that point, as the moving naval unit, stack or task force.
NOTE: There is no limit to the number of naval units that may join a moving naval unit, stack or task force. Standby Status Considerations If any naval unit, stack or task force moves more than half of its own printed movement (during the Naval and Air Phase), it may not be Activated (e.g., moved) during the ensuing Offensive Phase. However, any naval unit, stack or task force that moves less than (or up to) half of its own printed movement (during the Naval and Air Phase) may be assigned to Standby status (and thus marked with a “Standby” chit at the conclusion of its naval movement), even if that naval unit, stack or task force didn’t actually move. Any naval unit, stack or task force that did not move is not required to be assigned to Standby status, although any naval unit, stack or task force that is assigned to Standby status is considered a naval movement option nonetheless.
NOTE: If some naval units in a stack or task force have moved more than half of their printed movement, those units may not be assigned to Standby status (and may not be marked with a Standby chit). If the parent stack or task force is Activated during the ensuing Offensive Phase, those naval units must be excluded from any activation or movement during the Offensive Phase.
A naval unit, stack or task force that has not moved more than half of its own printed movement (and is thus assigned to Standby Status) is eligible to conduct a Reactive naval interception during the Naval and Air Phase normally (see [3.6]), although that intercepting naval unit, stack or task force will become marked as “Active” if its Reactive naval interception is successful. Any naval unit, stack or task force that is on Standby status may be Activated (and moved) during the ensuing Offensive Phase (via a Sea Offensive), per the stipulations of [3.12].
Regardless of a naval unit’s, stack’s or task force’s movement status during the Naval and Air Phase (or Offensive Phase), every naval unit (if at sea) is eligible to move again during the End Phase.
[3.5] Moving U-boats
U-boats function and operate differently than tactical submarine units (see [3.29]), and do not possess any printed gunnery, armor or movement rating, explained as follows:
U-boats are unique inasmuch as they are only eligible to move during the Naval and Air Phase and the End Phase. Furthermore, U-boats are only eligible to move from a German controlled port to a Convoy Route sea area (i.e., any eligible large sea area with a map-printed U-boat silhouette) during the Naval and Air Phase (i.e., during a friendly naval movement option), or from a Convoy Route sea area to any German controlled port during the Naval and Air Phase (during a friendly naval movement option) or during the End Phase.
U-boats, however, are not moved incrementally along a path of sea areas or hexes, but may be automatically “deployed” to any eligible* Convoy Route sea area(s). Thus, during an Axis naval movement option, the Axis player may simply pick up any eligible U-boat chit (if presently in port, or if it had not participated in Convoy Interdiction during the preceding Strategic Warfare Phase) and then place it in an intended (and eligible) Convoy Route sea area. Accordingly, a U-boat cannot be intercepted as it moves (whether to or from any Convoy Route sea area).
*See [2.14] regarding eligible U-boat deployments.
Notwithstanding U-boats that are docked in port, no U-boat may ever exist (as a U-boat) outside of any Convoy Route sea area. Additionally, no U-boat can ever intercept or attack any naval unit game piece during the Naval and Air Phase and/or End Phase, although neither can any U-boat be intercepted or attacked by any naval unit game piece during the Naval and Air Phase and/or End Phase. All naval combat involving U-boats is resolved during the Strategic Warfare Phase only (see [2.16]).
[3.6] Naval Interception
Naval interception is the necessary procedure to engage an enemy naval unit, stack or task force (with a friendly naval unit, stack or task force). If a successful naval interception occurs, naval combat is then immediately commenced (see [3.17]), unless evaded (see [3.8]). There are two types of naval interception; Active naval interception, and Reactive naval interception:
- Active Naval Interception occurs when a player (during his own naval movement option) moves a friendly naval unit, stack or task force from a port or sea location to another eligible sea location (within the naval unit’s, stack’s or task force’s allowable movement range), and attempts to successfully engage (intercept) an enemy naval unit, stack or task force in that same location. Only a naval unit, stack or task force that has not previously conducted an Active or a successful Reactive naval interception during the same Phase is eligible to conduct an Active naval interception.
When a player contrives to conduct an Active naval interception (per his own naval movement option), he may only actuate one particular friendly (and eligible) naval unit, stack or task force to do so (i.e., from one particular hex or sea area location), in addition to any other friendly naval unit(s), stack(s) and/or task force(s) it convokes (in any hex it enters) en route, if any (see Active Naval Interception Procedure below). Separate friendly naval units, stacks or task forces (in different locations) cannot be converged (from different locations and movement paths) to intercept a particular enemy naval unit, stack or task force during the same naval movement option.
A naval unit, stack or task force may - at any time during its Active naval interception movement - voluntarily abridge, modify or suspend its intended Active naval interception movement. Afterward, its movement is considered ended for the Phase, nonetheless, although it is eligible to attempt Reactive naval interception normally, if opportune.
- Reactive Naval Interception occurs when a player (during an enemy’s movement option) declares his intent to “intercept” a moving enemy naval unit, stack or task force, from a port or sea location to another eligible location (within the friendly naval unit’s, stack’s or task force’s eligible naval interception range), and attempts to successfully engage (intercept) that moving enemy naval unit, stack or task force in that declared location. Reactive naval interception requires no actual expenditure of MPs (because it is triggered by an enemy naval unit’s, stack’s or task force’s movement, and is limited to the specified naval interception range; see below). Only a naval unit, stack or task force that has not previously conducted a successful Active or a successful Reactive naval interception during the same Phase is eligible to conduct a Reactive naval interception. If a player is optioned to conduct a Reactive naval interception (i.e., as an enemy naval unit, stack or task force moves within naval interception range), he may attempt to intercept that moving enemy naval unit, stack or task force with as many (or as few) friendly (and eligible) naval units, stacks or task forces as are available (if within naval interception range). A player may attempt one Reactive naval interception at a time, or he may simultaneously converge multiple friendly naval units, stacks or task forces to attempt one or multiple Reactive naval interceptions at the same time (provided that they all are eligible to do so). A player may conduct a Reactive naval interception with one or some eligible naval unit(s), stack(s) or task force(s), while withholding others (e.g., perhaps to conduct a later opportune Reactive naval interception), or decline to conduct any Reactive naval interceptions altogether.
NOTE: If any naval unit, stack or task force fails a Reactive naval interception engagement attempt upon a moving enemy naval unit, stack or task force (even after moving to the interception hex), that particular naval unit, stack or task force is then permitted two possible movement options, immediately thereafter (see [3.10]).
Both types of naval interception can occur during the Naval and Air Phase and/or the Offensive Phase*, but not during the End Phase. Regardless of the type of naval interception (Active or Reactive), all naval interception attempts (and resultant naval combat engagements, if any) must be resolved as they occur (i.e., as they are attempted). If any concurrent Air-Naval attacks (and/or incited air combat engagements) occur as well, they are always resolved as they are declared, and before any pending naval interception engagement (see [4.15]).
*An “Active” naval unit, stack or task force is not eligible to conduct any naval interception during the Offensive Phase.
NOTE: Despite the lack of specific hexes in any large sea area, any naval units, stacks or task forces that are stacked together (in a large sea area) are assumed to occupy the same sea location (functionally equivalent to a normal hex) for all intents and purposes. Conversely, separate naval units, stacks and/or task forces (i.e., not stacked together) are considered to occupy separate sea locations, and are actuated, moved and intercepted separately.
Active Naval Interception Procedure
During a friendly movement option, a player may move an eligible naval unit, stack or task force from its current location (if not in a frozen port) along an incremental path of hexes (and/or large sea areas) toward an idle enemy naval unit, stack or task force (whether the enemy naval unit, stack or task force has already moved, or impends to move), and then into the enemy’s hex (or stacks with that enemy naval unit, stack or task force, if in a large sea area). An Active naval interception must be within the available movement allowance of the intercepting naval unit, stack or task force (i.e., from the intercepting naval unit’s, stack’s or task force’s start location*, and including the target hex).
*If both the interceptor and the target are in the same large sea area, the interceptor is always assumed to have enough naval movement to reach the enemy target naval unit, stack or task force (regardless of the printed MP = # within that large sea area).
During a naval movement option (when conducting an Active naval interception), a friendly moving (i.e., intercepting) naval unit, stack or task force - while en route to the enemy target hex - may move* into any sea hex(es) or sea area(s) containing any other friendly naval unit(s), stack(s) or task force(s), and thereby convoke any other naval unit(s) there to join with that moving naval unit, stack or task force (as it moves) and then collectively attempt to intercept and engage a targeted enemy naval unit, stack or task force. A friendly moving naval unit, stack or task force may convoke as many other friendly naval units, stacks or task forces as desired, provided that the moving naval unit, stack or stack force actually enters each convoked naval unit’s, stack’s or task force’s hex or sea area location. Separate friendly naval units, stacks or task forces (in different locations) cannot be converged (from different locations and movement paths) to intercept a targeted enemy naval unit, stack or task force during the same naval movement option. Each intended Active naval interception engagement must be attempted and resolved as it occurs.
*All participating and adjoined naval units must possess sufficient movement to reach the enemy target hex.
NOTE: A stack or task force cannot move any further than the “slowest” naval unit it is moving with. Any naval stack or task force, however, may “drop off” any slower naval unit(s) as it moves, thereby increasing the stack or task force’s overall allowable movement range.
As any naval unit, stack or task force moves, it is susceptible to enemy Reactive naval interception (if within naval interception range) by any eligible enemy naval unit, stack or task force (even if they had moved during a previous naval movement option). In such a case, the moving naval unit, stack or task force must be temporarily halted in the declared Reactive interception hex (or sea area), and the enemy Reactive intercepting naval unit, stack or task force is then moved from its present location along an incremental path of hexes (unless in a large sea area) toward the moving naval unit, stack or task force.
NOTE: An enemy naval unit, stack or task force that successfully conducts a Reactive naval interception will not be eligible to move afterward (during a subsequent naval movement option) during the current Phase, even if that enemy naval unit, stack or task force had not moved hitherto.
As an enemy naval unit, stack or task force moves to attempt a Reactive naval interception, any other eligible friendly naval unit, stack or task force may also then declare a Reactive naval interception (which is technically a Reactive counter-interception) if within naval interception range of that enemy naval unit, stack or task force. As such, the enemy naval unit, stack or task force must be temporarily halted in the declared Reactive counter-interception hex (or sea area), and the Reactive counter-intercepting naval unit is then moved from its present location along an incremental path of hexes (unless in a large sea area) toward the moving enemy naval unit, stack or task force. Additional Reactive naval counter-counter interceptions, Reactive naval counter- counter-counter interceptions (and so forth) can be extrapolated accordingly.
After resolving any and all Reactive naval interception attempts (and resultant naval combat, if any), the interrupted Active naval interception movement continues* normally (unless any preceding naval combat has crippled the movement thereof; see [3.17]).
*Although a player may - at any time during that movement - voluntarily abridge, modify or suspend his intended Active naval interception (e.g., if a moving task force had been crippled by a preceding naval combat engagement). After the conclusion of an Active naval interception movement (if concluded in an enemy naval unit’s, stack’s or task force’s hex or sea area location), the intercepting player may then attempt an Active naval interception engagement normally (see below). Each Active naval interception engagement attempt must be resolved as it occurs. If that player declines to attempt an Active naval interception engagement (at that moment), that particular naval unit, stack or task force is not eligible to move again (or to continue moving) during that Phase, except to attempt a subsequent Reactive naval interception from that location (if opportune).
NOTE: If an intercepting naval unit, stack or task force has entered any enemy naval unit’s, stack’s or task force’s sea location, but then failed the Active naval interception attempt, that intercepting naval unit, stack or task force cannot continue to move afterward (or attempt any other Active naval interceptions) during that same Phase. However, that naval unit, stack or task force (after failing the Active naval interception attempt) is eligible to attempt a subsequent Reactive naval interception from that location (if opportune).
After a naval unit, stack or task force conducts a successful Active naval interception, it is not eligible to move again or attempt any other naval interceptions (either Active or Reactive) during the current Phase. Of course, any such naval unit, stack or task force can - itself - be intercepted normally.
Reactive Naval Interception Procedure
Reactive naval interceptions can only occur during an enemy naval movement option, whereby a player may declare his intent to conduct a Reactive naval interception upon a moving enemy naval unit, stack or task force (i.e., as it is moving) with an eligible friendly naval unit, stack or task force. Reactive naval interception, however, is limited to a specific naval interception “range” (to which, the Reactive intercepting naval unit’s, stack’s, or task force’s printed movement is irrelevant), listed as follows:
[ A ] If interception is occurring from a port or coastal hex = May intercept in any adjacent sea area or within 3 coastal hexes.
[ B ] If interception is occurring from a sea area (any size) = May intercept in any adjacent coastal hex or within that sea area (i.e., any hex or location within that sea area).
A player can declare a Reactive naval interception attempt at any time during an enemy naval unit’s, stack’s or task force’s naval movement (if presently within the naval interception range at the moment of the declared Reactive naval interception attempt). If an enemy naval unit, stack or task force enters within naval interception range (but no Reactive naval interception is declared), and then moves beyond naval interception range, a Reactive naval interception may not then be declared retroactively. As such, the opportunity to do so (after the enemy has exited naval interception range) is simply lost. Of course, if that same enemy naval unit, stack or task force (or another enemy naval unit, stack or task force) subsequently reenters within naval interception range, a Reactive naval interception is again permitted normally, if otherwise legal.
NOTE: If an enemy naval unit, stack or task force is exiting a port (if within Reactive naval interception range), it may be intercepted in that port hex, but never in the port itself (because, until it is out of the port, it is not considered to be moving, regardless of any activity - such as rearrangements - within the port). Conversely, an enemy naval unit, stack or task force in a port’s coastal hex cannot be intercepted as it enters that port (from that same coastal hex). When a Reactive naval interception is declared, the moving enemy naval unit, stack or task force must be temporarily halted in the declared Reactive interception hex (or large sea area). Then, the friendly Reactive intercepting naval unit, stack or task force is moved from its present location along an incremental path of hexes (unless the Reactive naval interception is occurring in a large sea area*) toward the moving enemy naval unit, stack or task force (prefacing the naval interception engagement attempt).
*If the Reactive naval interception is occurring in a large sea area, the intercepting naval unit, stack or task force may be simply picked up and placed atop the moving enemy naval unit, stack or task force. If pertinent, all Reactive counter- interceptions and Reactive counter-counter-interceptions are applicable normally (and must be resolved per the normal sequence order, disregarding any specific procedures referring to “hexes”).
NOTE: A naval unit, stack or task force that successfully conducts a Reactive naval interception will not be eligible to conduct any naval movement or further naval interceptions afterward (i.e., during the current Phase), even if that naval unit, stack or task force had not moved hitherto.
As any friendly naval unit, stack or task force is moving to attempt a Reactive naval interception, any other* eligible enemy naval unit(s), stack(s) or task force(s) may then declare a Reactive naval interception upon that friendly naval unit, stack or task force (which is colloquially know as a Reactive counter-interception) if within naval interception range. As such, the friendly naval unit, stack or task force must also be temporarily halted in the declared Reactive counter-interception hex (or sea area). The Reactive counter-intercepting enemy naval unit, stack or task force is then moved from its present location along an incremental path of hexes (unless moving in a large sea area) toward that naval unit, stack or task force. Additional Reactive naval counter-counter interceptions, Reactive naval counter-counter-counter interceptions (and so forth) can be extrapolated accordingly.
*Other than the moving naval unit, stack or task force that is being intercepted.
NOTE: A naval unit, stack or task force that is subject to a Reactive naval interception (and is temporarily halted) may not - itself - conduct a Reactive counter-interception; it must remain idle until the Reactive naval interception (and any other resulting Reactive counter-interceptions, Reactive counter-counter-interceptions, etc.) have been concluded. After a Reactive intercepting naval unit, stack or task force has entered an enemy’s hex (after resolving any preceding Reactive counter-interceptions, counter-counter-interceptions, etc.), the intercepting player may then attempt a Reactive naval interception engagement normally (see below). Each Reactive naval interception engagement attempt must be resolved as it occurs. If a player fails a Reactive naval interception engagement attempt, that particular naval unit, stack or task force is then permitted two possible movement options immediately thereafter (see [3.10]).
NOTE: If a naval unit, stack or task force has not conducted an Active naval interception or a successful Reactive naval interception (during the same Phase) it may attempt innumerable Reactive naval interceptions - if opportune - (during an enemy’s naval movement option) until successful (i.e., until resulting in a successful Reactive naval interception). After a naval unit, stack or task force conducts a Reactive naval interception (if it is successful), it is not eligible to move again or attempt any other naval interceptions during the current Phase. Of course, any such naval unit, stack or task force can - itself - be intercepted normally.
Naval Interception Engagement
If opposing naval units, stacks and/or task forces occupy the same hex or sea location (immediately after Active or Reactive naval interception movement), the intercepting player may then resolve a naval interception attempt. The intercepting player may opt to intercept with some naval units, while excluding other naval units (if he desires). However, a successful naval interception must always intercept all of the enemy naval units in the same interception hex as a single fleet, even if the enemy naval units are formed into separate stacks and/or task forces (although naval units that are docked in port are considered to occupy a separate location from naval units that are outside of that port, even if in the same hex).
NOTE: Prior to a naval interception attempt, any intercepting naval units that move together are always assumed to form a single stack (while they are actually moving together), even if they comprise separate stacks and/or task forces.
EXCEPTION: Any enemy naval unit, stack or task force that attempted (but failed) to counter-intercept the intercepting naval unit, stack or task force (in that same hex) may be excluded from the other enemy naval unit(s) in the same location. Naval Interception Procedure When a player attempts a naval interception (whether an Active or Reactive naval interception), he may choose to organize the intercepting naval units as one aggregate search group, or he may divide them into multiple “search groups”. If the intercepting player chooses to form multiple “search groups”, each “search group” must comprise at least 3 friendly surface naval units. Each “search group” must contain at least one surface naval unit with a gunnery rating of “0” or greater*. Each “search group” is eligible to (and must) conduct a separate individual naval interception attempt (i.e., a separate die roll) upon the same targeted enemy naval unit, stack or task force.
*Destroyer Escorts (which do not possess a gunnery rating) can be solely formed into “search groups” if attempting to intercept an enemy submarine unit.
NOTE: A “search group” may comprise less than 3 surface naval units if it is the only “search group” that is attempting a naval interception in that hex. In such a case, only one naval interception attempt is resolved.
EXAMPLE: An intercepting task force contains 14 naval units (STPs are not counted); the intercepting player may form them into four “search groups” (two “search groups” of 3, and two “search groups” of 4) or as two “search groups” (one “search group” of 11, and one “search group” of 3, or perhaps two “search groups” of 7 apiece). The intercepting player may, however, simply intercept as a single task force of 14 naval units.
If the intercepting stack or task force is formed into multiple “search groups”, each “search group” is then arranged according to its base movement (i.e., in the order of the fastest to the slowest “search groups”). Then, the intercepting player must resolve each “search group’s” interception attempt (and resulting naval combat, if any) individually and sequentially (i.e., as it occurs), starting with the fastest “search group”, then the next fastest “search group”, to the slowest “search group”. Each successful naval interception immediately results in a naval combat engagement (before any subsequently pending naval interception attempts). Only the “search group” that has presently (and successfully) intercepted is eligible to engage in the resultant naval combat.
NOTE: The slowest naval unit (i.e., the naval unit with the lowest movement rating) in each “search group” mandates the “search group’s” overall speed.
To resolve each naval interception attempt, the intercepting player must roll one die (6-sided), unless Automatic Naval Interception applies (see [3.7]). On a die roll of “7” or greater, the targeted enemy naval unit, stack or task force is considered successfully intercepted, modified (cumulative, except where indicated as “-OR-”) as follows:
“Active” Naval Interception Modifiers
- +1 : If the target attacked (as a Strategic Warfare attack) a Convoy Route sea area this turn.
- +1 : Per friendly search group (always applies at least once).
- +1 : If the searching agent is a tactical submarine.
- +2 : If the interception is attempted in a coastal hex.
- +2 : If the target will be attempting an Amphibious Assault (that turn) in the hex of the naval interception.
- +1 : If any friendly air unit (non-ATP) is within range of the naval unit or task force (to its hex) being intercepted.
- +1 : If the target was successfully reconnoitered previously in the same hex (or sea area, if in a large sea area).
- -? : Any printed INT modifier when in a large sea area*.
- -1 : If “M” weather in an Severe weather zone.
- -2 : If “W” weather in an Severe weather zone.
- -1 : If the target is a submarine.
- -1 : For any inclement weather effects (see [1.0]).
- -1 : If the target is a single ship chit (i.e., not a task force).
- -1 : If the intercepting naval unit, stack or task force moved 10-13 MPs to reach the target hex (or large sea area) - OR -
- -2 : If the intercepting naval unit, stack or task force moved 14-16 MPs to get to the target hex (or large sea area) - OR -
- -3 : If the intercepting naval unit, stack or task force moved 17+ MPs to get to the target hex (or large sea area).
“Reactive” Naval Interception Modifiers
- +1 : If the target moved within 2 hexes of the interceptor. - OR -
- +2 : If the target moved within 1 hex of the interceptor.
- +1 : Per friendly search group (always applies at least once).
- +1 : If the searching agent is a tactical submarine.
- +2 : If the target exits a port, but the interceptor is in that port hex.
- +2 : If the interception is attempted in a coastal hex.
- +2 : If the target will be attempting an Amphibious Assault (that turn) in the hex of the naval interception.
- +1 : If any friendly air unit (non-ATP) is within range of the naval unit or task force (to its hex) being intercepted.
- +1 : If the target was successfully reconnoitered previously in the same hex (or sea area, if in a large sea area).
- -? : Any printed INT modifier when in a large sea area*.
- -1 : If “M” weather in an Severe weather zone.
- -2 : If “W” weather in an Severe weather zone.
- -1 : For any inclement weather effects (see [1.0]).
- -1 : If the target is a single ship chit (i.e., not a task force).
- -1 : Intercepting ships were “in port” at the moment when the naval interception movement began.
*Non-hexed large sea areas automatically impose a negative interception penalty (either a -1, -2, or -3), as indicated by the printed INT = # therein (on the map).
NOTE: A player that is intending to conduct an Amphibious Assault may voluntarily renounce his intention to conduct an Amphibious Assault (and thereby avert the +2 naval interception modifier). In such a case, however, the averted naval units cannot conduct or participate in any Amphibious Assault during that same monthly game-turn.
If the modified naval interception die roll is less than 7, the naval interception is unsuccessful (from that intercepting naval unit, stack, task force or “search group”). However, if the naval interception attempt die roll is a natural “6” (i.e., a physical die roll of 6, irrespective of any modifiers), it is considered a successful naval interception. Conversely, if the naval interception attempt die roll is a natural “1” (i.e., a physical die roll of 1, irrespective of any modifiers), it is considered an unsuccessful naval interception.
Naval Interception Restrictions
-
U-boats can never be intercepted.
-
STPs cannot intercept or solely form “search groups” (although an STP can accompany any interception or “search group”).
-
A naval unit, stack or task force that is docked in a frozen port cannot intercept or be intercepted.
-
A naval unit, stack or task force that becomes undocked as a result of an enemy land unit’s occupation of that naval unit’s, stack’s or task force’s port hex is not susceptible to Reactive Naval Interception thereupon.
-
A naval unit, stack or task force that enters a port from outside of that port (i.e., within that same hex) cannot be intercepted, unless the intercepting enemy naval unit, stack or task force is presently in that port.
-
A naval unit, stack or task force that enters a canal hexside from outside of that canal cannot be intercepted, unless the intercepting enemy naval unit, stack or task force is presently in or adjacent to the canal inlet hex. Furthermore, a naval unit, stack or task force that is moving within a canal cannot be intercepted.
-
A naval unit, stack or task force in a port cannot be intercepted within that port* if it presently harbors at least one naval unit with a gunnery rating of “3” or greater (even if a “3” is as a result of “damage”), except per [10.27]. However, a friendly naval unit, stack or task force is always eligible to enter any friendly-controlled port, despite the presence of any enemy naval unit(s).
*Except by an infiltrating submarine unit.
-
If a naval unit, stack or task force declines or fails an Active naval interception attempt, it is not eligible to attempt another Active naval interception during that same Phase. However, a naval unit, stack or task force (after failing a naval interception attempt) is eligible to attempt a subsequent Reactive naval interception from that location (if opportune).
-
A naval unit, stack or task force cannot conduct more than one naval interception attempt (per Phase) upon the same enemy naval unit, stack or task force.
-
Each intercepting naval unit, stack or task force is limited to one successful naval interception per Phase.
[3.7] Automatic Naval Interception
In certain instances, naval interception is simply automatic (i.e., no naval interception die roll is required), explained as follows:
NOTE: An automatic interception is abrogated in any hex where a German Evasion chit is played (see [10.3]). When any naval interception will occur, the naval interception will be considered automatic (i.e., requiring no die roll) if any of the following circumstances apply:
Automatic Naval Interception Circumstances
-
Any naval unit(s) that are presently docked in a friendly port can automatically intercept any enemy naval unit(s) entering that port, except infiltrating submarine units (see [3.30]).
-
Any naval unit(s) that successfully enter an enemy port can automatically intercept any enemy naval unit(s) in that port.
NOTE: Exiting a port is not considered to be an automatic naval interception (although the normal naval interception modifiers do virtually guarantee a successful naval interception, in such a case).
-
Any naval unit(s) that are presently in an enemy port can automatically intercept any enemy naval unit(s) presently in that port (whether the enemy naval units are moving or stationary).
-
Any naval unit(s) that are in a coastal hex in or adjacent to a canal inlet/outlet hex can automatically intercept any enemy naval unit(s) that enter or exit that canal.
-
Any enemy naval unit(s) presently Activated to conduct an Amphibious Assault during the current Offensive Phase can be automatically intercepted* in the intended landing hex (i.e., in the coastal hex where the Amphibious Assault is - or will be - occurring) by any enemy naval unit(s), stack(s) and/or task force(s) within interception range.
*All normal interception ranges apply.
NOTE: A player that is intending to conduct an Amphibious Assault may voluntarily renounce his intention to conduct an Amphibious Assault (and thereby avert - if solely because of the impending Amphibious Assault - an enemy’s automatic naval interception). In such a case, however, the averted naval units cannot conduct or participate in any Amphibious Assault during that same monthly game-turn.
Regardless of any legitimate automatic interception opportunities, any particular intercepting naval unit, stack or task force is only permitted to conduct one successful naval interception per Step.
[3.8] Evading Naval Interception
After a successful naval interception (whether Active or Reactive), the intercepting player and the intercepted player must then compare the relative speed of the intercepting naval unit, group, stack or task force, and the intercepted naval unit, stack or task force. If the intercepted naval unit’s, stack’s or task force’s current speed is faster (i.e., higher) than the intercepting naval unit, search group, stack or task force, it may automatically “evade” that naval interception*. In such a case, the intercepted player must simply announce that he is “evading” that naval interception (with that particular intercepted naval unit, stack or task force), thereby immediately ending the encounter. Any naval interception that is “evaded” is considered to be a successful interception nonetheless.
*No naval unit, stack or task force is ever required to “evade”, and can engage in naval combat normally, if the owning player prefers.
NOTE: The speed of a group of ships (i.e., a stack or task force) is always considered collectively equal to the slowest naval unit within that group. An intercepted player cannot exclude any particular naval unit from a stack or task force after a successful enemy naval interception to qualify that stack or task force for Evasion.
Evasion is always optional, although an intercepted player must announce his intention to evade (or decline) immediately after a successful naval interception (if eligible to do so). An intercepted player may decline to evade an enemy naval unit, stack or task force (thereby resulting in naval combat), but then opt to evade a subsequent naval interception (if eligible). If a moving naval unit, stack or task force opts to evade a successful Reactive naval interception, it may continue its movement normally.
If any stack or task force is purposing to conduct an Amphibious Assault in a particular coastal hex, but opts to evade an enemy naval interception (in that hex), it is then ineligible to conduct any Amphibious Assault during that same monthly game-turn. Evasion Restrictions Evasion is not permitted in the following instances:
-
An automatic naval interception (see [3.7]) cannot be evaded (except via a German Evasion chit; see [10.3]).
-
A naval unit, stack or task force that is purposing to conduct an Amphibious Assault (during the current monthly game-turn) cannot evade a successful naval interception*.
*A player may voluntarily forgo an intended Amphibious Assault (e.g., to enable an evasion of a successful enemy naval interception).
-
A naval unit, stack or task force cannot evade more than once per Phase. If any naval unit, stack or task force has already evaded an interceptor during the present Phase, it cannot evade any subsequent naval interceptions (i.e., during that same Phase), even if from the same task force (i.e., during the same naval interception attempt).
-
An Evasion does not forbid any intercepting aircraft carrier(s) to conduct any Air-Naval attack(s) upon that intercepted naval unit, stack or task force. A valid Evasion always occurs after any Air-Naval attack(s).
-
An Evasion is not permitted between Round 1 and Round 2 of naval combat. When a naval unit, stack or task force engages in naval combat, it may only withdraw per the normal withdrawal rules (see [3.17]).
[3.9] Aircraft Carrier and Naval-Air Operations (Naval and Air Phase)
During the Naval and Air Phase, aircraft carriers operate like normal naval units, although the activity (i.e., movement) of an aircraft carrier during the Naval and Air Phase will govern the operational status of any accompanying Naval-Air unit(s). Additionally, the operational status of any accompanying Naval-Air unit(s) during the Naval and Air Phase will potentially determine the activities of the Naval-Air unit(s’) parent aircraft carrier(s). A Naval-Air unit (aboard an aircraft carrier) is governed by the normal air operation rules (with some exceptions*), but its participation during the First Naval Movement Step and/or the Air Movement Step is determined by the activity of its parent aircraft carrier during the Naval and Air Phase.
*Half-step Naval-Air units (i.e., Naval-Air units that are blank on the reverse side) are not eligible to participate (i.e., fight in air combat) in the second air combat round (although a half-step Naval-Air unit may remain in the air combat hex during the second air combat round).
Active and Reactive Naval Interceptions (Air-Naval attacks)
If a successfully intercepting group, stack or task force is comprised of at least one undamaged aircraft carrier (with a functioning Naval-Air unit), any available Naval-Air unit(s) in that same group, stack or task force are automatically eligible to conduct any normal Air-Naval attack(s) - weather permitting - against the intercepted enemy naval unit, stack or task force (unless the aircraft carrier’s Naval-Air unit is currently “aloft”, as can occur if the Naval-Air unit is launched in that hex to conduct an air interception of an enemy air unit before the aircraft carrier’s Active naval interception is attempted). Assuming the aircraft carrier’s Naval-Air unit is not aloft, the attacking Naval-Air unit’s Air-Naval attack always occurs before any Evasion declaration and/or naval combat. If the intercepting and the intercepted group, stack or task force is comprised of undamaged aircraft carriers (with functioning Naval- Air units), air interception, counter-interception, et cetera (e.g., among the opposing Naval-Air units) can occur normally.
Enemy Air and/or Naval Interceptions
If an undamaged aircraft carrier (with a functioning Naval-Air unit) is moving during a friendly naval movement option (during the First Naval Movement Step), and is intercepted as it moves (and is temporarily halted; see [3.6]), the aircraft carrier’s Naval-Air unit (if presently aboard the aircraft carrier) is eligible to be launched normally (weather permitting) to conduct an air interception (or a counter-interception, or a counter-counter-interception, et cetera) of any enemy air unit that is launched during the current friendly naval movement option, or to conduct an Air-Naval attack upon any enemy naval unit, stack or task force that is moving to conduct a Reactive naval interception during the current friendly naval movement option.
However, unlike normal air units launched during the Naval and Air Phase (which return to base at the conclusion of the ensuing Air Movement Step of the Naval and Air Phase), an aloft Naval-Air unit (if launched from an aircraft carrier during that aircraft carrier’s naval movement option) is automatically returned to its parent aircraft carrier whenever that aircraft carriers moves (i.e., enters any new hex or sea area) during the Naval and Air Phase. Thus, a Naval-Air unit can conceivably be launched multiple times during its parent aircraft carrier’s naval movement option, if its parent aircraft carrier is repeatedly intercepted in each new hex or sea area that it enters (assuming that the parent aircraft carrier is eligible to be moved). If the Naval-Air unit’s parent aircraft carrier does not (or cannot) move during the Naval and Air Phase, the accompanying Naval-Air unit can only be launched once (as a normal air or naval interception) during the Naval and Air Phase (i.e., per the normal air operation rules), and is then returned to its parent aircraft carrier normally thereafter (i.e., at the conclusion of the ensuing Air Movement Step).
NOTE: Movement within a hex (e.g., into or out of a port in the same hex) does not constitute movement with regard to this rule. However, movement within the same large sea area does apply.
EXAMPLE: The US aircraft carrier “Wasp” is moving from Gibraltar into the Mediterranean Sea (i.e., into the sea area east of Gibraltar) during the Naval and Air Phase. As the “Wasp” moves, the German player declares an Air-Naval attack (having successfully located the “Wasp” previously) and launches a 6-12 (He-111) Bomber. Accordingly, the “Wasp” is temporarily halted in its present hex as the 6-12 is launched and moved toward it. In response, the US player launches a 3-8/2 (F4F) Naval-Air to intercept the German 6-12 Bomber. During air combat, the 6-12 is depleted and aborted. As such, the US 3-8/2 remains aloft for now (per the normal rules), thereby ending the German player’s declared Air-Naval attack. Immediately afterward, the US player opts to continue the movement of the “Wasp” (which was interrupted by the German 6-12 Bomber’s Air-Naval attack). At the moment the “Wasp” enters a new hex, the “Wasp’s” 3-8/2 Naval-Air unit (which is still aloft) is then immediately returned aboard the “Wasp” (assuming the “Wasp” did not move beyond the range of the 3-8/2 in its present location). At that moment, the 3-8/2 is eligible to be launched again, if necessary, as the “Wasp” continues to move. As the “Wasp” continues to move, it is reconnoitered and subjected to a second Air-Naval attack from an Italian 3-12 (SM.79) Bomber, which is also intercepted and depleted (and aborted) by the “Wasp’s” same 3-8/2 Naval-Air unit. Again, immediately afterward, the US player opts to continue the movement of the “Wasp” (thereby immediately returning the aloft 3-8/2 to the “Wasp” again). As the “Wasp” continues to move, it is reconnoitered and subjected to a third Air-Naval attack from a German 4-5/1 (Ju-87) Bomber, which is also intercepted by the “Wasp’s” same 3-8/2 Naval-Air unit. This time, the 3-8/2 misses the 4-5/1 during the first round of air combat, although the US 3- 8/2 is a two-step Naval-Air unit, and is thus eligible to fight during the second round of air combat. Thus, the 3-8/2 luckily aborts the German 4-5/1. At this time, the US player moves the “Wasp” one more hex (solely to recover the aloft 3-8/2 Naval-Air unit again). As the “Wasp” moves again, the Italian player declares a Reactive naval interception with a nearby task force, and moves it toward the “Wasp”. As the Italian task force is moving, the US player promptly declares and attempts an air reconnaissance, which successfully locates and identifies the Italian task force as the CL “Abruzzi”. Before the Italian task force reaches the “Wasp”, the US player decides to conduct an Air-Naval attack (i.e., launching the 3-8/2 Naval-Air), but unfortunately fails to sink or even damage the “Abruzzi”. Hence, the “Abruzzi” then continues toward the “Wasp” and conducts a successful naval interception. The “Wasp’s” 3-8/2 Naval-Air unit is ineligible to conduct an Intensive Air-Naval Attack because it is currently “aloft” (i.e., the 3-8/2 cannot return to the “Wasp” until the “Wasp” moves again, or until the end of the Naval and Air Phase). However, the US player notices that the “Wasp” (with a printed speed of 43) is actually faster than the “Abruzzi” (with a printed speed of 41). Thus, the US player simply elects to “evade” the “Abruzzi”, ending the naval interception. Nonetheless, the US player elects to end the “Wasp’s” naval movement (ending that friendly naval movement option), leaving the 3-8/2 aloft. The Axis players cannot launch any subsequent Air-Naval attacks now (while the “Wasp” remains in that hex), because the “Abruzzi” already conducted a Reactive naval interception (i.e., all air interceptions upon any naval unit, stack or task force must always precede any naval interceptions in the same hex or location). Thereafter, the 3-8/2 Naval-Air remains aloft (as well as the previously launched Axis Bombers) until the end of the ensuing Air Movement Step of the Naval and Air Phase (regardless of which side’s Air Movement Step - Allies or Axis - ensues first).
[3.10] Failing Reactive Naval Interception
If a particular naval unit (including a submarine), stack or task force fails (or declines) a Reactive naval interception engagement attempt upon a moving enemy naval unit, stack or task force, that particular naval unit, stack or task force is then permitted two possible movement options, immediately thereafter:
NOTE: A failed naval interception attempt is never considered a declaration of war.
[ A ] A naval unit, stack or task force (i.e., failing a Reactive naval interception), may simply remain in the attempted naval interception hex. In such a case, the naval unit, stack or task force (in its entirety) must remain in the exact hex where the interception attempt had occurred (i.e., it may not move to any other alternate location), until the next available movement option. That naval unit, stack or task force retains its normal Reactive interception eligibility (from its present location) thereafter.
[ B ] A naval unit, stack or task force (i.e., failing a Reactive naval interception), may return to its previous (i.e., starting) hex or sea area location (i.e., from where the interception had been declared). In such a case, the naval unit, stack or task force must return (in its entirety) to the exact hex (and port, if in port) or sea area location from where the interception attempt had been initially declared (i.e., it may not move to any other alternate location). That naval unit, stack or task force retains its normal Reactive interception eligibility (from its previous location) thereafter.
Functionally, these movement options are irrelevant within any large sea area (insofar as there are no specific “locations” within any large sea area).
If a particular search group successfully intercepts an enemy naval unit, stack or task force, but another does not (i.e., if from the same reacting stack or task force), only the search group(s) that fail are eligible to employ the aforementioned options.
NOTE: Regardless of which aforementioned option is employed, any naval unit, stack or task force may attempt a normal Active naval interception thereafter, if otherwise eligible.
[3.11] Movement to a Convoy Duty Escort Assignment
Any Allied naval unit(s) may be moved into any eligible Convoy Route sea area(s)* during the Naval and Air Phase per any friendly naval movement option(s), and may be assigned as Convoy Duty Escorts therein (even if they do not actually possess an “escort value”). As such, the controlling Allied player must then announce the naval unit(s’) assignment as Convoy Duty Escorts, and place the assigned naval unit(s) under a “Convoy Duty Escorts” chit in the intended Convoy Route sea area(s). There is no limit to the number of Allied naval units that may be assigned as Convoy Duty Escorts in any Convoy Route sea area(s), although no naval unit may ever be assigned as a Convoy Duty Escort in any non-Convoy Route sea area.
*Any large sea area with a map-printed U-boat silhouette.
NOTE: Allied naval units without an “escort value” may be assigned as Convoy Duty Escorts, although they do not - by their mere presence - alter or impact any Axis Convoy Interdiction. Allied naval units without an “escort value” need not be “refueled” (i.e., kept at sea beyond the End Phase) via the expenditure of EPs, if assigned as Convoy Duty Escorts. After any naval unit(s) are assigned as Convoy Duty Escorts, their movement is considered ended for the duration of that monthly game-turn, and they must remain as Convoy Duty Escorts throughout that same monthly game-turn (including beyond the End Phase*). As such, the assigned naval unit(s) are ineligible to conduct Active or Reactive naval interception (while assigned as Convoy Duty Escorts), but also cannot be intercepted by enemy air or naval units.
*Any naval unit(s) assigned as Convoy Duty Escorts are never required to be kept at sea via the expenditure of EPs. Any naval unit(s) assigned as Convoy Duty Escorts during the Naval and Air Phase of a particular monthly game-turn are then eligible to operate as “escorts” during the ensuing Strategic Warfare Phase(s), thereby potentially impeding U-boat Convoy Interdiction therein (if any) during the U-boat Operations Step (see [2.15]). Any naval unit(s) assigned as Convoy Duty Escorts may remain as such indefinitely, including within the Arctic Convoy Route sea area(s) while the Arctic Convoy Route is “closed”.
NOTE: Any naval unit(s) that are assigned as Convoy Duty Escorts (during a Naval and Air Phase) must operate as (or with) “escorts” during the ensuing Strategic Warfare Phase (i.e., a naval unit cannot be assigned as Convoy Duty Escorts, but then be unassigned before operating as an escort during at least one Strategic Warfare Phase). After the ensuing Strategic Warfare Phase, any such naval unit(s) may be unassigned normally (i.e., during any subsequent Strategic Warfare Phase after the first).
Any Allied naval unit(s) may be unassigned as Convoy Duty Escorts during a Naval and Air Phase (if currently assigned as Convoy Duty Escorts) if the naval unit(s) had not contributed any “escort value” to the defense of any Convoy Route sea area(s) during the U-boat Operations Step of the preceding Strategic Warfare Phase. Allied naval unit(s) may never be unassigned as Convoy Duty Escorts during the Offensive Phase or End Phase, even if they did not contribute any “escort value” to the defense of any Convoy Route sea area(s). Any Allied naval unit(s) unassigned as Convoy Duty Escorts are then immediately considered to be a separate stack or task force, and thus excluded from all Convoy Duty Escort stipulations, and thereafter subject to the stipulations of normal naval operations (e.g., normal naval movement, air interceptions, naval interceptions, et cetera).
NOTE: Multiple naval units unassigned as Convoy Duty Escorts can be organized in whatever manner the owning Allied player(s) prefer.
Norwegian Sea Arctic Convoy Route
The northern-most Arctic Convoy Route sea area - unlike other Convoy Route sea areas - is a hexed Convoy Route sea area. As such, any naval units that enter the Norwegian Sea Arctic Convoy Route sea area must simply pay the normal MP cost to enter a hexed sea area (i.e., 3 MPs). When in the Norwegian Sea Arctic Convoy Route sea area (i.e., upon entering the first hex), the Allied player must immediately announce which (if any) naval units are assigned as Convoy Duty Escorts* (always preceding any enemy air and/or naval interception attempts). In such a case, the escorting Allied naval units are simply placed in any out-of-the- way hex (underneath a “Convoy Duty Escort” chit). Any other naval units (i.e., those not assigned as Convoy Duty Escorts, if any) operate normally thereafter, and are susceptible to enemy air and/or naval interception normally.
*Allied naval units that are assigned as Convoy Duty Escorts (in the Norwegian Sea Arctic Convoy Route sea area) are ineligible to conduct Active or Reactive naval interception during that monthly game-turn, nor can they be intercepted by enemy air or naval units (while assigned as Convoy Duty Escorts in the Norwegian Sea Arctic Convoy Route sea area). Keeping Convoy Escorts at Sea Any Allied naval unit(s) assigned as Convoy Duty Escorts (i.e., any Allied naval units stacked below a “Convoy Duty Escorts” chit) are never required to be kept at sea via the expenditure of EPs.
[3.12] Naval Movement (Offensive Phase)
Activation During Sea Offensives
When a player declares a Sea Offensive, he may activate one particular naval unit, stack or task force (if on Standby status) via the expenditure of one Sea Offensive.
Additionally, a player may designate any particular naval unit*, stack or task force (if on Standby status) as a Command Agent. As such, any friendly naval unit(s), stack(s) and/or task force(s) in that hex, or within Reactive Interception range (see [3.6]) of that Command Agent is eligible to be collectively Activated as part of the same Sea Offensive. Accordingly, any naval unit(s), stack(s) and/or task force(s) that are Activated as part of the same Sea Offensive may move and/or participate in that Offensive normally, even if the Command Agent itself does not move (although the Command Agent is considered Activated nonetheless).
*Including a submarine unit.
Offensive Naval Movement Range
During the Offensive Phase, naval units that are currently on Standby status (i.e., marked with a “Standby” chit) may be Activated (via a Sea Offensive) to move (although no Activated naval unit is ever required to move). During any Sea Offensive, however, Activated naval units are limited to a maximum Offensive Naval Movement Range, tabulated as follows:
[ A ] If the Activated naval unit’s printed movement is 30 or more = May move up to 6 MPs during a Sea Offensive.
**[ B ]** If the Activated naval unit’s printed movement is 29 or less = May move up to 3 MPs during a Sea Offensive.
If any naval unit’s printed naval movement is reduced below 30 (i.e., as a result of damage or depletion), its maximum Offensive Naval Movement Range is immediately reduced as well. If any such naval unit has already moved more than 3 MPs (at the time of the damage or depletion), it may move no further during the current Offensive Phase (and must remain in the last occupied hex or location). A stack or task force may leave any such naval unit(s) behind, and thereby continue its movement normally. Any Activated naval unit(s) may only move and/or participate in a particular Sea Offensive insofar as the aforementioned maximum Offensive Naval Movement Ranges permit.
NOTE: If a stack or task force contains multiple naval units with varying movement ratings, the stack or task force may move no further than the slower-category naval unit(s), unless the slower-category naval unit(s) do not accompany the movement of the stack’s or task force’s faster-category naval units.
When any naval unit, stack or task force is Activated during the Offensive Phase, its “Standby” chit is flipped to the “Active” side. When any naval unit, stack or task force has been Activated during the Offensive Phase, it is not eligible to be Activated again during that same Offensive Phase.
Active and Reactive Naval Interceptions during a Sea Offensive
During the Offensive Phase, Active and Reactive Naval Interceptions can occur per the following stipulations:
- If a naval unit, stack or task force is marked as “Standby”, it is eligible to be Activated normally (i.e., via a Sea Offensive) by the owning player, and then moved to attempt an Active naval interception (i.e., if within the maximum movement range of 3 MPs or 6 MPs, as determined by the intercepting naval unit’s, stack’s or task force’s printed movement; see above). After an Active naval interception attempt during the Offensive Phase (whether the Active naval interception is successful or not), the Activated naval unit, stack or task force is considered to be “Active” (and marked “Active”), and is not eligible to conduct any naval movement or naval interceptions thereafter, even if the intercepting naval unit, stack or task force had not moved hitherto.
NOTE: If a naval unit, stack or task force is moved to a particular hex via a Sea Offensive, the moving naval unit, stack or task force may then attempt to intercept any enemy naval unit, stack or task force in that same hex, even if the Sea Offensive was not intended as an Active naval interception. However, a naval unit, stack or task force that is Activated to conduct a Sea Offensive cannot attempt any counter-interception, counter-counter-interception, etc. while conducting that Sea Offensive.
- If a naval unit, stack or task force is marked as “Standby”, it is eligible to attempt a Reactive naval interception (if opportune), or counter-interception, counter-counter-interception, et cetera (if opportune) normally (i.e., if within the normal Reactive naval interception range; see [3.6]). In any case, no Sea Offensive is required (whether the Reactive naval interception is successful or not), although - if successful - the naval unit, stack or task force is considered to be “Active” nonetheless (and marked as “Active”), and is not eligible to conduct any naval movement or naval interceptions thereafter, even if the intercepting naval unit, stack or task force had not moved hitherto. However, if the Reactive naval interception is unsuccessful, the naval unit, stack or task force remains as “Standby” status, and is governed by the stipulations of [3.10].
[3.13] Aircraft Carrier and Naval-Air Operations (Offensive Phase)
During the Offensive Phase, aircraft carriers operate like normal naval units, although the activation status of an aircraft carrier does not affect the activation status of any accompanying Naval-Air unit, nor does the activation status of a Naval-Air unit affect the activation status of a parent aircraft carrier. A Naval-Air unit (aboard an aircraft carrier) is governed by the normal air operation rules (with some exceptions*), and may participate in a friendly Air or Land Offensive normally, if otherwise eligible. Likewise, a Naval-Air unit may contravene in an enemy Air, Land or Sea Offensive normally as well, if otherwise eligible.
*Half-step Naval-Air units (i.e., Naval-Air units that are blank on the reverse side) are not eligible to participate (i.e., fight in air combat) in the second air combat round (although a half-step Naval-Air unit may remain in the air combat hex during the second air combat round).
Unlike normal air units, however, a committed Naval-Air unit (aboard an aircraft carrier) automatically becomes uncommitted if the Naval-Air unit’s parent aircraft carrier is Activated (via a Sea Offensive) and then moves to any other hex or sea area during the same Offensive Phase. Thus, a Naval-Air unit can conceivably be Activated twice during the same Offensive Phase (once before the aircraft carrier moves, and then again after it moves), assuming that the parent aircraft carrier is eligible to be Activated and moved. If an aircraft carrier does not (or cannot) move during the Offensive Phase, the accompanying Naval-Air unit can only be Activated once (via an Air Offensive) during the Offensive Phase (i.e., per the normal air operation rules), and is then committed* normally thereafter.
*During the Offensive Phase, any committed Naval-Air unit is eligible to fly in defense of any Activated friendly land units (see [4.22]), during an enemy Air Offensive (see [4.1]), or as an Intensive Air-Naval Attack (see [4.28]).
NOTE: Movement within a hex (e.g., into or out of a port in the same hex) does not constitute movement with regard to this rule. However, movement within the same large sea area does apply.
If an aircraft carrier is intercepted as it moves (and is temporarily halted; see [3.6]), the aircraft carrier’s Naval-Air unit (which is uncommitted) is eligible to conduct a normal Air-Naval attack (see [4.20]), although the aircraft carrier will not be eligible to move afterward, and must remain in its present hex (because a Naval-Air unit can only be Activated before or after the parent aircraft carrier moves, if moving during the Offensive Phase). Activating a Naval-Air unit after its parent aircraft carrier begins to move - by default - always automatically ends that parent aircraft carrier’s movement for the remainder of the Offensive Phase.
EXAMPLE: The UK aircraft carrier “Illustrious” (on “Standby” status) is five hexes south of Taranto during the Offensive Phase. The UK player expends one Air Offensive, and launches a 3-5/0 Naval-Air (Swordfish) to conduct an Air-Naval Attack upon three Italian battleships docked in Taranto, which results in the sinking of all three. At the conclusion of the Air Offensive, the 3-5/0 Naval-Air is returned to the aircraft carrier “Illustrious”, and is marked as “Currently Committed”. Next, the Italian player also expends one Air Offensive, and launches a 3-12 (SM.79) Bomber to conduct an Air-Naval Attack upon the “Illustrious” (having successfully located the “Illustrious” previously). In response, the UK player launches the same 3-5/0 Naval-Air to intercept the Italian 3-12 Bomber (ignoring the 3-5/0 Naval-Air’s “Currently Committed” status, because any Fighter-type air unit is eligible to fly during an enemy Air Offensive; see [4.1]). During air combat, the Italian 3-12 is aborted, and the UK 3-5/0 is returned to the “Illustrious” again (still marked as “Currently Committed”). Then, the UK player expends one Sea Offensive, and activates the “Illustrious”, moving it eastward (whereby, the Naval-Air unit becomes uncommitted). As the “Illustrious” moves, however, the Italian player declares a Reactive naval interception with a nearby task force (which temporarily halts the “Illustrious”). As the Italian task force is moved toward the “Illustrious”, the UK player opts to conduct an air reconnaissance, which successfully locates and identifies the Italian task force as the heavy cruisers “Pola”, “Trento” and “Zara”. Before the Italian task force reaches the “Illustrious”, the UK player decides to conduct an Air-Naval attack (i.e., launching the 3-5/0 Naval-Air). In doing so, however, the “Illustrious” will become ineligible to continue moving thereafter (during the current Offensive Phase). Nonetheless, the UK 3-5/0 attacks the Italian task force, sinking the “Trento”, and damaging the “Pola” (and thereby committing the 3-5/0 Naval-Air). Undeterred, the heavy cruiser “Zara” continues toward the “Illustrious” (leaving the damaged “Pola” behind), and then attempts a normal naval interception (which is successful). The “Illustrious” cannot evade the “Zara” (because the “Zara” is faster), although the 3-5/0 is now eligible to conduct an Intensive Air-Naval Attack (i.e., disregarding its commitment status), which results in the sinking of the “Zara”. Thereafter, the “Illustrious” is ineligible to move for the duration of that Offensive Phase (although it may move normally during the End Phase). The 3-5/0 remains committed, but is eligible to fly normally during subsequent enemy Air Offensives, or future Intensive Air-Naval attacks, but not to conduct any other missions or operations.
[3.14] Naval Movement (End Phase)
Any naval unit(s), stack(s) and/or task force(s) that are presently at sea during the End Phase (i.e., not presently docked in port) are eligible to move again during the naval movement segment of the End Phase, regardless of any naval movement during any previous Phases. Any naval unit(s), stack(s) and/or task force(s) that do not return to a friendly supplied port will become marked as “out-of-supply”*, unless “refueled” at sea (known as “Keeping Naval Units at Sea”; see below). No naval interception (Active or Reactive) is permitted during the End Phase, and consequently no naval combat is possible during the End Phase.
*Except any naval unit(s) that had conducted Strategic Warfare, or were assigned as Convoy Duty Escorts during the preceding Strategic Warfare Phase.
Unlike naval movement during the Naval and Air Phase, however, each player performs all intended naval movement (during the naval movement segment of the End Phase) at one time (i.e., players do not alternate moving naval units). As such, the side that currently controls the Initiative must complete all intended naval movement first, then followed by the other side. Naval units, stacks and/or task forces that move during the End Phase are entitled to move within and/or up to the extent of their current printed movement, unless already in port (i.e., naval units that are presently docked in port are ineligible to move during the End Phase). During the End Phase, naval units can be moved individually, as stacks and/or as task forces, exactly like naval movement during the Naval and Air Phase. However, moving naval units, stacks and/or task forces are subject to the following movement restrictions:
- A naval unit*, stack or task force may not enter any hexed sea area that is presently within Reactive naval interception range of any non-submarine enemy naval unit, stack or task force (even though no naval interception is possible), unless the entering naval unit, stack or task force “outguns” the enemy naval unit, stack or task force. In such a case, all relevant players are required to reveal the total gunnery rating (including torpedo ratings and the combat strength number of any operational Naval-Air units) of all Allied and Axis surface naval units in that particular sea area. Any naval unit(s) that are presently marked as “out-of-supply”, however, are not counted for purposes of this calculation. Nonetheless, If the entering naval unit,
stack or task force possesses a higher total gunnery value (including torpedo ratings and the combat strength number of any operational Naval-Air units), then it is permitted to enter that hexed sea area normally. However, if the entering naval unit, stack or task force possesses a lower total gunnery value, then it is not permitted to enter that hexed sea area during that End Phase.
*Except submarine units.
NOTE: No naval unit, stack or task force is ever prevented from exiting any sea area due to the presence of any enemy naval unit(s) in that same sea area, regardless of the relative gunnery ratings.
-
Any naval unit, stack or task force that moves during the End Phase is not eligible to conduct Strategic Warfare during the following Strategic Warfare Phase (e.g., if ending its movement in a Convoy Route sea area). Any such naval unit, stack or task force should be marked with an “Active” chit, denoting its ineligibility to conduct or participate in any Strategic Warfare during ensuing Strategic Warfare Phase.
-
No Allied naval unit, stack or task force that moves during the End Phase can be assigned as Convoy Duty Escorts. Air-Naval Attacks (End Phase)
During the End Phase, only naval units, stacks or task forces that were outside of the eligible range of any particular enemy Bombers-type air unit(s), and then moved within any such air unit(s’) eligible range, are liable to air-naval interception (and Air- Naval attacks) during the End Phase. Any naval unit, stack or task force that began the End Phase already within any particular Bomber-type air unit(s’) eligible range cannot be attacked by the air unit(s) during the End Phase.
All normal air movement, interception, counter-interception, combat and so forth may occur and be resolved normally, if triggered by an air-naval interception (per the above circumstance). Commitment rules apply normally inasmuch as uncommitted air units are eligible to be launched, and thus become committed normally, although all commitment chits are removed at the conclusion of the End Phase.
Keeping Naval Units at Sea
Naval units, stacks and/or task forces that do not return to a friendly supplied port will become marked as “out-of-supply” at the end of the End Phase (i.e., during the Supply Step), unless “refueled” at sea (during the Supply Step, representing various oiliers, ordnance vessels, supply ships, et cetera, which are not included as actual game pieces).
NOTE: Any naval unit(s) that had conducted Strategic Warfare, or were assigned as Convoy Duty Escorts during the preceding Strategic Warfare Phase are never required to be “refueled” (inasmuch as such naval units are committed for an entire monthly game-turn, it’s assumed that they are regularly fueled, provisioned and supplied beyond the scope of the game).
Any naval unit, stack or task force can be “refueled” at sea via a simple expenditure of EPs (from the owning player’s EP Track), regardless of the naval unit’s, stack’s or task force’s location on the map. The EP cost to “refuel” naval units is calculated per each sea area, and is relative to the number of friendly naval units remaining in that sea area, noted as follows:
**[ A ]** Each sea area with 9 or more friendly naval units = 2 EPs (Each Sea Transport Point is counted as one naval unit).
**[ B ]** Each sea area with 8 or less friendly naval units = 1 EP (Each Sea Transport Point is counted as one naval unit).
When expending EPs to “refuel” naval units (i.e., Keeping Naval Units at Sea), only EPs presently existent on the owning player’s EP Track may be expended to pay for naval refueling costs (i.e., a player may not pay to refuel any naval units with forthcoming or previously spent EPs). However, any player is permitted to expend his own EPs to refuel another friendly player’s (or a minor partner’s) naval units (provided that the receiving player or minor partner is presently allied with the spending player).
EXCEPTION: Only Soviet EPs may be expended to refuel any Soviet naval unit(s). Moreover, Soviet EPs may not be used to refuel any Western Ally naval unit(s).
A player is never required to refuel any particular naval unit(s), even if he has available EPs to do so. A player may purposefully allow naval units to become marked as “out-of-supply” for any reason whatsoever. Of course, naval units that become marked as “out-of-supply” are then governed by the effects of [7.10].
NOTE: When expending EPs to Keep Naval Units at Sea, any player may “over-spend” to deceive the true size of any task force(s) in a particular sea area. For example, if a particular sea area contains a task force with only one naval unit, the owning player may actually expend 2 EPs to simulate the EP requirement of a large fleet, even if that particular sea area only necessitates an expenditure of 1 EP (i.e., because it only contains one actual naval unit). However, in doing so, the additionally expended EP is considered a genuine expenditure, and nonrefundable.
Any naval unit(s) that are already marked as “out-of-supply” (i.e., from any previous monthly game-turn) cannot be simply “refueled” via an expenditure of EPs. Any such naval unit(s) must return to a friendly supplied port (see [7.10]).
[3.15] Ports
Ports exist within coastal city hexes, nation boxes and other locations abroad (e.g., Dakar), and are identified by encircled anchor symbols (and sometimes star-anchor symbols) printed on the map, although ports are not considered to be separate cities in any coastal city hex. There are essentially four types of “ports”: Coastal City Ports*, Minor Ports, Major Ports, and an Unlimited Ports. Ports exist as distinctly separate locations within land hexes (or nation boxes), and function solely to harbor docked naval units (notwithstanding air basing and anti-aircraft capabilities). Each type of port can harbor a specific number of naval units (known as a “Port Capacity”, as listed on Player Aid Card “I”), which may never be exceeded, listed as follows:
Coastal City* = 5 naval units (each STP “point” is counted as a single naval unit).
Minor Port = 15 naval units (all STPs, regardless of the quantity present, are counted as one naval unit). Major Port = 30 naval units (all STPs, regardless of the quantity present, are counted as one naval unit).
Unlimited = No limit.
*The city of Aalborg (W 4224) in Denmark is the only map-printed Coastal City Port in the European Theater. If optional rule [11.2] is in effect, existing Major Ports and Minor Ports are susceptible to becoming “reduced” to Coastal City Ports as a result of collateral combat damage.
No naval unit or ship type uses more or less Port Capacity than any other type of naval unit or ship type, whether depleted or full- strength. Each individual naval unit chit (except STP chits, as specified above) is always counted as one naval unit in any port. For the purposes of clarification, each submarine chit (tactical or U-boat) is counted as a single naval unit.
NOTE: Naval units may dock in any allied ports without restriction (with the permission of the owning allied player)*, if not exceeding any port(s’) available Port Capacity.
*German and Italian tactical submarine units may dock (and be considered supplied) at any Spanish port(s), even while Spain is neutral. This Spanish docking privilege will be rescinded, however, when the US enters the war, or if Spain is ever invaded by the Axis.
Capital City Ports
All capital city ports are considered to be Minor Ports, except Copenhagen, London and Stockholm, which are considered to be major ports, or if denoted as “(Unlimited)” on the map itself (e.g., the Canada box).
NOTE: Any ship that is marked as “Sunk in Port” is counted against a port’s capacity (e.g., if there are two ships “Sunk in Port” in a Minor Port, then that Minor Port’s capacity is reduced from 15 to 13).
Any eligible naval unit(s) can enter a legal port during any normal naval movement option (i.e., during the Naval and Air Phase, the Offensive Phase and/or the End Phase), assuming the naval unit(s) possess sufficient movement to reach the port’s hex (or to enter the port’s nation box). Conversely, any eligible naval unit(s) can exit any port during any normal naval movement option (including during enemy movement - as a Reactive naval interception - if within naval interception range).
NOTE: If a port is destroyed or captured, any friendly naval unit(s) therein (unless “Sunk in Port”, obviously) are then automatically (and immediately) considered to be out of port (although still in the port’s coastal hex), regardless of the Phase or Step. If such a port is presently frozen (see [1.6]), any naval units therein are sunk instead (and ineligible to be salvaged or scrapped). If the capture of a port hex also causes a conquest of the owning nation, the actual conquest occurs immediately before any docked naval unit(s) there are considered to be out of port (for purposes of determining the naval unit(s) specific location when the owning nation is conquered; see [9.11]).
Naval units that are in a nation box (in port) are assumed to be docked in port until actually entering an adjacent large sea area. However, naval units in a coastal hex (with a friendly functioning port) must be denoted as either in port (using an “In Port” chit) or not in port. Thus, it is feasible for some naval units in a stack (in the same port hex) to be considered in port, while other naval units are considered to be in the coastal hex (i.e., not in port).
If relevant, ports themselves are always considered coastal hexes (except in nation boxes), although naval units may move into or out of a port (within the same coastal hex) at no MP cost. Additionally, any naval unit(s) that are in port can be integrated with other friendly naval units outside of that port (in the same hex) - or vice versa - at no MP cost, even as a naval unit, stack or task force is moving through that port’s hex. It is never necessary for any naval unit, stack or task force to enter a port to convoke any other naval unit’s docked there to combine with the naval unit, stack or task force.
If, at any time, opposing naval units occupy the same port location (not just in the same hex), naval interception will automatically occur in that port, and naval combat will then result. All naval combat is then resolved normally, except that no naval unit can be “withdrawn” after Round 1 of naval combat.
Port Mines
Every port automatically possesses an inherent mine defense* (i.e., port mines) within the port location itself. Port mines have no effect against any friendly naval units (i.e., friendly to the nation controlling a port), although any enemy naval unit (except any infiltrating submarine unit) entering a port is subject to an automatic (and immediate) port-mine attack (which only occurs within the port location itself, but before any other activity is resolved). Port mines have no effect upon any enemy naval unit(s) exiting a port (or operating therein).
*Except Mulberries.
Unlike a Sea Mine Attack (see optional rule [11.18]), every enemy ship (including each individual STP “point”, if any) that enters a port is subject to a port-mine attack. In such a case, the owning player conducts one normal naval attack (rolling two 6-sided dice) against each entering enemy naval unit. As per the normal rules, if the port-mine attack dice roll equals or exceeds the subjected
naval unit’s currently printed armor rating, then that naval unit is considered to be “hit” and depleted/damaged (or sunk if already depleted or damaged), modified as follows:
NOTE: When resolving any port-mine attack, a dice roll of “doubles” is not considered to be an automatic “sink”. A dice roll of “12” is always considered a “hit”, however, even if not equaling or exceeding the subjected naval unit’s currently printed armor rating.
Port-Mine Attack Modifiers
The following port-mine attack dice modifiers must be applied to any port-mine attack, when applicable:
+2 : If a “fortified” port (e.g., if a fortification chit is present)
+1 : If in a Major Port.
- 1 : Per each friendly DD and/or DE also entering the enemy port (applicable to all subjected naval units). If a port is currently neutral (i.e., if the owning nation is neutral), port-mines are not considered in effect, even as a foreign naval unit, stack or task force enters and initiates war. In such a case, the port-mines are considered in effect after an instigating foreign naval unit, stack or task force has entered a neutral port, immunizing any entering, instigating foreign (i.e., now enemy) naval units therein. Of course, any subsequent entrance by any enemy naval unit(s) is subject to a port mine attack normally.
EXCEPTION: Port-mines in a capital city port (whether it is a major or minor capital port) are always considered in effect (against uninvited foreign naval units), even if neutral at the time of entry.
Port Entrance Restrictions
-
Naval units may never enter a port that is currently “destroyed” (unless merely reduced to a smaller port; see [11.2]).
-
Naval units may never enter (or exit) any frozen port (see [1.6]).
-
Uninvited foreign naval units may never enter a port in any nation box.
-
Uninvited foreign naval units (except submarine units) may never enter any port that presently harbors at least one naval unit with a gunnery rating of “3” or greater (even if a “3” is as a result of “damage”), except per [10.27]. However, a friendly naval unit, stack or task force is always eligible to enter any friendly-controlled port, despite the presence of any enemy naval unit. An enemy naval unit can never, however, prevent any friendly naval units from entering a friendly-controlled port.
-
Uninvited foreign naval units (except submarine units) may never enter a port that is presently occupied by any combat land unit (except Generals, HQs and partisans).
-
If entering an enemy port (if legal to do so), a naval unit is not considered to be “docked” therein (unless the port is captured subsequently), and is therefore considered to be at sea while in that port (e.g., during the End Phase).
[3.16] Coastal Batteries (Gibraltar)
The Gibraltar Permanent Fortification (hex W 1508) is unique in that it is automatically assumed to possess an inherent “coastal battery”, which allows it to initiate naval combat into the Gibraltar coastal hex during an enemy Amphibious Assault (only) that is attempted upon the Gibraltar hex itself.
During any attempted enemy Amphibious Assault upon the Gibraltar hex (i.e., after resolving all other pertinent naval movement and/or naval interceptions, but before actually rolling the land combat attack die), the UK* player may automatically initiate naval combat (as if an automatic naval interception). Then, the Axis player must array all of his naval units (i.e., those presently in the Gibraltar coastal hex), whereupon the UK player may commence one normal naval combat attack during each naval combat round. The Gibraltar coastal battery is considered to possess a normal gunnery rating of “5” during each naval combat round.
*If Gibraltar is or ever was an Axis conquest, its inherent “coastal battery” is considered permanently eliminated. Unlike normal naval combat, however, the Gibraltar coastal battery cannot be targeted or destroyed. In this regard, the Gibraltar coastal battery possesses no armor rating, but is otherwise immune to any enemy naval combat attacks. Thus, the normal naval combat gunnery sequence is disregarded. Additionally, the Gibraltar coastal battery may ignore any “screen”, and may simply fire at any enemy surface naval unit presently in the Gibraltar coastal hex (W 1508) if preceding an imminent Axis Amphibious Assault (even if the targeted naval unit is not actually participating in the Amphibious Assault).
After the first round of naval combat (i.e., after Round 1), any assaulting naval unit(s) are eligible to withdraw from naval combat in accordance with the normal naval combat rules (and thus may not be targeted by Gibraltar’s coastal battery during the second round - if any - of naval combat). However, any naval unit(s) that remain during the second round of naval combat (i.e., Round 2) are considered eligible naval targets, even if the impending Amphibious Assault is canceled.
NOTE: Any naval unit(s) that are withdrawn from naval combat (i.e., after Round 1) may not participate in an impending Amphibious Assault.
After the conclusion of Round 2 of naval combat, the assaulting player may then resolve his intended Amphibious Assault upon the Gibraltar hex normally. In such a case, Gibraltar’s inherent coastal battery has no effect upon the Amphibious Assault, or any land combat (whether in the Gibraltar hex or another*). If the Amphibious Assault is successful, the coastal battery is considered to be eliminated (permanently). If the Amphibious Assault is unsuccessful, no further effects occur.
*Moreover, the Gibraltar coastal battery cannot ever conduct coastal bombardment upon any adjacent hex.
The Gibraltar coastal battery is always considered to be a stationary platform, and cannot be moved or withdrawn in any manner, but is never considered to be out-of-supply. Furthermore, the Gibraltar coastal battery is considered destroyed if the Permanent Fortification in the Gibraltar hex is destroyed, but - conversely - is automatically considered repaired if the Permanent Fortification in the Gibraltar hex is repaired.
[3.17] Naval Combat
When opposing combat surface naval units occupy the same sea location (after a successful naval interception has occurred*), a naval engagement occurs. A naval engagement will include every naval unit present amongst the opposing fleets (unless “screened”), although only naval units with a printed “gunnery rating” (i.e., of at least “0”) or “torpedo rating” (i.e., of at least “1”) are eligible to attack during naval combat (although any type of naval unit can be targeted during naval combat). No naval unit may attack more than once per each Round of naval combat, however (although most undepleted DDs are eligible to attack during a gunnery sub-round and the subsequent torpedo sub-round).
*Unless evaded (see [3.8]).
Naval Combat in a Large Sea Area
Naval combat occurring in a large sea area is resolved no differently than naval combat occurring in a normal sea hex, provided that the naval engagement was precipitated by a successful naval interception. For purposes of clarification, naval units that are stacked together in any large sea area are assumed to occupy the same location. Any naval units that are not stacked together in a particular large sea area are assumed to occupy different locations therein.
Naval Combat Mechanics
Each naval engagement entails two sequential bouts, known as “rounds” (i.e., Round 1 and Round 2). Any naval unit that is not sunk during the first naval combat round will be eligible to participate during the second naval combat round (unless “withdrawn” by the owning player). If the naval engagement is occurring in a coastal hex where an Amphibious Assault, or where a Naval Bombardment is intended, only the naval unit(s) that endure the second naval combat round (i.e., were not sunk or withdrawn after Round 1) will subsequently be eligible to participate in the impending Amphibious Assault or Naval Bombardment in that coastal hex. Participation in naval combat does not disallow any surviving naval unit from conducting or participating in an impending Amphibious Assault or a Naval Bombardment, although, each initiated naval engagement must be resolved completely before any other intended movement, interception, combat or activity may occur.
NOTE: Submarine units may never participate in naval combat.
Naval Combat Procedure
The opposing players must first determine the exact number of friendly and enemy surface naval units (i.e., chits) that are present during the current naval engagement. Neither player may purposefully withhold any present naval units from the naval engagement (notwithstanding naval units that are not part of the intercepting search group, or the intercepted stack or task force), although the outnumbering player may opt to “screen” any excess friendly naval units from enemy naval attacks during the ensuing naval combat round (see below). Thus, any present (non-screened) naval unit is targetable during naval combat, regardless of its disposition and/or type.
Screening
Any naval unit that is participating in a naval engagement is eligible to be targeted by enemy naval units. However, if a particular player’s present stack or task force outnumbers the enemy’s present stack or task force, that player may then declare (before the naval combat round) any excess friendly naval units (e.g., STPs, or perhaps an aircraft carrier) to be “screened” from enemy naval attacks. As such, the screening player may “screen” up to as many present friendly naval units - of his choice - as are in excess of (i.e., outnumbering) the enemy’s present naval units (e.g., if a particular player’s task force outnumbers the enemy’s task force by three naval units, he may therefore “screen” up to three friendly naval units of his choice). The outnumbering player must decide (and declare) which, if any, naval unit(s) will be considered “screened’ before each round of naval combat. If neither player outnumbers the other, then neither player is eligible to screen any naval units.
NOTE: A naval unit without a gunnery rating and a torpedo rating cannot “screen” any other naval unit, but is eligible to be screened normally.
Any “screened” naval unit(s) are set aside before the ensuing naval combat round, and cannot be targeted by enemy naval units (nor can they target any enemy naval unit). Furthermore, a screened naval unit must remain screened throughout that entire naval combat round, even if any other friendly naval unit(s) become sunk during that naval combat round. Accordingly, naval units are screened on a round-by-round basis. Excess naval units may be screened during Round 1 of naval combat, but then included during Round 2 of naval combat, or vice versa.
NOTE: If the outnumbering player loses (or withdraws) excessive naval units as a result of the first naval combat round, he will be required to unscreen enough friendly naval units to at least equal the number of enemy naval units that will be present during the second round of naval combat. Only as many present friendly naval units as are in excess of present enemy naval units may be screened during Round 2 of naval combat.
Naval Combat Round 1
Each opposing player must first array (off the map) all of his attendant naval unit(s) - putting screened naval units, if any, off to the side for now - and then organize them according to identical gunnery ratings (ignoring parenthetical torpedo ratings). For example, any present naval unit(s) with a gunnery rating of “3” are to be divided from any present naval unit(s) with a gunnery rating of “0”, “1”, “2”, “4” and/or “5” (as are present). Any present naval unit(s) with a gunnery rating of “0” are to be divided from any present naval unit(s) with a gunnery rating of “1”, “2”, “3”, “4” and/or “5” (as are present), et cetera.
NOTE: Naval units with a torpedo rating cannot attack (with their torpedo rating) until the torpedo sub-round (see over).
Gunnery Sub-Rounds
During Round 1 of naval combat, the gunnery rating* of all combative naval units determines the order in which each naval unit may attack. All naval units with a gunnery rating of 5 (if any) always attack first, followed by naval units with a gunnery rating of 4 (if any), then naval units with a gunnery rating of 3 (if any), naval units with a gunnery rating of 2 (if any), naval units with a gunnery rating of 1 (if any), and lastly naval units with a gunnery rating of 0 (if any). In that regard, naval combat is divided into (a maximum of) six sequential gunnery sub-rounds, depending on the presence of each gunnery integer.
*Naval units without a gunnery rating (i.e., naval units with a printed gunnery rating of “X”) are never eligible to attack (nor are “screened” naval units) during any gunnery sub-round..
NOTE: A targeted naval unit is not required to attack the same targeting enemy naval unit during any gunnery sub-round. Beginning with the present (non-screened) naval unit(s) with the highest printed gunnery rating, each attacking naval unit (from both opposing sides) may target one present (non-screened) enemy naval unit. Continuing with the present (non-screened) naval unit(s) with the second-highest printed gunnery rating (if any), each attacking naval unit (from both opposing sides) may target one present (non-screened) enemy naval unit. Then continuing with the present (non-screened) naval unit(s) with the third- highest printed gunnery rating (if any), each attacking naval unit (from both opposing sides) may then target one present (non- screened) enemy naval unit, and so forth (in the order of descending gunnery ratings). Attacks from opposing naval units with the same gunnery rating are always considered to be simultaneous, regardless of which player is actually rolling the first attack dice roll (and regardless of each attacking naval unit’s chosen target) during that same gunnery sub-round. Accordingly, if a particular naval unit is depleted or sunk (by any enemy naval unit with the same gunnery rating) before its own pending gunnery attack is conducted, that naval unit’s pending gunnery attack is to be resolved nonetheless* thereafter.
*A naval unit’s gunnery rating is always assumed to be as it was printed prior to any damage inflicted (by an enemy naval unit of the same gunnery rating) during the same gunnery sub-round (or if occurring during Round 2; see below).
NOTE: An attacking naval unit may not target an enemy naval unit that has already been attacked during the current gunnery round unless every enemy naval unit (in that same naval engagement) has already been attacked at least once. Likewise, an attacking naval unit may not target an enemy naval unit that has already been attacked twice unless every enemy naval unit (in that same naval engagement) has already been attacked twice, and so forth. Unlike gunnery exchanges between naval units with the same gunnery rating (i.e., during the same gunnery sub-round), if a naval unit with a higher gunnery rating attacks an enemy naval unit with a lower gunnery rating, the gunnery effect must be implemented as it occurs, although the targeted naval unit is not eligible to attack until its own gunnery sub-round. Thus, if a naval unit with a lower gunnery rating is sunk (by a naval unit with a higher gunnery rating), it is simply eliminated and hence ineligible to attack. Also, if a naval unit with a lower gunnery rating is damaged or depleted (by a naval unit with a higher gunnery rating), the damage or depletion effects (e.g., reduced gunnery rating) are implemented before that naval unit’s own gunnery sub-round. If a naval unit’s gunnery rating is reduced as a result of that damage or depletion (by a naval unit with a higher gunnery rating), its eligibility to attack is then accordingly reduced to the next lower gunnery sub-round.
EXAMPLE: If a battleship with a gunnery rating of “4” attacks and damages a heavy cruiser with a gunnery rating of “2” (thereby reducing its gunnery rating to a “1”), the damage to that heavy cruiser is implemented immediately. Thus, the heavy cruiser (now with a gunnery rating of “1”) will not be eligible to fire until the gunnery sub-round when all 1-gunned naval units are eligible to fire. If that same heavy cruiser is subsequently attacked and sunk by another battleship, it is simply eliminated and thus ineligible to attack altogether (because it was sunk before its eligible gunnery sub-round). The Torpedo Sub-Round After all gunnery sub-rounds have been resolved (during Round 1 of naval combat only), any DD naval units with a parenthetical torpedo rating (i.e., the parenthetical number in between the gunnery and armor number)* may now attack any named enemy naval unit (if not screened), even if any such DD(s) also conducted a gunnery attack (i.e., during a preceding gunnery sub-round). Like the normal naval gunnery restriction, an enemy naval unit cannot be targeted twice unless every other enemy naval unit (in that same naval engagement) has been attacked at least once, and so forth.
*Depleted DDs do not possess a torpedo rating. Hence, any full-strength Destroyer that is depleted during any gunnery sub-round will not be eligible to fire during the ensuing torpedo sub-round.
Naval Gunfire Procedure
When a particular naval unit (with a gunnery rating of at least “0”) is designated to attack a specific enemy naval unit, the owning player must simply roll two dice (6-sided), and add the gunnery rating of the attacking naval unit (and perhaps the “S” rating of any present Admiral; see [3.19]). If the net result is equal-to or greater-than the targeted naval unit’s current armor rating, that targeted naval unit is considered “hit” and damaged or depleted accordingly (or sunk, if already damaged or depleted). If the dice roll itself is a natural “doubles” (and if equal-to or greater-than the target’s armor rating), the targeted naval unit is considered to be automatically “sunk”, even if not currently damaged or depleted. A “doubles” roll has no additional effect upon STPs, however.
NOTE: A dice roll of “12” is always considered to be an automatic “hit”, even if the net result does not equal or exceed* the target naval unit’s armor rating. In such a case, however, a dice roll of “12” (i.e., “doubles”) does not automatically sink a targeted naval unit. A natural dice roll of “12” (if equaling or exceeding a target’s armor rating; as a natural dice roll) is considered to be an automatic “sink” normally. Conversely, a dice roll of “2” is always considered to be an automatic “miss”, even if the net result equals or exceeds the target naval unit’s armor rating.
*Unlike Air-Naval attacks upon naval units, a modified net dice roll result of “12” is not considered to be a “hit” upon any battleship with an armor rating of 13, 14, 15 or 16 during naval combat. Only a natural dice roll of “12” is considered to be a “hit” upon a battleship with an armor rating of 13, 14, 15 or 16 (i.e., during naval combat).
Naval Torpedo Procedure
When a particular full-strength Destroyer (with a torpedo rating of at least “1”) is designated to attack a specific named enemy naval unit, the owning player must simply roll two dice (6-sided), and add the torpedo rating of the attacking Destroyer (ignoring any Admiral’s “S” rating). If the net result is equal-to or greater-than the targeted named naval unit’s current armor rating, that targeted naval unit is considered to be “hit” and damaged accordingly (or sunk, if already damaged or depleted). If the dice roll itself is a natural “doubles” (and if equal-to or greater-than the target’s armor rating), the targeted named naval unit is considered to be automatically “sunk”, even if not currently damaged.
NOTE: A dice roll of “12” is always considered to be an automatic “hit”, even if the net result does not equal or exceed* the target naval unit’s armor rating. In such a case, however, a dice roll of “12” (i.e., “doubles”) does not automatically sink a targeted named naval unit. A natural dice roll of “12” (if equaling or exceeding a target’s armor rating) is considered to be an automatic “sink” normally. Conversely, a dice roll of “2” is always considered to be an automatic “miss”, even if the net result equals or exceeds the target naval unit’s armor rating.
*Unlike Air-Naval attacks upon naval units, a modified net dice roll result of “12” is not considered to be a “hit” upon any battleship with an armor rating of 13, 14, 15 or 16 during naval combat. Only a natural dice roll of “12” is considered to be a “hit” upon a battleship with an armor rating of 13, 14, 15 or 16 (i.e., during naval combat).
Naval Gunnery and Torpedo Effects
When any naval unit is “hit” (except STPs; see [3.18]), that chit is flipped to its reverse side (i.e., the damaged or depleted side), unless already damaged or depleted* (or unless hit by a “doubles” dice roll result). The damaged or depleted side of a naval unit is always slightly lighter in color, indicating the naval unit’s damaged or depleted status.
*Any damaged or depleted naval unit that is “hit” is considered to be “sunk”, and immediately removed from the game map. Damaged or depleted naval units are typically less cogent than full-strength naval units, and generally possess reduced gunnery, armor and movement ratings. Moreover, depleted DDs usually have no parenthetical torpedo rating. Damaged or depleted naval units function normally, but must operate in accordance with gunnery, armor and movement ratings printed on the reverse side of the chit, until (and if) repaired.
NOTE: In some cases, a naval unit’s full-strength and depleted ratings are undifferentiated.
If a naval unit is damaged or depleted during its movement, its reduced damaged or depleted movement rating is implemented immediately (although the movement rating of most unnamed naval units is not reduced). Any MPs expended up to that time are subtracted from the damaged or depleted naval unit’s printed movement rating (for the remainder of that particular movement). If the damaged or depleted naval unit had already exceeded (before being damaged) its reduced movement rating, it cannot move any further during that particular naval movement segment. The movement of any naval unit is always calculated from its point of origin during that naval movement segment.
EXAMPLE: A UK aircraft carrier - with a printed movement of 34 - (that is moving in the Mediterranean Sea) moves from the port of Alexandria toward Gibraltar. After expending 9 movement points, it is attacked and damaged by an Italian submarine unit. Immediately, the aircraft carrier chit is flipped to its “damaged” side, revealing a printed movement of only 23. Because the carrier had already expended 9 movement points (prior to becoming damaged), the carrier’s new movement rating (i.e., 23) is therefore reduced 9 points (to a remainder of 14) until the end of its current movement. If, however, that carrier had already expended 23 movement points when it became damaged, its movement would be halted until the end of the current naval movement segment (i.e., until eligible to move again during a subsequent Phase).
A stack or task force with a recently-damaged or depleted naval unit may opt to leave that particular damaged or depleted naval unit (and/or other units) behind as it continues moving. If a damaged or depleted naval unit remains with a stack or task force, its reduced movement (if any) must be factored into any subsequent naval movement, interceptions or Evasions. Withdrawing from Naval Combat (After Round 1)
After completing Round 1 (not sub-round) of naval combat, both players may* endeavor to withdraw some or all of their engaged naval units (whether screened or not), even if damaged or depleted. Each player may withdraw up to half (rounded up) of his total remaining naval units (if not withdrawing all of the remaining naval units), or may withdraw all of his total remaining naval units. A player may never withdraw more than half of his total remaining naval units unless he withdraws them all.
*Withdrawing from naval combat is completely optional.
NOTE: Neither player may withdraw any naval unit(s) from naval combat occurring within any port location. The decision to withdraw any naval units must be decided secretly, and secretively recorded or hidden from the opponent’s view. After both players have decided which naval units they shall withdraw (if any), they then simultaneously reveal their decision:
[ A ] If both players chose to withdraw all naval units, that naval engagement then automatically ends.
[ B ] If neither player chose to withdraw any naval units, then Round 2 of naval combat automatically ensues, and all attendant naval units must participate normally (see below).
[ C ] If both sides have withdrawn some naval units (i.e., while other naval units still remain), only the remaining naval units will then participate in Round 2 of naval combat. All of the withdrawn naval units are simply set aside, and cannot participate in Round 2 of naval combat. If either side outnumbers the other, the outnumbering player may screen any excess naval unit(s) normally.
NOTE: Any naval unit(s) that are withdrawn from naval combat (after Round 1) are temporarily considered to be a separate group from any naval unit(s) that presently remain (i.e., until the end of the current naval engagement). The owning player is permitted to designate any withdrawn naval unit(s) as a separate task force, if he prefers.
[ D ] If one side withdraws entirely, but the other does not, the side that did not withdraw (i.e., the side with remaining naval units) may then opt to “pursue” the withdrawing side (if desired), and automatically instigate Round 2 of naval combat (which cannot be evaded). In such a case, the pursuing player - with the remaining naval units only - must engage the entire withdrawing enemy fleet. If a player does opt to pursue, he need not necessarily pursue with all of his remaining naval units. A pursuing player may pursue with some of his remaining naval units, but not others, if he prefers. Any naval units that do not pursue, however, cannot subsequently pursue thereafter (during that same naval engagement).
Any naval unit(s) that withdraw from naval combat (after Round 1) must then remain in the current sea area or hex until the end of the current naval movement segment (although any naval units that have not yet moved - but are eligible to do so - may be moved normally during a subsequent friendly naval movement option).
Naval Combat Round 2
Round 2 of naval combat is dissimilar to Round 1 inasmuch as naval units are not organized into separate gunnery ratings, nor is naval gunfire divided into gunnery sub-rounds (because all naval gunfire is considered simultaneous during Round 2 of naval combat). Nonetheless, each opposing player must array (off the map) all of his attendant naval unit(s) - putting screened naval units, if any, off to the side again - but only including naval units that were not withdrawn from naval combat after Round 1 (unless “pursued” by the other player’s fleet, as explained).
Round 2 of naval combat entails no gunnery sub-rounds (nor the torpedo round). As such, each naval unit may target one enemy naval unit, ignoring any particular gunnery order. Attacks from all opposing naval units is considered to be simultaneous during Round 2, regardless of which player is actually rolling the first attack dice roll (and regardless of each naval unit’s chosen target). Accordingly, if a particular naval unit is depleted or sunk (by any enemy naval unit, if during Round 2) before its own pending gunnery attack is conducted, that naval unit’s pending gunnery attack is to be resolved nonetheless* thereafter.
*A naval unit’s gunnery rating is always assumed to be as it was printed prior to any damage inflicted during Round 2. After all eligible naval units have concluded naval attacks, Round 2 of naval combat is then concluded. Accordingly, the naval engagement then automatically ends (after Round 2 of naval combat), even if any opposing naval remain (in the engagement hex. Any subsequent naval engagement must be initiated per [3.6] normally).
Concluding Naval Combat
After resolving naval combat, the surviving intercepting naval unit, stack or task force is thereafter ineligible to move and/or conduct any additional naval interceptions during the current Phase. The surviving intercepted naval unit, stack or task force, though, is thereafter eligible to move (or continue moving) and/or operate normally, if otherwise capable, during the current Phase.
[3.18] STP Targets during Naval Combat
Though STP chits exist as “points”, each STP point is essentially considered a separate target for naval combat purposes (per the normal naval combat rules). When any STP chit is hit during naval combat, one STP “point” is considered sunk (i.e., per each “hit”). If a 2-point STP chit is hit, it must be immediately flipped (to the 1-point side). If a 1-point STP chit is hit, it is removed from the map (and returned to the force pool).
NOTE: A naval combat dice roll of “doubles” upon an STP chit does not result in any further effect (because each STP point is a separate target, and represents a single one-step freighter, transport or other comparable ship for game purposes). Thus, any “doubles” result does not sink any additional “points” on the same STP chit.
If a particular STP chit is eliminated, any cargo it is carrying (if any) is also eliminated (although eliminated HQs and Generals are automatically returned to the force pool). However, a stack or task force containing multiple STPs (carrying cargo) is comported somewhat differently. If a stack or task force containing multiple STPs is attacked by enemy air and/or naval units (and assuming some STPs are eliminated), no cargo is eliminated unless the actual quantity of remaining STPs is insufficient to legally transport the totality of that cargo. In such a case, the owning player must immediately eliminate enough cargo (of his choice) to comply with the licit transport capacity (see [3.23]).
NOTE: Unless every STP (and CL/DD combo) is eliminated, any present General(s) and/or HQ(s) are always assumed to be aboard whatever STPs (or CL/DD combo) still remain (i.e., have not been sunk). Eliminated HQs and Generals are automatically returned to the force pool. HQs and Generals are never assumed to be aboard any other type of naval unit.
EXAMPLE: If the quantity of STPs in a stack is reduced below the minimum necessary to haul the quantity (and type) of units and/or supply chits in that stack, the owning player must immediately eliminate enough units and/or supply chits until the remaining quantity of STPs is sufficient to haul whatever cargo remains.
If an amphibious stack or task force has lost too many STPs to legally conduct an Amphibious Assault, the owning player may (at any time during naval movement) “downgrade” that stack’s or task force’s intended Amphibious Assault to a transport mission (if sufficient STPs remain to do so), and thus forgo the intended Amphibious Assault altogether. However, if an evacuating stack or task force has lost too many STPs to legally conduct an evacuation (i.e., after the evacuated units have been embarked), an evacuation cannot be downgraded to a transport mission. In such a case, the owning player must immediately eliminate enough of the evacuated units (of his choice) until whatever units remain comply with the evacuation transport requirement.
[3.19] Admirals
An Admiral has no ability unless “aboard” a named naval unit of the Admiral’s same nationality, although an Admiral’s modifier(s) may be applied (if eligible) to any friendly units within the Admiral’s same stack or task force, if legally applicable. During a Seasonal Turn, any available Admiral can be placed aboard (i.e., assigned) any friendly named naval unit if that named naval unit is presently docked in any friendly, supplied and functioning port (regardless of enemy ZOC) anywhere on the map, even if Isolated (but not if Isolated and out-of-supply).
An Admiral can be stacked with any named naval unit to which it assigned, although a player may secretly record the name of that naval unit, and simply keep the Admiral chit off to the side. A player is only required to reveal the naval unit to which the Admiral had been assigned if the Admiral becomes eliminated or returned to the force pool (see [3.20]).
NOTE: An Admiral may never move (or be moved) on land, although an Admiral may be transported via an ATP or an STP normally (i.e., as if it is a land unit). In that regard, an Admiral can be embarked and/or debarked normally (but is never counted against any ATP’s or STP’s transport capacity). An Admiral cannot be debarked during any Amphibious Assault, nor accompany any Paradrop.
Admiral Capabilities
An Admiral has no command or activation capabilities; an Admiral’s only function is to modify specific dice rolls, depending on the Admiral’s specifically printed capability or capabilities Each Admiral possesses one or more of the following capabilities:
L:1 (Locator Bonus) = Applies a +1 Naval Interception die roll modifier to one friendly naval interception attempt
by that Admiral’s stack or task force - up to one search group - (per monthly game-turn).
E:1 (Evasion Bonus) = Applies a - 1 Naval Interception die roll modifier to one enemy naval interception attempt in
the Admiral’s hex (per monthly game-turn).
A:1 (Amphibious Assault Bonus) = Applies a +1 Land Combat die roll modifier to one Amphibious Assault in the Admiral’s hex. (per monthly game-turn).
D:1 (Defense Bonus) = Applies a - 1 naval combat dice roll modifier to one enemy attack upon a friendly naval unit
in the Admiral’s same stack or task force (per naval engagement).
S:1 (Surface Gunnery Bonus) = Applies a +1 naval combat dice roll modifier to one friendly gunnery attack upon an enemy
naval unit in the Admiral’s same stack or task force (per naval engagement).
S:3 (Surface Gunnery Bonus) = Applies a +3 naval combat dice roll modifier to one friendly gunnery attack upon an enemy
naval unit in the Admiral’s same stack or task force (per naval engagement). An Admiral’s modifier can only be applied if declared by the owning player before the actual (and pertinent) die/dice roll. In such a case, the Admiral’s modifier, when applied, is immutable (regardless of the result). Any Admiral’s particular modifier can only be applied once per monthly game-turn or naval engagement respectively (as indicated above).
The owning player may apply any of the Admiral’s applicable modifiers (if eligible) to any accompanying allied units normally.
[3.20] Eliminating Admirals
If an Admiral is aboard a named naval unit that is “hit” (i.e., damaged or sunk) - regardless of the type of attacking agent - the owning player must immediately roll one die (6-sided): On a die roll of 1-2, the Admiral is eliminated (permanently) and removed from the game. The following modifiers apply, however:
- 1 : If the Admiral’s ship is sunk (i.e., not just damaged).
- 2 : If the Admiral’s ship is sunk with a “doubles” dice roll result. - 3 : If no other friendly* naval unit is present in the same hex.
*Even non-named and/or allied naval units are considered present friendly naval units (for purposes of this modifier). If all “other” friendly naval units are damaged or sunk, however, the Admiral is not then subject to another elimination check, but is simply returned to the force pool instead.
Nonetheless, on a net die roll of 3-6, the Admiral is returned to the force pool. That Admiral is eligible to arrive in play again as of the following Seasonal Turn normally (during the Construction Phase).
NOTE: An Admiral’s Surface modifier can be applied retroactively (if it has been eliminated or returned to the force pool) if a player’s naval gunfire was eligibly pending, but yet to be rolled (see [3.19]).
[3.21] Naval Transport and Amphibious Assaults
The transport of units and supply chits via the following naval transport rules is an integral facet of AETO. The transport of units and supply chits is strictly limited to Sea Transport Points (STPs) and/or CL/DD combinations (see [3.27]). Only STPs, however, may be used to perform any Amphibious Assault.
During the Naval and Air Phase, any eligible land unit(s), air unit(s) and/or supply chit(s) in a functioning port hex (regardless of their supply status) can be embarked aboard any eligible STP(s) and/or CL/DD combination(s)* presently docked in that same port (and then presumably moved - per the normal naval movement rules - to an alternate hex or location). Any unit(s) tasked to conduct an Amphibious Assault are governed by additional rules and requisites (see [3.25]).
*CL/DD combinations are only eligible to transport infantry land units (although a CL/DD combination may not transport any UK or US infantry unit with a printed movement rating of “5”).
[3.22] Sea Transport Points (STPs)
STPs exist as numbered chits. An STP chit with a “1” signifies one Sea Transport Point; an STP chit with a “2” signifies two Sea Transport Points. Each STP chit point is considered a separate naval unit*, although multiple STP points (even if among multiple STP chits) presently docked in the same port are always counted as one naval unit when determining a port’s available capacity, regardless of the actual quantity of STP chits or points based there (except in a Coastal City port; see [3.15]).
*The reverse side of an STP chit represents a distinctly separate cargo capacity (i.e., point) of the same STP chit, not a damaged or depleted STP. Only the facing side of an STP chit is considered extant (while in play).
Multiple STP “points” may be freely interchanged and composed at any time (e.g., three “2” STPs may be exchanged for six “1” STPs, or any combination thereof), provided that the number of actual STP “points” remains the same. In fact, enemy action may forcibly disjoin multiple STP “points” in the same hex, in which case the owning player may freely rearrange the remaining STP “points” normally.
STPs move and function like other normal surface naval units, although enemy air and/or naval attacks upon STPs are resolved somewhat differently (see [3.18]). STPs do not possess any gunnery or torpedo rating, and thus cannot attack any enemy naval unit during naval combat (although STPs may be targeted normally).
STPs may be used to conduct an Amphibious Assault (see [3.25]), Evacuation (see [3.26]) or a transport mission. If conducting a transport mission, STPs may be used to transport any type of land unit, as well as any Fighter, Fighter-Bomber and/or Naval-Air unit, provided that a sufficient number of STPs are present to do so. Several STPs may operate together to transport a particular unit, even if in excess of the normal STP requirement (e.g., as buffer against possible enemy attacks).
NOTE: A player’s STPs may be used to transport any eligible friendly units, including allied and/or minor partner units. Generally, any transported unit(s) - upon embarkation and during naval movement - must be stacked below the transporting STP chit(s). Upon debarkation, any transported unit(s) are then stacked above the transporting STP chit(s), indicating that they are no longer embarked.
Like normal naval units, STPs may remain at sea during the End Phase, although STPs are subject to the same considerations (i.e., Keeping Naval Units at Sea) as normal naval units. The supply status of a transporting STP does not affect the supply status of any transported unit(s), and vice versa.
STPs may stack, convene and move with other naval units and/or task forces normally.
[3.23] Naval Transport Capacities
Naval Transport Capacities
Naval transport capacities define the requisite transport cost to embark specific units and chits, tabulated as follows:
Unit/chit to be moved Normal Transport Cost Amphibious Assault at 1-4 hexes Amphibious Assault at 5+ hexes
Sea Supply chit 1 per chit N/A N/A
Infantry (or Cavalry)* 1 per chit 2 3
Paratrooper/Commando Unit* 1 per chit 2 3
Armor (or Mech.)* 2 per chit 4 6
Fighter-type* 2 per chit N/A N/A
Bomber* N/A N/A N/A
HQ Unit free free free
General free free free
*Two half-step units may be transported together as one normal full-strength unit. However, a single half-step unit (i.e., if not with another half-step unit) is transported as one normal full-strength unit.
-
If conducting an Evacuation (see [3.26]), the transport cost is doubled (e.g., evacuating one infantry unit requires 2 STPs).
-
If debarking any units in a friendly non-port coastal hex, the transport cost is doubled.
NOTE: When determining the distance of an Amphibious Assault, the distance (in hexes) from the port of embarkation to the assault hex is factored as the measurable distance, regardless of any intermediate positions in the interim.
EXAMPLE: An infantry unit embarked at Plymouth to conduct an Amphibious Assault upon Le Harve (which is four hexes distant) requires two STPs. However, an infantry unit embarked at Plymouth to conduct an Amphibious Assault upon St. Nazaire (which is seven hexes distant) requires three STPs.
Any Admiral(s), General(s) and/or HQ(s) may be transported without any transport cost, regardless of the type of mission or the transport distance.
[3.24] Naval Transport
Embarking Supply/Units (Naval Transport)
STPs and/or CL/DD combinations beginning the Naval and Air Phase docked in a friendly-controlled port may embark any eligible unit(s) and/or Sea Supply chit(s) in that port hex (if within legal transport capacities) at no MP cost. Moreover, STPs and/or CL/DD combinations beginning the Naval and Air Phase docked in a port (or presently at sea) may move to a friendly-controlled port and then embark any eligible unit(s) and/or Sea Supply chit(s) in that port (if within legal transport capacities). If embarking any Sea Supply chit(s), no MPs are expended to do so. However, if embarking any unit(s) an STP and/or CL/DD combination must expend 1/2 of its printed movement to embark any unit(s) in that port hex. If an STP and/or CL/DD combination lacks sufficient available movement to do so, then no embarkation is permitted at that time. After an embarkation, STPs and/or CL/DD combinations may continue to move normally (within or up to the extent of their own remaining movement allowance).
NOTE: Sea Supply chits are always embarked at no MP cost.
Debarking Supply/Units (Naval Transport)
The debarkation of supply and units is relegated to specific Phases and Steps of a monthly game-turn, and only in a friendly port or coastal hex. Transported supply and units may only be debarked into the same hex occupied by the transporting STP and/or CL/DD combination. Unless conducting an Amphibious Assault, transported supply and units cannot be debarked into any neutral or enemy controlled hex.
-
A transported Sea Supply chit may only be debarked during the Sea Supply Debarkation Step of the Naval and Air Phase, if the transporting STP or CL/DD combination occupies a friendly port (or as an Emergency Sea Supply Debarkation, if not occupying a friendly port; see [7.5]).
-
A transported land unit may be debarked during the Offensive Phase (via the expenditure of a normal Land Offensive) during the Combat Step, if the transporting STP or CL/DD combination occupies either a friendly port or a friendly coastal hex. If the debarkation hex is a functioning port that is not within enemy ZOC, the debarked land unit may move up to one additional hex after debarkation (if otherwise eligible) as part of that activation. However, if the debarkation hex is not a functioning port, or is within enemy ZOC*, then the debarked land unit cannot move beyond that debarkation hex for the remainder of the current monthly game-turn (except to Advance After Combat; see [5.19]). In either case, the land unit is marked with an “Active” chit afterward.
*Whether contested, inhibited or not.
A land unit that is debarked into a friendly-controlled hex during the Offensive Phase (via a Land Offensive) is also eligible to conduct or participate in a normal land combat attack during that same Combat Step immediately after debarkation as part of that Land Offensive. If successful, the attacking unit may Advance After Combat normally, and - if it is an eligible armor and/or mechanized unit or stack - may conduct Exploitation movement, and an Exploitation attack during the ensuing Exploitation Step normally. The land unit is marked with an “Active” chit afterward in either case.
-
A transported land unit may be debarked during the Land Movement Step of the Movement Phase, if the transporting STP or CL/DD combination occupies either a friendly port or a friendly coastal hex. If the debarkation hex is a functioning port that is not within enemy ZOC, the debarked land unit may move up to one additional hex (if otherwise eligible), and may even rail thereafter (per the normal rail rules; see [6.1]). However, if the debarkation hex is not a functioning port, or is within enemy ZOC, then the debarked land unit cannot move beyond that hex, nor rail thereafter for the remainder of the current monthly game-turn.
-
A transported Fighter, Fighter-Bomber or Naval-Air unit may be debarked during the Offensive Phase* (via the expenditure of an Air Offensive) if the transporting STP occupies a friendly functioning port hex with a sufficient air capacity. The air unit must then be marked as “Currently Committed” (see [4.27]).
*Regardless of any weather effects (i.e., the debarkation is not considered to be a Change Base mission or a “hop”).
- A transported Fighter, Fighter-Bomber or Naval-Air unit may also debarked during the Land Movement Step of the Movement Phase if the transporting STP occupies a functioning port hex with a sufficient air capacity.
NOTE: No unit may remain embarked aboard any STP or CL/DD combination (if docked in a port) beyond the Movement Phase. Any unit still embarked aboard a docked STP or CL/DD combination during the Second Naval Movement Step must be automatically debarked in the same port (and revealed, if necessary), even if in excess of the legal stacking limit. If any land unit is automatically debarked in excess of the legal land unit stacking limit in that hex, the owning player must simply eliminate sufficient land unit step(s) in that port hex (of his choice) to become compliant with the land unit stacking limit (see [5.9]). The player that owns the debarkation hex is the final arbiter if any disputes arise regarding which step(s) must be eliminated to become compliant with the land unit stacking limit. Any automatically debarked unit(s) are not eligible to move for the remainder of the current monthly game-turn.
[3.25] Amphibious Assaults
Embarking Units (Amphibious Assault)
To conduct an Amphibious Assault, the participating land unit(s) and STPs must begin a Naval and Air Phase stacked together in the same functioning port hex. STPs (but not CL/DD combinations) docked in that port may embark any eligible land unit(s) in that port hex (if within legal transport capacities) at no MP cost.
Transporting Units (Amphibious Assault)
After embarkation, the land unit(s) and naval units tasked to conduct an Amphibious Assault during an Offensive Phase must be moved during a Naval and Air Phase (as a friendly naval movement option). Naval units tasked to conduct an Amphibious Assault (hereafter known as the Amphibious task force) must be on Standby status prior to the ensuing Offensive Phase (i.e., when the Amphibious Assault will occur). Only naval units that do not move more than half of their currently printed naval movement rating during a Naval and Air Phase will be eligible to be marked as “Standby” status. An Amphibious task force is susceptible to enemy air and/or naval interceptions and attacks normally.
NOTE: An Amphibious task force is never required to conduct an Amphibious Assault during the same monthly game- turn in which the participating units embarked and departed port. For example, an Amphibious task force that departs port during October (i.e., during the Naval and Air Phase) may move and/or remain at sea until the Offensive Phase of the November monthly game-turn, and then conduct an Amphibious Assault. However, regardless of when the Amphibious Assault occurs, the Amphibious task force must be on Standby status during the Naval and Air Phase preceding the Offensive Phase when the assault occurs.
An Amphibious task force may be moved (during the Naval and Air Phase) to the intended assault hex (and marked as “Standby” in that hex), or to a proximal sea location that is within the Offensive Naval Movement Range of the intended assault hex (see [3.12]). In the latter case, an assaulting player must expend a Sea Offensive to move the Amphibious task force (to a maximum of 3 MPs; see [3.12]) to the intended assault hex, and then a Land Offensive to conduct the actual Amphibious Assault (which may be performed sequentially or as a Joint Offensive; see [5.4]). As mentioned, an Amphibious task force is susceptible to enemy air and/or naval interceptions and attacks normally. In either case, the Amphibious task force must occupy the intended assault hex when the actual Amphibious Assault is conducted.
Any supporting naval unit(s)* may participate in an Amphibious Assault without requiring any additional Sea Offensive, provided that the supporting naval unit(s) are Activated with the Amphibious task force (via the same Sea Offensive). Eligible naval units (if on Standby status) may be Activated via a separate Sea Offensive to support an Amphibious Assault, provided that they are Activated (and moved to the assault hex, if necessary) before the Amphibious Assault is conducted and resolved. In either case, any participating naval unit(s) must be attendant during the Amphibious Assault to contribute support thereto. Any supporting naval unit(s) are susceptible to enemy air and/or naval interceptions and attacks normally as well.
*Such as naval units providing Naval Bombardment.
Any naval units that participate in an Amphibious Assault must remain in the assault hex for the duration of the Offensive Phase. Amphibious Assault Procedure An Amphibious Assault may be conducted in any clear coastal hex, or in any mountain hex with a port*. No Amphibious Assault is ever permitted into a forest, swamp or non-port mountain hex. Additionally, an Amphibious task force that enters an enemy port may never conduct an Amphibious Assault while within the enemy port itself.
*Although an Amphibious Assault occurring in any port coastal hex is never considered to be entering the port itself.
NOTE: The Allies and Axis may never conduct more than one Amphibious Assault upon the same coastal hex per each monthly game-turn.
[ 1 ] After resolving all enemy air and/or naval interceptions and attacks (if any), an eligible Amphibious task force presently occupying a legal enemy coastal hex during the Offensive Phase may conduct an Amphibious Assault into that hex. As such, the assaulting player must declare his intent to conduct an Amphibious Assault into that hex, and expend one Land Offensive normally, even if the enemy hex is currently “unoccupied” (see Intrinsic Garrison below). The assaulting unit(s) must be Activated via an eligible Command Agent normally (see [5.0]).
If the targeted assault hex contains an enemy port, the presence of any enemy naval unit(s) presently docked within that port does not automatically prevent the Amphibious Assault there. Any enemy naval unit(s) presently docked within that port may intercept the Amphibious task force normally, however.
[ 2 ] After declaring the Amphibious Assault, the assaulting player debarks all of the friendly land units that will be participating in that assault (revealing them to the defending player). The assaulting player may not debark more land units into the assault hex than is permitted by the normal stacking limits (ignoring the presence of the defending units, in such a case). However, unlike normal land combat, the debarked (i.e., assaulting) land unit(s) are placed directly into the defender’s hex (i.e., the assault hex). Hence, the assaulting and defending land unit(s) are assumed to occupy the same location. Furthermore, the assaulting land unit(s) are thence considered to functionally occupy a separate location from the offshore Amphibious task force, even though they technically occupy the same hex.
[ 3 ] After debarkation, the friendly and enemy player may each commit eligible air units to the impending combat normally (see [4.22]). Thereafter, the assaulting player may resolve any intended (and surviving) paradrops* in the assault hex.
*Units performing an Amphibious Assault do qualify as “adjacent” when determining paradrop modifiers.
[ 4 ] After resolving all preceding exigencies, the players must determine the total combat strength of all attacking and defending land units (including present Generals, Bombers and/or Naval Bombardment)*, and then calculate the combat odds ratio (see [5.14]). Any participating land units (i.e., conducting an Amphibious Assault upon the same hex) must attack as a single combined group. Participating land units cannot be divided or segmented to conduct multiple Amphibious Assaults upon the same hex, nor may other participating units be held back aboard the transporting STPs to conduct a subsequent Amphibious Assault upon the same hex (during the same monthly game-turn).
*Eligible enemy naval unit(s) present in the targeted assault hex may contribute defensive Naval Bombardment normally, even if presently docked in port.
NOTE: Any other eligible non-participatory unit(s) may be purposefully held back to be debarked in the same assault hex (if stacking limits permit) during that Offensive Phase, or during the ensuing End Phase (see [3.24]). Furthermore, if the debarkation hex is a functioning port, any debarked land unit(s) may be eligible to move and/or attack (see [3.24]). Intrinsic Garrison If a targeted assault hex is unoccupied by any enemy fort or land units, the hex is considered to possess an automatic Intrinsic Garrison* with an inherent combat strength of “1”. Like a normal land unit, an Intrinsic Garrison’s inherent combat strength may be doubled (to a maximum of “2”) by any eligible supporting Bomber-type air unit(s) and/or naval gunfire. A lone General cannot impart his own combat strength to any Intrinsic Garrison, but neither does a lone General negate an Intrinsic Garrison.
*An Intrinsic Garrison does not exist in any hex that is within the uncontested ZOC of an enemy land unit (i.e., from an adjacent connecting land hex). Obviously, an Intrinsic Garrison does not exist while occupied by any land unit, including enemy Partisans.
An Intrinsic Garrison cannot ever be attacked from any adjacent connecting land hex.
NOTE: At anytime prior to rolling the die to resolve an Amphibious Assault, the attacking player may cancel the assault, even after determining the results of an air engagement over the assault hex, or after determining the results of a paradrop into the assault hex. An Amphibious Assault cannot be canceled after resolving the attack die roll. If an Amphibious Assault is canceled, all of the assaulting units are considered immediately reembarked (but not Activated). In such a case, the expended Offensive is considered spent nonetheless.
[ 5 ] After determining the final combat odds ratio, the assaulting player must then roll one die (8-sided), applying all normal land combat die roll modifiers, including the Amphibious Assault die roll modifier (-3* for UK and/or US land units; -4 for Axis or Soviet land units), and cross-referencing the modified die roll result with the calculated odds ratio (i.e., per the normal land combat rules; see [5.14]). An Amphibious Assault may not occur during the Breakthrough Step or as a Breakthrough attack.
*If Admiral Cunningham is functionally present in the targeted assault hex (i.e., aboard a named naval unit), its A:1 rating (i.e., +1 Amphibious Assault die roll modifier) may be applied to that Amphibious Assault, provided that the Amphibious Assault involves at least 50% UK land unit combat strength points.
NOTE: Amphibious Assaults are never eligible for a Re-Roll option.
Successful Amphibious Assault
After resolving the actual Amphibious Assault attack (i.e., after rolling the die), the results are implemented immediately. If the die roll result eliminates all of the enemy land units in the assault hex, or forces a retreat, the Amphibious Assault is successful, and the assaulting land unit(s) are then considered landed in the assault hex, thus capturing any installation(s) in that hex (although forts are automatically eliminated when captured). If the combat result is a [-/1] (if not against a fortified hex), -/2 z or -/3 z result (see [5.14]), and also eliminated or forcibly retreated all of the defending enemy land units, the assaulting land unit(s) must eliminate one land unit step upon their occupation of the targeted assault hex (because it is considered to be an Advance After Combat; see [5.19]), even if the assault hex was defended by an Intrinsic Garrison. However, If the combat result is a DE result (see [5.14]), the assaulting land unit(s) are simply landed in the targeted assault hex, and no mandatory step loss is incurred. All participating naval units simply remain in that coastal hex (as “Active”) for the duration of the current Offensive Phase (but cannot be considered in port during that Offensive Phase if a captured port is in that same hex).
NOTE: A [-/1] combat result (i.e., a defender step loss) against a fortification chit is automatically backfired as 1/- result instead (i.e., an attacker step loss).
Immediately after concluding a successful Amphibious Assault (regardless of the actual combat result, if successful), one Sea Supply chit is automatically debarked in the assault hex (i.e., with the landed assault units, even if no port exists in that hex), and all participating (and surviving) land units are marked with an “Active” chit. If any armor and/or mechanized unit(s) with a General participated in the Amphibious Assault (assuming they survived the assault), they may be eligible to perform Exploitation movement and/or attacks (see [5.22]), if the owning player desires.
Unsuccessful Amphibious Assault
If the die roll result is a 3/-, 2/- or 1/- result, or a [-/1] result that did not forcibly retreat all of the defending enemy land units (see [5.14]), the Amphibious Assault is unsuccessful, and the assaulting land unit(s) must suffer the requisite step losses, if any (i.e., either a 1/-, 2/- or 3/- attacker step loss result, depending on the die roll result), and the surviving land unit(s) are then considered immediately reembarked (although this is not considered an Evacuation, but rather is an automatic reembarkation). However, if the combat result is an AE result (see [5.14]), all of the assaulting land units are simply eliminated, and that attempted Amphibious Assault is then immediately considered to be over. All participating naval units simply remain in that coastal hex (as “Active”) for the duration of the current Offensive Phase.
EXCEPTION: An Amphibious Assault conducted against an unoccupied enemy hex (i.e., with only an Intrinsic Garrison) does not fail, even if the die roll result is a 3/-, 2/- or 1/-, unless all of the assaulting land units were eliminated by that die roll result. Hence, after a 3/-, 2/- or 1/- result, any surviving land units (if any) are landed in the targeted assault hex normally. However, in this case, no automatic Sea Supply chit is landed in the assault hex. Furthermore, surviving armor and/or mechanized units (if any) are not eligible to exploit.
Immediately after concluding an unsuccessful Amphibious Assault, all participating (and surviving) land units are marked with an “Active” chit (after reembarkation). Any paratrooper unit(s) that had been landed in the assault hex (if any) are then automatically eliminated.
After an unsuccessful Amphibious Assault, the participating naval units are eligible to move normally during the End Phase. If the transporting naval units return to a friendly functioning port, any surviving land unit(s) aboard them must be debarked (if stacking limits permit). If the transporting naval units remain at sea, they (and any land units aboard them) are subject to rule [3.14] normally. A reembarked land unit (i.e., after surviving an unsuccessful Amphibious Assault) must be debarked in a friendly, supplied port before it may participate in any subsequent Amphibious Assault.
Exploitation
Activated armor and/or mechanized units (with a General) may participate in an Amphibious Assault during the Combat Step of the Offensive Phase, and then Exploitation movement and/or attacks during the Exploitation Step (assuming that the Amphibious Assault succeeded*, and assuming that an eligible participating armor and/or mechanized unit survived). Only armor and/or mechanized units with a circled printed movement rating (and stacked with an eligible General at the beginning of the Exploitation Step) are ever eligible to perform Exploitation movement and/or attacks.
*Armor and/or mechanized units may only exploit after an amphibious assault die roll result of [-/1] (if not against a fortified hex), -2 z, -/3 z or DE.
As per the normal rules, an armor and/or mechanized unit may not exploit if adverse weather conditions exist in the assault hex.
NOTE: Any air units that supported an Amphibious Assault are also eligible to support an Exploitation attack involving the same armor and/or mechanized unit(s).
End Phase
If a successful Amphibious Assault results in the capture of a functioning port, any of the participating friendly naval units may enter and dock in that port normally during the End Phase, provided that such naval units do not exceed that port’s maximum Port Capacity (see [3.15]).
[3.26] Evacuations
An Evacuation mission is a special transport mission that allows friendly land units to be evacuated (i.e., embarked) from a non- port clear coastal hex (during the Naval and Air Phase only). Commando, Infantry*, Mountain and Paratrooper units (as well as Generals and HQs) may be evacuated. No Armor, Cavalry, Mechanized or Ski units may ever be evacuated.
*But not Soviet 7-4 Siberian units, or UK or US infantry units with a printed movement rating of “5”). STPs and/or CL/DD combinations may be used to perform Evacuation missions, although the normal transport requirement is doubled (e.g., a single Infantry unit would require two STPs to be evacuated, rather than the normal one STP requirement). Two full-strength CLs and two full-strength DDs (but never less) may be used to perform an Evacuation mission to evacuate a maximum of one eligible full-strength infantry unit (of any type, except Soviet 7-4 Siberian units, or UK or US infantry units with a printed movement rating of “5”). If any of the evacuating CLs and/or DDs become depleted during that evacuation, the evacuated infantry unit automatically and immediately becomes depleted, or automatically and immediately eliminated if already a depleted infantry unit). If any of the evacuating CLs and/or DDs are sunk during that evacuation, the evacuated infantry unit automatically and immediately becomes eliminated (whether the evacuated infantry unit is full-strength or depleted).
In addition, Evacuation missions are limited to a maximum movement of 8 MPs after the embarkation of the evacuated unit(s), and must end movement docked in a friendly port (even if out-of-supply and/or isolated). Any such unit(s) must be debarked normally thereafter. If any evacuated land unit(s) are not in a friendly port at the end of the same Naval and Air Phase, they are eliminated.
[3.27] CL/DD Transport
When a CL (Light Cruiser) chit is stacked with a DD (Destroyer) chit (i.e., in the same location), they may function as a transport (known as a CL/DD combination). To function as a transport, a CL and DD need not begin the current Phase stacked together, although they must be stacked together at the moment of embarkation, and throughout the duration of the transport operation. Each CL/DD combination may function as one transport point (like an STP). If both the CL and the DD are currently full-strength, they may collectively transport up to one full-strength infantry unit (of any type*) or one Sea Supply chit. If either the CL or the DD is currently depleted (or if either is blank on the reverse side), then they may collectively transport up to one half-strength (i.e., depleted) infantry unit (of any type*), but no Sea Supply chit.
*Including Generals and/or HQs.
NOTE: A CL/DD combination may not transport any Soviet 7-4 Siberian units, or any UK or US infantry unit with a printed movement rating of “5”.
A CL/DD combination may not transport any armor or air unit. Additionally, a CL/DD combo may never be used to participate (as a transport) in any Amphibious Assault.
If a stack or task force containing a CL/DD combination is attacked, the owning player is obligated to identify which CL and DD is presently functioning as a transport (i.e., before any attacks are commenced). If the CL unit and the DD unit are full-strength (and presently transporting a full-strength infantry unit), the infantry unit is automatically depleted if either the CL or the DD is depleted. Or, if transporting a Sea Supply chit, the Sea Supply chit is automatically eliminated. If either the CL or the DD is sunk (if carrying an infantry unit (or Sea Supply chit), the infantry unit (or Sea Supply chit) is automatically eliminated as well.
[3.28] Bombarding Installations
During a Sea Offensive (only), any Activated naval unit(s) with a gunnery rating (not a torpedo rating) of at least “1”, and occupying any coastal hex(es) may attempt to bombard any installation(s) there (even if “under-construction”). A naval unit that is Activated to conduct a Naval Bombardment is susceptible to enemy air and/or naval interception(s) normally. If the enemy player elects to intercept an Activated naval unit, stack or task force, any such interception(s) are always resolved before the Naval Bombardment. Naval Bombardment Mission After resolving any air and/or naval interceptions and counter-interceptions (if any) preceding a Naval Bombardment mission, each surviving (i.e., not sunk) naval unit (with a gunnery rating of at least “1”) in the targeted installation hex may then participate in one Naval Bombardment attack upon the targeted installation hex.
To resolve the Naval Bombardment mission, the bombarding player must first specify precisely which naval unit(s) are attacking which installations (if there are multiple naval units and/or installations within the target hex). The bombarding player may bombard one installation with any specific naval unit(s), bombard some of the installations with any specific naval unit(s), or bombard all of the installations with any specific naval unit(s). As such, the bombarding player must determine the total bombardment strength (i.e., the total gunnery of all the participating naval units) that is bombarding each targeted installation. Each bombardment (whether targeting one installation or multiple installations) must be resolved separately (i.e., as a single, separate dice roll). After determining the target(s), and the participating naval unit(s), the bombarding player resolves each bombardment, as follows:
[ 1 ] Add the total gunnery of all bombarding naval units (even if damaged or depleted), comparing it with the appropriate strength point column on the Bombing Table (e.g., if the total bombardment strength is 19 points, it is therefore compared with the 17- 24 column).
[ 2 ] Determine the “target computation”:
Grass Airfield = 1 (+2, if the hex is fortified).
Small Airbase (chit or map) = 1 (+2, if the hex is fortified).
Large Airbase (chit or map) = 2 (+2, if the hex is fortified).
Coastal Fortification = 1 (+ the total airbase capacity in the hex).
Fortification = 2 (+ the total airbase capacity in the hex).
Permanent Fortification = 4 (+ the total airbase capacity in the hex).
Port = X = the port’s airbase capacity (+ the total
airbase capacity in the hex; +2, if the hex is fortified).
Mulberry = 2 (+ the total airbase capacity in the hex;
+2, if the hex is fortified).
Radar = 4 (+ the total airbase capacity in the hex;
+2, if the hex is fortified).
Rocket Site = 1 (+ the total airbase capacity in the hex;
+2, if the hex is fortified).
[ 3 ] The bombarding player then rolls two dice (6-sided) once, and compares that dice roll result with the corresponding strength point column on the Bombing Table. If the bombardment dice roll result is equal-to or greater-than the “target computation”, the targeted installation is destroyed. If the dice roll result is less than the “target computation”, there is no effect.
NOTE: When calculated, each Bombardment mission is resolved as a single attack (i.e., one dice roll), regardless of the number of participating naval units or their gunnery strength.
[ 4 ] If the targeted installation is destroyed, place a “Destroyed Installation” chit (as printed on the reverse side of the “Out-of- Supply” chits) in that hex, atop the destroyed installation*.
*A destroyed grass airfield is simply removed from the map.
The destruction of any particular installation has no effect upon any other installation(s) in the same hex, even if the destroyed installation also functions as another installation (such as a port, which also functions as an airbase).
NOTE: If the hex contains multiple map-printed installations (e.g., a Major Port, which also functions as a Small Airbase or a Large Airbase if a resource symbol is printed in that same hex), the owning player must maintain an accessible* record of which installation is destroyed in a particular hex. Otherwise, an effective house-rule is to simply write “port”, “airbase” and/or “fort” et cetera on some extra “Destroyed Installation” chits from the counter-mix, and place them as needed.
*All players are always entitled to know such information.
A destroyed installation is not eliminated (i.e., it remains on the map*), but is functionally non-existent for all intents and purposes (e.g., air units may not operate from a destroyed airbase), until repaired. Land units and/or supply chits in the same hex are not ever ipso-facto affected by a bombardment result. If a port is destroyed, all naval unit(s) presently docked there are automatically (and immediately) considered to be displaced into the port’s coastal hex (i.e., they are not considered to be in port), but are not ipso-facto subject to enemy naval interception. If an airbase is destroyed, any air unit(s) presently based there (aside from those eliminated by collateral damage; see below) are automatically (and immediately) subject to a Forced Rebase (see [4.7]), but are not ipso-facto subject to enemy air interception.
*Except a destroyed grass airfield, which is eliminated (i.e., removed from the map) if destroyed, or if currently “under- construction” (see below).
EXCEPTION: If a Major Port is destroyed, it is actually considered reduced to a Minor Port thereafter (until repaired), and functions like a normal Minor Port. If that Major Port is destroyed again (i.e., before it is repaired), it is considered destroyed normally (i.e., as if a destroyed Minor Port). A Major Port is repaired normally, however, even if destroyed as a Minor Port. A destroyed Major Port is not first repaired to a Minor Port, and then to a Major Port, but - rather - is fully repaired per the normal rules (i.e., at a cost of 1 EP).
Collateral Destruction Effects: Airfield/Airbase (Air Units)
If an airbase or airfield is destroyed, any air units presently based there (i.e., riding out the attack) are subject to collateral effects. If the bombardment result (on the Bombing Table) indicates a number result greater than the number needed to destroy the airbase or airfield (i.e., greater than the “target number”), one air unit step* based there is eliminated per each even dice roll number greater than that needed to destroy the airbase or airfield. If multiple air unit steps are eliminated, the defending player chooses the first air unit step loss, the attacking player then chooses the second, the defending player chooses the third, et cetera.
*Or an ATP “point”.
EXAMPLE: The battleships Revenge and Valiant (each with a gunnery rating of “4”), as well as the heavy cruiser York (with a gunnery rating of “2”) are bombarding a fortified airbase (a target number of 3) on a coastal hex. The Naval Bombardment is therefore resolved on the 7-11 column of the Bombing Table. As such, the bombarding player must roll at least a “9” to destroy the airbase (i.e., a bombardment result of “3”, which is equal to the target number of 3). In this case, the bombarding player rolls a “12” (i.e., a “box cars”), which destroys the airbase (but not the fort, since it was not targeted). Additionally, because there are two even dice roll numbers greater than that needed to destroy the airbase (i.e., 10 and 12), two air unit steps there are eliminated. The defending player chooses the first step to be eliminated (in this case, he chooses to lose an ATP point). Then, the attacker chooses the next air unit step to be eliminated (although, in this case, there are no other air units there, and no further effect occurs).
NOTE: Naval Bombardment does not cause collateral destruction effects upon ports.
Under-Construction Destruction Effects
If an installation (except a grass airfield) is destroyed while it is still “under-construction”, the bombarding player must (immediately) roll two dice (6-sided)*. If the dice roll is a “doubles” result, the installation is eliminated (i.e., removed from play), and cannot be completed during the following Seasonal Turn. Any other dice roll result, however, has no effect (i.e., the installation is completed normally during the ensuing Seasonal Turn). Before the bombing player rolls the dice, however, the owning player may elect to expend 1 EP (from Economic Reserve, if any), and automatically nullify the dice roll. In such a case, the installation is completed normally during the ensuing Seasonal Turn (unless destroyed again before the Seasonal Turn, in which case the aforementioned procedure must be repeated).
*Except for grass airfields, which are automatically eliminated when destroyed.
[3.29] Tactical Submarines
Tactical submarines are considered “naval units”, but differ from all other types of naval units (including U-boats, which have no tactical combat ability) inasmuch as they do not wholly operate in accordance with the normal naval rules, explained as follows: Moving Tactical Submarines A submarine unit may be moved normally (like any normal naval unit), although a submarine unit cannot ever be intercepted (whether by air or sea) as it moves. However, a submarine unit may never be stacked - in the same hex - with any other friendly naval unit(s), including any other submarine unit (except when docked in port), nor may any submarine unit move as part of any stack or task force.
NOTE: If a particular naval movement will result in a submarine becoming stacked with any other friendly surface naval unit (or other friendly submarine), the owning player may opt to “bump” the non-moving chit (i.e., either the submarine or the other naval unit) to one legally accessible adjacent sea hex. The enemy player, however, may choose which adjacent sea hex that the non-moving chit is bumped to (if legally accessible).
Submarine Interception
A submarine unit may intercept any enemy naval unit, stack or task force exactly like any normal naval unit (as an Active or Reactive naval interception)*, although a submarine unit cannot be counter-intercepted by any enemy units. Whether intercepting as an Active or a Reactive naval interception, a submarine unit is automatically entitled to a +1 naval search die roll bonus.
*A submarine unit cannot intercept with any other naval unit(s). Additionally, a submarine unit cannot intercept any enemy naval unit, stack or task force if that same hex is occupied by any friendly naval unit(s) or other friendly submarine unit. If in a large sea area, a submarine unit cannot intercept any enemy naval unit, stack or task force that is stacked together with any friendly naval unit, stack or task force, or other friendly submarine unit.
More than one eligible submarine unit may individually attempt to intercept the same enemy naval unit, stack or task force within the same sea area, but never in a hex that is presently occupied by any friendly naval unit(s) or other friendly submarine unit.
NOTE: Submarine units may not intercept and/or attack other enemy submarine units.
Screening Submarines
If a submarine unit successfully intercepts an enemy naval unit, stack or task force, the opposing players must first ascertain the current “screening value”, which is simply determined by the number of enemy Destroyer and/or Destroyer Escort chits* presently with the intercepted naval unit, stack or task force (e.g., a stack with two accompanying Destroyer chits and one accompanying Destroyer Escort chit is considered to have a screening value of “3”). However, no stack’s or task force’s screening value may ever exceed “4”, even if there are more than four accompanying Destroyer and/or Destroyer Escorts chits.
*Whether full-strength or depleted, and even if currently operating as part of a CL/DD transport mission.
NOTE: Any undamaged aircraft carrier with an operational (not grounded) Naval-Air unit is always considered to possess an inherent “screening value” of “1”, but only if there are no friendly Destroyer and/or Destroyer Escort chits presently stacked with that aircraft carrier (or in the same task force). An aircraft carrier is not considered to possess any screening value if at least one friendly Destroyer or Destroyer Escort chit is stacked therewith (or is in the same task force). Furthermore, multiple aircraft carriers do not accrue “screening value” (e.g., three aircraft carriers still only possess an inherent “screening value” of “1”).
After determining an intercepted naval unit’s, stack’s or task force’s “screening value”, the intercepted player must roll one die (6- sided), unless the screening value is “0” (i.e., unless there are no Destroyer and/or Destroyer Escort chits present). If the die roll is equal-to or less-than the current “screening value”, the intercepting submarine unit is considered to be “screened”, and is thus not eligible to attack. Furthermore, if the die roll is a “1”, the intercepting submarine unit is considered “detected”, and may then be immediately attacked once (see below) by each accompanying Destroyer and/or Destroyer Escort chit (i.e., each Destroyer and/or Destroyer Escort chit in that same stack or task force), up to a maximum of four* attacks, even if there are more than four accompanying Destroyer and/or Destroyer Escorts chits (and, as mentioned, whether full-strength or depleted, and even if currently operating as part of a CL/DD transport mission).
*If at least four accompanying Destroyer and/or Destroyer Escort chits present, or up to as many accompanying Destroyer and/or Destroyer Escort chits as are present if less than four.
If the intercepting submarine unit is only “screened” (i.e., not “detected”), that naval interception is considered to be ended. The submarine unit is considered to automatically “dive” immediately thereafter, and thus cannot be pursued or otherwise attacked during that same encounter. Moreover, that submarine unit is therefore not eligible to attempt another naval interception (whether Active or Reactive) during that same Phase.
Attacking Submarines
If an intercepting submarine unit is “detected”, each accompanying Destroyer and/or Destroyer Escort chit accompanying that same intercepted stack or task force (up to a maximum of four) is then eligible to immediately attack that submarine unit. When a particular Destroyer or Destroyer Escort chit is designated to attack a “detected” enemy submarine unit, the owning player must simply roll two dice (6-sided)*: If the result is equal-to or greater-than the targeted submarine unit’s current armor rating, that targeted submarine unit is considered to be “hit” and depleted accordingly (or sunk, if it is already depleted). If the dice roll itself is a natural “doubles” (and if equal-to or greater-than the targeted submarine unit’s armor rating), the targeted submarine unit is considered to be automatically “sunk”, even if not currently depleted.
*Ignoring the Destroyer’s or Destroyer Escort’s printed gunnery rating.
If the intercepting submarine unit is “detected” but survives the attack(s) of the accompanying Destroyer(s) and/or Destroyer Escort(s), if any, that naval interception is considered to be ended. The submarine unit is considered to automatically “dive”, and thus cannot be pursued or otherwise attacked during that same encounter. Moreover, that submarine unit is therefore not eligible to attempt another naval interception (whether Active or Reactive) during that same Phase.
Submarine Attack(s)
If the “screening” die roll is greater-than the intercepted naval unit’s, stack’s or task force’s current “screening value” (see above), the intercepting submarine unit is considered to be “undetected”. In such a case, every present naval unit in that interception hex is automatically revealed to the intercepting player, even if comprising different search groups and/or task forces. Accordingly, the intercepting submarine unit is then eligible to conduct (up to) two separate (sequential) submarine attacks, explained as follows: After braving the intercepted naval unit’s, stack’s or task force’s “screening” die roll, if any, a submarine unit (if unscreened and undetected) may initially attack any single enemy naval unit in that same hex (or in that same stack, if occurring in a large sea area). No present enemy naval unit or units may be “screened” in such a case, nor is any enemy unit in that hex eligible to attack that intercepting submarine unit (yet), regardless of the result.
An intercepting submarine unit is eligible to conduct a normal naval combat attack, rolling two dice (6-sided), and then adding the submarine unit’s printed gunnery rating to that attack dice roll (although, when attacking any non-named naval unit, a submarine unit’s gunnery rating is always ignored). If the submarine unit’s net attack result is equal-to or greater-than the targeted naval unit’s current printed armor rating, that target naval unit is considered “hit” (and sunk, if it is already damaged or depleted). If the dice roll itself is a natural “doubles” (and if equal-to or greater-than the target’s armor rating), the targeted naval unit is considered to be automatically sunk, even if not currently damaged or depleted. A “doubles” roll has no additional effect upon STPs, however. Immediately after a submarine unit’s initial attack (regardless of the outcome), the owning player then has two possible options:
[ A ] The submarine unit may “dive”, thereby ending the encounter and the naval interception. The submarine unit is considered to automatically “dive”, and thus cannot be pursued or otherwise attacked during that same encounter. Moreover, that submarine unit is therefore not eligible to attempt another naval interception (whether Active or Reactive) during that same Phase.
[ B ] The submarine unit may “press the attack”, and conduct a second attack, whereby that intercepting submarine unit is then eligible to attack (again) any single enemy naval unit in that same hex (or same stack, if in a large sea area), including the same target, if desired, regardless of the result of the submarine unit’s previous attack. However, if a submarine unit does conduct another (i.e., second) attack, any accompanying Destroyer and/or Destroyer Escort chits presently in that same hex (to a maximum of 4), if any, are then eligible to automatically attack the submarine unit (immediately after the submarine unit’s second attack is resolved). Of course, if no accompanying Destroyer or Destroyer Escort chits are present, then the attacking submarine unit cannot be attacked. If the intercepting submarine unit survives the attack(s) of the accompanying Destroyer(s) and/or Destroyer Escort(s), if any, it is considered to automatically “dive” after resolving the second attack (regardless of the outcome), and thus cannot be pursued or otherwise attacked during that same encounter. Moreover, that submarine unit is therefore not eligible to attempt another naval interception (whether Active or Reactive) during that Phase. Intercepting Submarines (Naval)
Submarine units cannot be intercepted as they move (i.e., subs cannot be intercepted as a Reactive naval interception), although a Destroyer, Destroyer Escort, or any naval stack or task force containing any Destroyer and/or Destroyer Escort chit(s) may move to a hex or a sea area containing an enemy submarine unit and then attempt a normal Active naval interception (during the Naval and Air Phase - as a friendly naval movement option -, and/or during the Offensive Phase, if presently on Standby status). Any Active naval interception of an enemy submarine unit suffers an automatic -1 die roll penalty (cumulative with all other applicable naval interception modifiers; see [3.6]).
NOTE: As any Destroyer and/or Destroyer Escort naval unit, stack or task force moves to intercept a submarine unit, the submarine unit - if eligible - may attempt a normal Reactive naval interception upon that same moving naval unit, stack or task force. If that submarine unit’s Reactive interception is unsuccessful, it is then governed by the stipulations of rule [3.10]. The Active intercepting Destroyer, Destroyer Escort, stack or task force may then continue its naval movement and/or interception normally. If that submarine unit’s Reactive naval interception is successful, the players must first resolve that submarine unit’s Reactive naval interception (per the normal naval interception sequence rules). Afterwards, the Destroyer’s and/or Destroyer Escort’s naval movement and/or interception (if any) may then proceed normally. If a submarine unit is successfully intercepted, however, the intercepting Destroyer and/or Destroyer Escort naval unit(s), stack or task force must roll one die (6-sided), per the normal “screening” rules (see Screening Submarines above). If the die roll is a “1” (only), the submarine unit is considered “detected”, and the Active intercepting Destroyer and/or Destroyer Escort naval unit(s) - up to a maximum of 4 - may then attack the submarine unit per the normal rules (see Attacking Submarines above). Only DD and/or DE naval units may ever attack any submarine unit*.
*Any other type of eligible friendly naval unit(s) may accompany any intercepting Destroyer(s) and/or Destroyer Escort(s), provided that they currently possess enough movement to do so.
If the intercepting Destroyer(s) and/or Destroyer Escort(s) “screening” die roll is not a “1”, no further activity occurs (i.e., the submarine unit may not be pursued or otherwise attacked during that same encounter). Additionally, the submarine unit itself may not then attack any of the Active intercepting naval units, even if the “screening” die roll is actually greater than the “screening value” (although that submarine unit - if eligible - may subsequently attempt to conduct a normal Active naval interception during the owning player’s own naval movement option).
Intercepting Submarines (Air)
Submarine units may never be intercepted as they move, and thus are immune from air attacks during the naval segment of the Naval and Air Phase. However, during the air segment of the Naval and Air Phase (or as an Air Offensive during the Offensive Phase), a player may attempt to conduct an air attack upon a submarine unit with an eligible Bomber or Fighter-Bomber (if within range of the submarine unit’s current hex).
Submarine units cannot be reconnoitered like normal naval units, but must first be “located” nonetheless (i.e., before any air attack is conducted). To do so, the attacking player must designate any specific Bomber(s) and/or Fighter-Bomber(s) - within range of the submarine unit’s hex - to “locate” that submarine unit. As such, the attacking player must then roll one die (6-sided), adding +1 per each full-strength Bomber and/or Fighter-Bomber unit* that is designated as searching for the submarine unit. If the die roll is a 7 or greater, the submarine unit is considered “located”.
*Two individual half-strength Bomber and/or Fighter-Bomber units (if eligible) may be counted as one full-strength Bomber and/or Fighter-Bomber unit when designated to “locate” an enemy submarine unit (even if not stacked together).
NOTE: An automatic +1 modifier applies if the submarine unit is presently in a coastal hex. Conversely, an automatic -2 modifier applies if the submarine unit is presently within the Severe weather zone during a Winter (W) monthly game-turn. After a particular submarine unit is “located”, the attacking player is then permitted to conduct one normal Air-Naval attack only (i.e., one dice roll) upon that located submarine unit (regardless of how many Bombers and/or Fighter-Bombers participated in the search). A targeted submarine unit is attacked exactly like a normal naval unit (see [4.20]).
Any air units that participate in a search for a submarine unit are marked “Currently Committed” if during the Naval and Air Phase, or “Previously Committed” if during the Offensive Phase. Any such air units are considered committed, even if the submarine unit is not located, and regardless of the Air-Naval attack result.
Bombing Submarines In Port
During the air segment of a Naval and Air Phase (or as an Air Offensive during the Offensive Phase), any submarine unit(s) that are presently docked in an unfortified port may be attacked normally (i.e., like any normal naval unit) as an Air-Naval attack. In such a case, no air search is required, and no limit is imposed upon air unit attacks thereupon (i.e., each air unit is eligible to conduct as many Air-Naval attacks as would be normally permitted per [4.20]). All applicable Air-Naval attack modifiers apply normally as well.
NOTE: Any tactical submarine unit(s) that are docked in a functioning fortified port (i.e., any type of fort) are automatically immune from any Air-Naval attacks (while docked therein).
[3.30] Submarine Harbor Infiltration
Submarine Harbor Infiltration Attempt
Submarine units are uniquely capable of attempting to infiltrate enemy controlled ports, despite the presence of any enemy naval unit(s). However, when any submarine unit attempts to enter any enemy port (i.e., into an actual port location, not merely a port hex), the owning player must first roll one die (6-sided). If the die roll is a “1”, the infiltrating submarine unit is therefore considered to be in that port as “undetected”. However, if the die roll is a 2-6, the infiltrating submarine unit is considered to be “detected”.
EXCEPTION: No enemy submarine unit may ever infiltrate the Panama Canal or the Major Port there.
Inherent “Screens”
All ports are considered to automatically possess an inherent “screening value”, even if there are no Destroyer and/or Destroyer Escort chits presently in a particular port or port hex (representing various corvette, patrol and auxiliary coastal vessels inherent in all navies, but not included as actual game pieces). The “screening value” of any port indicates the quantity of attacks that the port is eligible to conduct upon a detected enemy submarine unit. The actual “screening value” of each type of port is listed as follows:
-
Coastal City/Minor Port = Screening Value of 1 (plus any Destroyers and/or Destroyer Escorts docked in that port)*.
-
Fortified/Major Port = Screening Value of 2 (plus any Destroyers and/or Destroyer Escorts docked in that port)*.
-
Gibraltar (W 1508) = Screening Value of 3 (plus any Destroyers and/or Destroyer Escorts docked in that port)*.
*To a maximum “screening value” of 4.
Inherent “screening values” are only applicable when a tactical submarine unit attempts to enter a particular enemy port, but are not ever considered applicable outside of a port location (i.e., never outside of any port, even if in a port hex). Submarine Infiltration Procedure If an infiltrating submarine unit is undetected, it is considered to be in that port. As such, the owning player is entitled to immediately know the exact quantity, types and names (if any)* of every naval unit presently in that port (but not air and/or land units), whereupon that submarine unit may then conduct an uninhibited naval combat attack (i.e., ignoring the normal naval screening procedure) against any single enemy naval unit in that port. Afterwards, the submarine unit may either “dive” (thereby ending the encounter, at which time the submarine unit is automatically assumed to be outside of the port location…although still in the port hex), or the submarine unit may “press the attack” and conduct a second attack. In the latter case, the infiltrating submarine unit is then eligible to attack (again) any single enemy naval unit in that port, including the same target, if desired, regardless of the result of the submarine unit’s previous attack. However, if a submarine unit does conduct another (i.e., second) attack in a port, any enemy Destroyer and/or Destroyer Escort chits presently docked in that port, as well as any inherent “screen” (up to a maximum of 4, including the port’s inherent “screen”) are then eligible to automatically attack that submarine unit (immediately after the submarine unit’s second attack). If there are no Destroyer and/or Destroyer Escort chits currently present, only the inherent “screen” is eligible to attack that submarine unit. In that case, if an infiltrating submarine unit survives, it is considered to “dive” automatically thereafter, and is also considered to be outside of the port location (although still in the port hex), and cannot be pursued.
*Including the naval unit’s current status (i.e., damaged, depleted or full-strength), present gunnery, armor and movement ratings, and even names (if any).
NOTE: An infiltrating submarine unit is never susceptible to enemy mines (whether the submarine unit is “detected” or not). If an infiltrating submarine unit is detected, it is considered in that port, although any enemy Destroyer and/or Destroyer Escort chits presently docked in that port, as well as any inherent “screen” (up to a maximum of 4, including the port’s inherent “screen”) may immediately attack that submarine unit. In such a case, the owning player is not entitled to know the composition of the enemy port, or attack any enemy naval units therein, unless the submarine unit survives the enemy attack(s). If any infiltrating submarine unit is depleted as a result of an enemy attack, however, it is considered to “dive” automatically thereafter, and is assumed to be outside of the port location (although still in the port hex), and cannot be pursued. If an infiltrating submarine unit is neither depleted or sunk, the owning player is then entitled to immediately know the exact quantity, types and names (if any)* of every naval unit presently in that port (but not air and/or land units), whereupon that submarine unit may then conduct a normal uninhibited naval combat attack (i.e., ignoring the normal naval screening procedure) against any single enemy naval unit in that port. Afterwards, the submarine unit may either “dive” (thereby ending the encounter, at which time the submarine unit is automatically assumed to be outside of the port location…although still in the port hex), or the submarine unit may “press the attack” and conduct a second attack. In the latter case, the infiltrating submarine unit is then eligible to attack (again) any single enemy naval unit in that port, including the same target, if desired, regardless of the result of the submarine unit’s previous attack. However, if a submarine unit does conduct another (i.e., second) attack in a port, any enemy Destroyer and/or Destroyer Escort chits presently docked in that port, as well as any inherent “screen” (up to a maximum of 4, including the port’s inherent “screen”) are then eligible to automatically attack that submarine unit again. In that case, if an infiltrating submarine unit survives, it is
considered to “dive” automatically thereafter, and is also considered to be outside of the port location (although still in the port hex), and cannot be pursued.
*Including the naval unit’s current status (i.e., damaged, depleted or full-strength), present gunnery, armor and movement ratings.
Special Submarine Infiltration (Straits)
Tactical Submarine units may attempt to “infiltrate” an otherwise impassable strait (only). To do so, the submarine unit must move into the specified strait hex itself (e.g., W 4325). At that time (i.e., during the Naval and Air Phase, Offensive Phase or End Phase), the owning player declares his intention to attempt a “submarine infiltration” and then simply rolls one die* (6-sided). If the die roll is a 1-3, then the submarine unit is not eligible to traverse the present strait (although it may move back out and onward, if it has any remaining MPs). In such a case, no combat occurs (unless a 1 is rolled; see below), although the submarine unit may not attempt any further “infiltration” (anywhere) during that same Phase. However, If the die roll is a 4-6, then the submarine unit is considered successfully through the strait, and may continue to operate normally on that side. A submarine unit is required to attempt an infiltration each time it intends to traverse any strait (mine) hex, regardless of any previous infiltration (e.g., a submarine unit that has successfully infiltrated the Kattegat - to get into the Baltic - must also successfully infiltrate the Kattegat to get out ).
*Apply a -1 to the die roll per each enemy DD and/or DE unit currently present in the same coastal hex. A die roll of “6” is always considered to be a successful “infiltration”, however, regardless of any modifier(s).
NOTE: The three “mine” depictions printed on the map serve as a memory aid, indicating that the inherent screen for any strait is always “3” (against submarine units).
If any submarine unit’s infiltration attempt die roll is a natural “1” (i.e., a physical die roll of 1, irrespective of any die roll modifiers), the submarine unit is then subject to one normal naval combat attack from the inherent “mines”, and one normal naval combat attack from any enemy Destroyer and/or Destroyer Escort unit(s) - whether depleted or full-strength - currently present in that same hex (to a maximum of 4). Afterward, the submarine unit is assumed to automatically dive (assuming it survived), and cannot be pursued.
[3.31] Converting U-boats to Tactical Submarines
The German player may convert a limited number of extant U-boat chits into tactical submarine chits (during the Naval and Air Phase), provided that the U-boat did not attack during the preceding Strategic Warfare Phase, and is docked in a German controlled port at the beginning of that Naval and Air Phase.
NOTE: The German player may also convert U-boat chits into tactical submarines chits during a Seasonal Turn, provided that the converting U-boat chit is docked in port during that Seasonal Turn.
At any time during the Naval and Air Phase, the German player may remove any docked* U-boat(s) from the map (i.e., from port)
- returning the U-boat(s) to the force pool - and then replace each U-boat chit with one tactical submarine chit (i.e., a one-for-one conversion). Tactical submarine chits may be retrieved from the German counter-mix (i.e., even if not yet available in the force pool, or if previously sunk), although the German player may never have - on the map - more tactical submarine chits than exists in an Advanced-ETO game (i.e., a maximum of 7). Furthermore, when replacing any U-boat with a tactical submarine chit, the German player must always select a 2-6-22 tactical submarine chit before any 2-6-23 chit. If all of the available 2-6-22 chits are currently in play, then the German player may replace a particular U-boat with a 2-6-23 tactical submarine chit.
*Spanish ports, if Spain is an Axis-supporting neutral, are not eligible ports for purposes of this rule.
NOTE: A depleted U-boat may be converted to a depleted tactical submarine chit only.
A player need not convert a U-boat into a tactical submarine chit as a naval movement option, but may simply do so at any time, and may even move a just-converted tactical submarine chit immediately thereafter (if otherwise eligible) as a normal friendly naval movement option.
Tactical submarine chits may not ever be converted into U-boats, even if after being converted from U-boats.
PART 4: AIR OPERATIONS
Air operations entail Strategic Bombing, Air-Naval attacks, Strafing Attacks, Bombing Installations, Ground Support, Paradrops, and Air Transport Missions, delineated as follows:
[4.0] Using Air Units
Air units are printed with two or three numbers, indicating the air unit’s combat strength (the lower left hand number), range (the lower right hand number) and occasionally a quality rating (the upper right hand number, if any).
Depending upon the type of air unit (see below), air units may perform a multiplicity of missions and operations throughout a monthly game-turn. Air units are subject to weather effects and commitment statuses, as well as combat events in the air, on land and at sea, that may limit or impede their capabilities.
Types of Air Units
There are five types of air units, tabulated as follows:
NOTE: Each air unit chit type is indicated with a specific letter on the upper left hand corner of the chit (i.e., as either ATP, B, F, FB or N; indicating Air Transport Point, Bomber, Fighter, Fighter-Bomber or Naval-Air unit respectively). Air Transport Points(ATP): Any air unit listed as an “ATP” type is an Air Transport Point. Air Transport Points cannot fight in air combat (although they may be shot at by other intercepting enemy Fighter-type air units), nor may they bomb enemy installations or units. Air Transport Points function solely to transport friendly infantry units (including HQs, Generals, Commando, Mountain and Paratrooper units) and “Air Supply” chits. Air Transport Points are specifically capable of operating with paratrooper units to perform Paradrop missions. The Soviet X-7 (C-47) is an example of an Air Transport Point. Bombers(B): Any air unit listed as a “B” type is a Bomber. Bombers cannot intercept enemy air units, however they do contribute air superiority die roll modifiers during land attacks. Bombers, of course, may bomb enemy installations or units. The Italian 3-12 (SM.79) is an example of a Bomber. Bombers may be used for air reconnaissance as well. Some Bombers are specifically classified as Heavy Bombers, which derive various benefits and restrictions during combat (e.g., Heavy Bombers are halved when conducting Ground Support). Any Bomber chit possessing a circled quality rating is considered to be a “Heavy Bomber”.
Fighters(F): Any air unit listed as a “F” type is a Fighter. Fighters may engage in air combat and may contribute air superiority die roll modifiers during land attacks. Fighters cannot, however, bomb enemy installations or units. The German 4- 5/4 (Fw-190) is an example of a Fighter. Fighters may be used for air reconnaissance as well.
Fighter-Bombers(FB): Any air unit listed as a “FB” type is a Fighter-Bomber. Fighter-Bombers may engage in air combat and may contribute air superiority die roll modifiers during land attacks. Furthermore, Fighter-Bombers may bomb enemy installations and units. The US 4-8/3 (P-38) is an example of a Fighter-Bomber. When launched from a base, a Fighter- Bomber must be assigned as either the Fighter role or the Bomber role. A Fighter-Bomber may not operate as both a Bomber and a Fighter during the same mission. Fighter-Bombers are unique, however, in that they may be launched as the Bomber role, and then switch to the Fighter role (before air combat begins), if it encounters enemy air units (though not vice versa). A Fighter-Bomber that operates as the Fighter role is considered a Fighter-type. Fighter-Bombers may be used for air reconnaissance as well.
Naval-Air(N): Any air unit listed as a “N” type is a Naval-Air. Naval-Air units are the only type of air unit that may operate from an aircraft carrier (although they may operate from land bases as well). Naval-Air units may engage in air combat and may contribute air superiority die roll modifiers during land attacks. Naval-Air units may also bomb enemy installations and units. The UK 2-5/0 (Swordfish) is an example of a Naval-Air unit. When launched from a base, a Naval-Air unit must be assigned as either the Fighter role or the Bomber role. A Naval-Air unit may not operate as both a Bomber and a Fighter during the same mission. Naval-Air units are also unique, however, in that they may be launched as the Bomber role, and then switch to the Fighter role (before air combat begins), if it encounters enemy air units (though not vice versa). A Naval-Air unit that operates as the Fighter role is considered a Fighter-type. Naval-Air units may be used for air reconnaissance as well.
[4.1] Applicable Phases
The effects of weather (as determined at the beginning of the monthly game-turn) applies normally during all Phases of the game, and affect air operations accordingly.
Air units are based at airbase chits, airfield chits (Fighter-types only), cities, nation boxes, resource hexes and/or aircraft carriers (Naval-Air only). As such, eligible air units may be launched from functional bases to conduct air operations, and then return to base thereafter. During air operations, eligible air units may engage and/or participate in combat when occupying a combat hex, whether in an intended targeted hex, or as a result of enemy air interception(s) in or while en route to the intended target hex. Air units of different nations (of the same partnership) may freely combine during movement and combat, unless prohibited (e.g., French-UK cooperation restrictions).
Strategic Warfare Phase
During the Strategic Warfare Phase, eligible air units may participate in one of several mission types:
Strategic Bombing (see [2.0]).
Axis Convoy Interdiction (see [2.13]).
Allied Convoy Escort (see [2.17]).
Any air unit(s) participating in any one of these mission types become marked as Previously Committed afterward, indicating that they are Committed for the duration of that monthly game-turn.
Friendly Naval and Air Phase
During a friendly Naval and Air Phase, eligible air units may participate in one of several mission types (in the order as follows): Attacking Enemy Naval Units: Any Bomber(s), Fighter-Bomber(s) - flying as bombers - and/or Naval-Air unit(s) - flying as Bombers - may fly from their base(s) to a hex with a located enemy naval unit, stack or task force (if within their printed air range), and conduct an Air-Naval attack. Such air units are susceptible to enemy air interception normally, although any eligible friendly Fighter-type air unit(s) may accompany any attacking Bomber(s), Fighter-Bomber(s) and/or Naval-Air unit(s), up to the extent of the Fighter-type air unit’s own range.
Attacking Enemy Air Units: Any Fighter-type air unit(s) - flying as Fighters - may fly (if within their printed air range) from their base(s) to any enemy airbase hex(es) to attack any enemy air unit(s) based there. Such air units are susceptible to enemy air interception normally, including from any enemy Fighter-type units at each target base.
Change Base: Any air unit(s) may change base by simply moving from one base to another, within twice (in hexes) the air unit’s printed range, which is known as a “hop”. When performing a Change Base mission, an air unit is eligible to conduct up to 3 “hops” per Change Base mission. Of course, each “hop” must be to and from a friendly airbase* or airfield, although air capacity limits apply after the completion of the Change Base mission (i.e., in the last base the air unit occupies), not during intermediate stops along the way. Any Air units that are performing a Change Base mission are susceptible to enemy air interception normally.
*Naval-Air units are the only air units that may transfer to and/or from an aircraft carrier. Naval-Air units may only transfer to and/or from an aircraft carrier if - in doing so - the Naval-Air unit does not exceed the aircraft carrier’s aircraft capacity.
NOTE: An aircraft carrier may only function as the start or end of a Naval-Air unit’s Change Base mission; it may never function as an intermediate base between air transfers.
[ A ] Any air unit with a printed range of “7” (or more) presently based in the United States Box or the Canada Box may transfer into the Iceland Box as two “hops”. Such an air unit may then transfer to any friendly base (within transfer range of Iceland) as the third “hop”. Trans-Atlantic transfers are applicable vice versa as well.
[ B ] Any supplied Allied air unit with a printed range of “16” (or greater) presently based anywhere within the UK proper, or at any friendly airbase within 16 hexes of Gibraltar* may be automatically “transferred” into the UK Transfer Hex (adjacent to the South Atlantic Ocean sea area) as one “hop”. Such an air unit may then transfer (again, automatically) to the Capetown hex as a second “hop”. When in Capetown, that air unit may then transfer to any friendly base within North Africa or the Middle East (including the Iraq Transit Box) as the third “hop”. Trans-African transfers are applicable vice versa as well.
*Even if Gibraltar is an Axis conquest.
NOTE: No more than one Allied air unit may ever occupy the UK Transfer Hex at the same time (except temporarily, as during a Change Base mission). The UK Transfer Hex always has an assumed air capacity of one.
An air unit that is performing a Change Base mission cannot engage in combat unless it is intercepted (as it is moving) by any enemy Fighter-type air unit(s). If an air unit that is performing a Change Base mission is aborted, it must return to the last base it had occupied during the Change Base mission (even if the abort causes the last base to be over-stacked, but except in the case of a grass airfield).
Any air unit(s) that perform a Change Base mission are marked as Currently Committed afterward*.
*Air units that conduct a Change Base mission into or out of a weather zone that is affected by inclement weather effects are considered “Previously Committed”. Moreover, no air units may change base into or out of an affected weather zone during the Offensive Phase.
Air Transport: Any ATP(s) may transport Air Supply chit(s) and/or one-step infantry-type unit(s) from origin airbase(s) to any eligible destination airbase(s). A transporting ATP may either remain at the destination airbase, or return to the origin airbase. Such ATPs are susceptible to enemy air interception normally, although any eligible friendly Fighter-type air unit(s) may accompany any moving ATP(s), up to the extent of the Fighter-type air unit’s own range.
Convoy Duty Escort Assignment: Any Allied Bomber(s) may fly from their base(s) into any Convoy Route sea area(s) - if within range - and be assigned as Convoy Duty Escorts therein. Such Bombers are susceptible to enemy air interception normally (i.e., while en route to any Convoy Route sea area, but not within any Convoy Route sea area), although any eligible friendly Fighter-type air unit(s) may accompany any moving Allied Bomber(s), up to the extent of the Fighter-type air unit’s own range.
NOTE: Uncommitted Allied Bombers presently assigned as Convoy Duty Escorts (i.e., Bombers assigned as Convoy Duty Escorts that did not impart any “escort value” to inhibit any U-boat attacks) may fly from the Convoy Route sea area to any functioning friendly base (within the Bomber’s printed range) as a Change Base mission. The first base transferred to is considered to be one “hop”.
Enemy Naval and Air Phase
During an enemy Naval and Air Phase, eligible friendly air units may participate in one of two mission types (in no particular order): Air Interception: Any uncommitted friendly Fighter-type air unit(s) may fly from their base(s) to attempt an air interception mission (within its own interception air range) upon a moving enemy air unit. Such air units are susceptible to enemy air counter-interception normally.
Air-Naval Interception: Any friendly Bomber(s), Fighter-Bomber(s) - flying as a Bomber - and/or Naval-Air unit(s) - flying as a Bomber - may fly from their base(s) to a hex (if within their printed air range) with a located enemy naval unit, stack or task force, and conduct an Air-Naval attack. Such air units are susceptible to enemy air interception normally, although any eligible friendly Fighter-type air unit(s) may accompany any attacking Bomber(s), Fighter-Bomber(s) and/or Naval-Air unit(s), up to the extent of the Fighter-type air unit’s own range.
Friendly Offensive Phase
During a friendly Offensive Phase, eligible uncommitted air units may participate in one of several mission types (in no particular order):
Air-Naval Interception: During an enemy Reactive naval interception attempt (i.e., as would occur during a friendly Sea Offensive), any uncommitted friendly Bomber(s), Fighter-Bomber(s) - flying as Bombers - and/or Naval-Air unit(s) - flying as Bombers - may fly from their base(s) to a hex with a located enemy naval unit, stack or task force (if within the “bombers” printed air range), and conduct an Air-Naval attack. Such air units are susceptible to enemy air interception normally, although any eligible friendly Fighter-type air unit(s) may accompany any attacking Bomber(s), Fighter-Bomber(s) and/or Naval-Air unit(s), up to the extent of the Fighter-type air unit’s own range.
Friendly Land Offensive: Any air unit(s) may be launched up to as many as 3 times during a friendly Land Offensive; once during Breakthrough, once during Combat, and once during Exploitation attacks (if within their printed air range). Any Bomber-type air unit(s) - flying as Bombers - may contribute their own air combat strength to a land combat attack (as well as contribute an air superiority modifier to the attack). Fighter-type air units may contribute an air superiority modifier only. Any ATP with a paratrooper unit may attempt a Paradrop in conjunction with a friendly Land Offensive. Such air units are susceptible to enemy air interception normally, although any eligible friendly Fighter-type air unit(s) may accompany any attacking Bomber(s), Fighter-Bomber(s) and/or Naval-Air unit(s), or moving ATPs, up to the extent of the Fighter-type air unit’s own range.
Friendly Air Offensive: Each Air Offensive may entail up to two distinctly separate air missions (although each actuated air unit may only participate in one particular air mission, and is committed normally thereafter). There is no limit to the number or type of uncommitted air units that may participate in a particular air mission (if otherwise eligible) during a friendly Air Offensive, although all air movement, range and combat rules apply normally:
[ A ] Attacking Enemy Naval Units: (see above, as explained under “Friendly Naval and Air Phase”).
[ B ] Change Base: (see above, as explained under “Friendly Naval and Air Phase”).
[ C ] Air Transport: (see above, as explained under “Friendly Naval and Air Phase”).
[ D ] Bombing Enemy Installations: Any Bomber(s), Fighter-Bomber(s) - flying as Bombers - and/or Naval-Air unit(s) - flying as Bombers - may fly from their base(s) to a hex (if within their printed air range) with any enemy installation(s) to bomb the installation(s) there. Such air units are susceptible to enemy air interception normally, although any eligible friendly Fighter-type air unit(s) may accompany any attacking Bomber(s), Fighter-Bomber(s) and/or Naval-Air unit(s), up to the extent of the Fighter type air unit’s own range.
Enemy Offensive Phase
During an enemy Offensive Phase, eligible uncommitted air units may participate in one of several mission types (in no particular order):
Enemy Land Offensive: Any air unit(s) may be launched up to as many as 3 times during an enemy Land Offensive; once during Breakthrough, once during Combat, and once during Exploitation attacks (if within their printed air range). Bomber- type air units - flying as Bombers - may contribute their own air combat strength to the defense of friendly hexes and/or land units that are being attacked during an enemy Breakthrough, Combat and/or Exploitation attack (as well as contribute an air superiority modifier to the defense of the hexes and/or units). Fighter-type air units may contribute an air superiority modifier only. Such air units are susceptible to enemy air interception normally, although any eligible friendly Fighter-type air unit(s) may accompany any attacking Bomber(s), Fighter-Bomber(s) and/or Naval-Air unit(s), up to the extent of the Fighter-type air unit’s own range.
NOTE: Currently Committed air units may always fly in defense of previously Activated friendly land unit(s). Currently Committed air units may not, however, fly in defense of uncommitted land unit(s). Any uncommitted air units that fly in defense of any friendly land unit(s) become committed as a result.
Enemy Air Offensive: Any friendly Fighter-type air unit(s) - even if Currently Committed (but not Previously Committed) - may fly from their base(s) to attempt an air interception (if within their interception air range) upon any moving enemy air unit(s). Such air units are susceptible to enemy air counter-interception normally.
Enemy Sea Offensive: Any uncommitted Friendly Bomber(s), Fighter-Bomber(s) - flying as Bombers - and/or Naval-Air unit(s) - flying as Bombers - may fly from their base(s) to a hex with a located enemy naval unit, stack or task force (if within their printed air range), and conduct an Air-Naval attack. Such air units are susceptible to enemy air interception normally, although any eligible friendly Fighter-type air unit(s) may accompany any attacking Bomber(s), Fighter-Bomber(s) and/or Naval-Air unit(s), up to the extent of the Fighter-type air unit’s own range.
End Phase
During the End Phase, one type of air mission type is permitted during enemy naval movement:
Attacking Enemy Naval Units: Any uncommitted Bomber(s), Fighter-Bomber(s) - flying as Bombers - and/or Naval-Air unit(s)
- flying as Bombers - may fly from their base(s) to a hex with a located enemy naval unit or task force (if within their printed air range), and conduct an Air-Naval attack*. Such air units are susceptible to enemy air interception normally, although any eligible friendly Fighter-type air unit(s) may accompany any attacking Bomber(s), Fighter-Bomber(s) and/or Naval-Air unit(s), up to the extent of the Fighter-type air unit’s own range.
*During the End Phase, Bomber-type air units may only conduct attacks upon enemy naval units that were outside of their eligible range and then moved within their eligible range. Enemy naval units that began the End Phase already within any particular air unit’s eligible range cannot be attacked by that air unit during the same End Phase.
[4.2] Air Basing (on Land)
There are essentially six types of bases; Small Airbase chits, Large Airbase chits, Airfield chits (eligible to base Fighter-type air units only), map-printed Cities (whether inland or port cities), Nation Boxes, and map-printed Resource symbols. Each air unit must be assigned to a particular base (even while aloft).
NOTE: The Cairo/Suez hex (containing the city of Cairo and Suez) possesses an inherent air basing capacity of “2”, not 3. The quantity of air unit chits that may be based at each type of location varies (as listed on Player Aid Card “I”), but is cumulative with each type of base that is in the same hex (e.g., a small airbase in a Minor Port hex may base up to two air unit chits).
NOTE: Airbase capacity is factored in terms of air unit chits, not steps. A depleted air unit is always counted as one air unit, not as half.
Air Operations (Fighter Bases/Bomber Bases)
When any air units are launched to conduct a mission from their current (i.e., assigned) bases, the bases themselves should generally be marked with some spare “Control” chits - or recorded in some fashion as a memory aid - particularly distinguishing Fighter-type air units from Bomber air units. In this regard, the Fighter-type* air units must return to the bases that were assigned to Fighter-types, while the Bomber air units must return to the bases that were assigned to Bombers. An aloft air unit is not necessarily required to return to the exact base it flew from, although it must return to one of the bases from which the same type of air unit (i.e., either a Fighter-type or a Bomber) had been launched.
*Fighter-type air units are defined as any Fighter, Fighter-Bomber or Naval-Air unit, even if not operating as a “Fighter”. Bombers are simply defined as any Bomber (i.e., with a “B” on the chit) air unit.
NOTE: A Naval-Air unit (if launched from an aircraft carrier) is always required to return to that same aircraft carrier, unless that aircraft carrier is sunk or damaged while the Naval-Air unit is aloft.
During a Change Base mission, an air unit’s assigned base is always the last base it occupied (however briefly).
[4.3] Grass Airfields
Construction
Grass airfields differ from other normal “airbase” chits inasmuch as they may only be placed as “under-construction” as an “Offensive” during the Offensive Phase, and are thus completed during the End Phase of that same monthly game-turn. The cost to build each grass airfield chit (at the time of construction) is an expenditure of 1 Offensive (from currently available Offensives on the Offensive Track) plus (+) 1 EP (from currently available EPs on the EP Track).
Grass airfields are subject to the same rules and restrictions governing airbases, except as follows:
NOTE: With regard to the parlance of the rules, the term “airbase” generally refers to any airbase other than a grass airfield. The term “airfield”, however, specifically refers to grass airfields only. Typically, the term “base” refers to either. To begin construction of a grass airfield, the owning player must simply expend one Offensive (during his own Offensive option) from his Offensive Track plus one EP from his EP Track, thereby placing one “Grass Airfield” chit (as “under-construction”) in a friendly, supplied hex.
A grass airfield must be constructed during the purchasing player’s own Offensive option (only), and cannot be built with another nation’s Offensive or EP. Additionally, a grass airfield cannot be built by a particular player in any nation (or colony) that is devoid of that player’s (i.e., that nation’s) combat units (e.g., Germany may not build any grass airfields in Libya if there are no German combat air or land units presently in Libya), disregarding any partisans. Furthermore, a grass airfield may never be constructed as part of a Combined or Joint Offensive, or via an Impromptu Offensive. After a player has purchased and placed a grass airfield (as under construction), the Offensive option is then passed to the next eligible player normally.
NOTE: A player may not expend an Offensive to construct any grass airfield after all players have declared a “pass” (which ends ending the Offensive Phase).
A grass airfield may be constructed in any clear terrain hex (only). However, a grass airfield cannot ever be constructed in the same hex as a city, resource symbol or any other type of “airbase” chit (including another “Grass Airfield” chit), even if currently “under-construction”. In addition, a grass airfield cannot be constructed in any hex that is currently out-of-supply, nor within any enemy unit’s uninhibited ZOC.
Grass airfields may never be built during any Seasonal Turn, nor “relocated”.
Operational Considerations
Each grass airfield may base up to 1 friendly Fighter, Fighter-Bomber or Naval-Air unit (but never more). No ATP or bomber unit (of any type) may ever be based at any grass airfield (even temporarily).
A “Grass Airfield” chit may never be over-stacked at any time (i.e., even temporarily), or for any reason.
Friendly Fighters, Fighter-Bombers and/or Naval-Air units never receive any combat bonus when engaging in air combat over any grass airfield.
Grass airfields may be attacked (i.e., bombed or bombarded) normally, with a target number of “1” (unless fortified, in which case a grass airfield’s target number is “3”). However, a successfully attacked grass airfield is eliminated (i.e., removed from the map), not merely destroyed. As such, an eliminated grass airfield is never repairable (although a new grass airfield may be built in the same hex normally, per the stipulations above).
Grass airfields may be voluntarily demolished by the owning player in accordance with the normal rules, at a cost of 1 EP (see [8.6]).
Enemy land units may capture any grass airfield normally, although grass airfields are not subject to collateral combat damage (see [11.2]) when captured. When captured, a captured grass airfield functions normally for the captor thereafter.
[4.4] Naval-Air Basing (on Aircraft Carriers)
Only Naval-Air units may base aboard and operate from aircraft carriers. Each aircraft carrier is printed with an aircraft capacity (the circled number on the right hand side of the chit). That number simply indicates the maximum number of (same-nationality) Naval-Air unit combat strength points (not chits or steps) that may functionally occupy that aircraft carrier.
EXAMPLE: The UK aircraft carrier “Furious” is printed with an aircraft capacity of “2” (as indicated by the circled 2 on the chit). Thus, the “Furious” may carry and operate a UK Naval-Air unit with a combat strength of “2”, but never more, or two UK Naval-Air units with a combat strength of “1”, but never more.
An undamaged aircraft carrier may stack whatever combination of Naval-Air units (i.e., of the aircraft carrier’s same nationality) if the final combat strength point total (of the Naval-Air units) does not exceed the aircraft carrier’s circled aircraft capacity.
NOTE: When considering a Naval-Air unit’s combat strength, the reverse side of this chit (if any) is ignored. There is no restriction regarding the number or order of Naval-Air unit chits that may operate from an undamaged aircraft carrier, provided that all of the Naval-Air unit’s net combat strength does not exceed the aircraft carrier’s aircraft capacity. Multiple Naval- Air unit chits may be launched and recovered in any order desired (even simultaneously) normally.
An aircraft carrier may never recover more Naval-Air combat strength points than its own aircraft capacity permits, although a player may voluntarily deplete any full-strength Naval-Air unit (in flight) to lower its current combat strength, thus allowing it to fit onto the aircraft carrier. Similarly, a player may voluntarily deplete any full-strength Naval-Air unit (while still aboard the aircraft carrier) to lower its current combat strength, and thus conceivably allow another Naval-Air unit to fit onto that aircraft carrier. If an aircraft carrier is sunk while its Naval-Air unit is aboard (i.e., not aloft), the Naval-Air unit is also eliminated (and returned to the force pool). If an aircraft carrier is damaged, a Naval-Air unit aboard it is unaffected, although it cannot be launched from that aircraft carrier, nor may that aircraft carrier recover any Naval-Air units (or embark them in port). If an aircraft carrier is damaged or sunk while its Naval-Air unit is aloft, the Naval-Air unit must land at an alternate friendly base (within air transfer range of the Naval Air unit’s current location, but including the distance - in hexes - from the aircraft carrier’s location whence the Naval-Air unit was launched). Such a transfer is not subject to enemy air interception. If no alternate base is available, the Naval-Air unit is simply eliminated (returning it to the force pool).
Naval-Air Returning to Base (Aircraft Carriers)
An aloft Naval-Air unit (if launched from an aircraft carrier during that aircraft carrier’s naval movement option) is automatically returned to its parent aircraft carrier whenever that aircraft carriers moves (i.e., enters any new hex or sea area) during the Naval and Air Phase. Thus, a Naval-Air unit can conceivably be launched multiple times during its parent aircraft carrier’s naval movement option, if its parent aircraft carrier is repeatedly intercepted in each new hex or sea area that it enters (assuming that the parent aircraft carrier is eligible to be moved). If the Naval-Air unit’s parent aircraft carrier does not (or cannot) move during the Naval and Air Phase, the accompanying Naval-Air unit can only be launched once (as a normal air or naval interception) during the Naval and Air Phase (i.e., per the normal air operation rules), and is then returned to its parent aircraft carrier normally thereafter (i.e., at the conclusion of the ensuing Air Movement Step).
NOTE: Movement within a hex (e.g., into or out of a port in the same hex) does not constitute movement with regard to this rule. However, movement within the same large sea area does apply.
In Port
A Naval-Air unit may never be launched from an aircraft carrier that is docked in port. Conversely, an aircraft carrier that is in port may never recover any aloft Naval-Air unit.
[4.5] Naval-Air Basing (In Port)
Whenever an undamaged aircraft carrier (or multiple aircraft carriers) enters a friendly port (i.e., is docked in port), that port’s air capacity is then artificially doubled (regardless of the number of aircraft carrier’s in that port). As such, the port’s air capacity may base up to twice its normal air capacity. However, any air units based there beyond the normal air capacity must be Naval-Air units (of any type, and from any aircraft carrier, even if not from the aircraft carrier or aircraft carriers presently in port). Any such Naval-Air units based there operate normally, nonetheless.
Under no circumstances, however, may any port’s airbase capacity be over-stacked if presently basing any Naval-Air units beyond the port’s normal air capacity. If any aircraft carrier (with a Naval-Air unit) occupies any port with a replete artificial air capacity, that aircraft carrier’s Naval-Air unit must remain aboard the aircraft carrier (until the port’s artificial air capacity is no longer replete).
NOTE: A Naval-Air unit may never be launched from an aircraft carrier that is in port.
If - for whatever reason - a port subsequently harbors no undamaged aircraft carriers, all of the Naval-Air units (that are based at that port beyond the port’s normal air capacity) are immediately considered over-stacked (see [4.8]).
Players are never required to reveal which aircraft carriers in a port still retain any Naval-Air units, although the owning player is required to secretly record - in some fashion - which Naval-Air units are based at the port, and which Naval-Air units still remain aboard an aircraft carrier (if both cases apply).
[4.6] Aircraft Carriers as Air Unit Ferries
Any undamaged named aircraft carrier - in addition to its normal Naval-Air unit complement - may be used to ferry one 1/2 step (i.e., depleted) Fighter or Fighter-Bomber unit. However, the aircraft carrier must retain at least 1 unused spare aircraft capacity point in excess of the points needed to carry its Naval-Air unit (if any). Regardless of an aircraft carrier’s total available aircraft capacity point(s), no aircraft carrier may ever ferry more than one 1/2 step Fighter or Fighter-Bomber unit (at a time). Moreover, a damaged aircraft carrier may never ferry any Fighter or Fighter-Bomber unit.
EXAMPLE: The UK aircraft carrier “Ark Royal” (with an aircraft capacity of “4”) is carrying a 3-5/1 (Swordfish) Naval-Air unit. The Naval-Air unit has a combat strength number of “3”, and thus requires 3 of the Ark Royal’s “4” available aircraft capacity points. Because the “Ark Royal” has one unused aircraft capacity point remaining, the “Ark Royal” may ferry one 1/2 step Fighter or Fighter-Bomber unit.
NOTE: An aircraft carrier’s aircraft capacity may not ever be exceeded. A ferried 1/2 step Fighter or Fighter-Bomber is always assumed to be utilizing 1 aircraft capacity point (while embarked).
To ferry an air unit (i.e., a 1/2 step Fighter or Fighter-Bomber unit), the air unit must be based at a functioning port, and embarked aboard an eligible aircraft carrier (while in port) exactly as if the aircraft carrier is an STP.
Once embarked, the Fighter or Fighter-Bomber unit has no effect upon the aircraft carrier’s operational functionality, although a Fighter or Fighter-Bomber unit that is embarked (i.e., ferried) aboard an aircraft carrier may never be launched to participate in any mission or combat. Conversely, an aloft Fighter or Fighter-Bomber unit may never - under any circumstances - be recovered aboard any aircraft carrier.
If an aircraft carrier is sunk or damaged while ferrying a Fighter or Fighter-Bomber unit, the embarked Fighter or Fighter-Bomber unit is simply eliminated (and returned to the force pool, unless optional rule [11.13] is in effect).
A Fighter or Fighter-Bomber unit may be disembarked from a ferrying aircraft carrier (while in port) exactly as if the aircraft carrier is an STP. Additionally, a Fighter or Fighter-Bomber unit may be launched from the ferrying aircraft carrier as a Change Base mission (only) during the Naval and Air Phase or the Offensive Phase (in accordance with the normal rules). However, in such a case, if a Fighter or Fighter-Bomber is intercepted and aborted during air combat (while attempting to change bases), the aborted Fighter or Fighter-Bomber cannot return to the launching aircraft carrier per that abort. The aborted Fighter or Fighter-Bomber may, however, return to any alternate functioning eligible friendly airbase or airfield (within double the Fighter or Fighter-Bomber’s printed range…counted from the launching aircraft carrier’s current position, to the Fighter or Fighter-Bomber’s current position, and then to the alternate airbase or airfield hex). The alternate airbase or airfield, however, may not be the original destination of the Change Base mission. If no alternate eligible airbase or airfield is available, the aborted Fighter or Fighter-Bomber unit must simply be eliminated instead (returning it to the force pool, unless optional rule [11.13] is in effect). A player may, for any reason, voluntarily eliminate (i.e., dump over board) a Fighter or Fighter-Bomber that is being ferried, at any time (e.g., to disencumber sufficient aircraft capacity points to recover another Naval-Air unit). A player may voluntarily eliminate an aircraft carrier’s Naval-Air unit as well, if desired (even if aloft).
[4.7] Forced Rebases
If any airbase or airfield chit is destroyed or actually occupied by any enemy land unit(s), the air unit(s) presently based there (if any) are immediately subject to a Forced Rebase. Any air unit(s) that are subject to a Forced Rebase must be evacuated (i.e., flown) to an alternate valid airbase or airfield (as if a normal Change Base mission), within twice the air unit(s’) printed range (unless air range is halved as a result of inclement weather). If possible, such air unit(s) must be evacuated to an airbase or airfield that is closer to the nearest friendly supply source. Any air unit(s) subject to a Forced Rebase cannot rebase as multiple “hops” to more than one airbase or airfield.
NOTE: A Forced Rebase is never susceptible to enemy air interception.
Any alternate airbase (but not an airfield) may be over-stacked* as a result of a Force Rebase, although a player must - if possible
- avoid over-stacking at an airbase (if any other airbase is available), even if the other airbase is actually farther from the nearest friendly supply source.
*A port airbase that is presently basing Naval-Air units beyond the normal airbase capacity cannot be over-stacked (see [4.5]).
If an aircraft carrier is damaged or sunk while its Naval-Air unit is aloft, the Naval-Air unit must land at an alternate friendly airbase (within air transfer range of the Naval Air unit’s current location, but including the distance - in hexes - from the aircraft carrier’s location whence the Naval-Air unit was launched). Such a transfer is not subject to enemy air interception. If no alternate airbase is available, the Naval-Air unit is simply eliminated (returning it to the force pool).
Any air unit that is subject to a Forced Rebase is considered Previously Committed immediately.
Forced Rebase Restrictions
ATPs and Bombers may never be rebased to any grass airfield chit, under any circumstances.
Air units may never be rebased to a base where the current weather condition has grounded all air activity. If any air unit cannot rebase, for whatever reason, it is eliminated immediately (and returned to the force pool, unless optional rule [11.13] is in effect).
[4.8] Over-stacking on Airbases
In some instances, a player may be permitted to over-stack friendly air units.
Over-stacking Circumstances
Over-stacking is only allowable per the following circumstances:
Forced Rebase (Captured or Destroyed Base)
If any air unit(s’) current base is captured by enemy combat land units, or if any air unit(s’) current base is destroyed, the residing air unit(s) may immediately transfer and over-stack at another friendly base (see [4.7]).
Aborted during a Change Base mission
If any air unit(s) are aborted while attempting to change base (thus forcing a return to the last base occupied), the air unit(s) may be over-stacked at the previous base.
Sunk or Damaged Aircraft Carrier
If any aircraft carrier(s) are sunk or damaged while their Naval-Air unit(s) are aloft, the Naval-Air unit(s) may immediately change base (up to twice the Naval-Air units printed range, counted from the aircraft carrier’s location when sunk or damaged), and thus over-stacked as necessary.
Temporarily (While Changing Base)
Any air unit(s) may temporarily over-stack during each “hop” of a Change Base mission (although the ultimate destination airbase cannot be replete with air units, unless enough of those air units will be launched as a Change Base mission upon the arrival of the incoming air unit or units). A grass airfield may never be temporarily over-stacked.
NOTE: An ATP that is conducting an Air Transport mission is not considered to be merely changing base, and thus not permitted to temporarily over-stack in such a case.
Over-Stacking Effects
Over-stacking effects - when over-stacking occurs - apply immediately:
Regardless of an airbase’s current status, only as many air units as may legally stack at an airbase may operate therefrom. In this regard, the stacking order of an over-stacked airbase is significant. It is always assumed that the topmost air unit(s) - up to the airbase’s capacity - are the operational air units, while the bottommost air unit(s) - in excess of the airbase’s capacity - are the non-operational air units (i.e., they may not fly for any reason, except to change base during a subsequent Naval and Air Phase or Offensive Phase, weather permitting).
A player is never required to rebase any over-stacked air units (except when any particular restriction applies; see below). A player may otherwise retain any excess air unit(s) as over-stacked (and in enforced incapacitation) indefinitely.
NOTE: If a legally-based air unit at an over-stacked airbase is eliminated, an excess (i.e., over-stacked) air unit is then automatically considered to be legally based at that airbase (i.e., it is no longer over-stacked as of any available vacancy). If there is more than one over-stacked air unit at that airbase, the topmost air unit is considered to be legally-based first. Strafing Vulnerability If any enemy Fighter-type air unit(s) arrive and/or successfully intercept over any airbase that is currently over-stacked, the enemy Fighter-type air unit(s) may attack the over-stacked air units (which are considered still on the ground), exactly as if attacking an enemy bomber. In such a case, an over-stacked air unit cannot defend itself*, although any other aloft friendly Fighter-type air units (if any) that were not - themselves - attacked (during the same air combat round), are entitled to the normal air combat bonus (see [4.16]) when targeting those enemy “strafing” air units.
*Over-stacked air units are considered to be a quality rating of “0” (while over-stacked), although over-stacked air units always ignore “abort” results normally.
Over-stacking Restrictions
An airbase may never be over-stacked beyond double its original airbasing capacity.
A port-airbase that is presently basing Naval-Air units in excess of the normal airbase capacity may never be over-stacked. No over-stacking at any grass airfield is ever permitted, even temporarily.
The UK Transfer Hex may never be over-stacked (except temporarily during a Change Base mission).
Over-stacked air units cannot change base if they are subject to a Forced Rebase; they are simply eliminated. An Evacuating air unit (e.g., during an enemy Strafing Attack) cannot over-stack (or cause over-stacking) at any airbase it evacuates to.
Any air units in violation of the above restrictions must be eliminated immediately.
[4.9] Stacking in the Air
There is no limit to the number of air units that may stack together while in flight in the same hex or location, although all other normal restrictions apply (e.g. French-UK cooperation restrictions).
Multiple air units that will be flying to the same target hex may converge there before any type of combat commences in that hex (although any of the converging air units may be intercepted by enemy Fighter-type air units, while en route to the target hex). Air units that will be flying together, however, must be launched together from the same base, or “collected” as the collecting air unit(s) over-fly each participating air unit(s’) current base. As each participating air unit is “collected”, the entire air group must then collectively fly on together (susceptible to eligible enemy air interception as they are moving). Any “collected” air units may not be split up as they are moving. Any launching air unit(s), however, may fly over as many friendly airbase hexes as desired (within movement allowances) and may collect as many eligible friendly air units as are available in each airbase hex (while en route to a target hex). A “collecting” air unit or air units are not considered to actually be landing, but are merely over-flying any friendly airbase hex(es) that they enter along the way. When “collected”, all such air units may then move on toward an intended hex, provided that all of those air units still possess sufficient movement (i.e., range) to reach that hex. Any Fighters, Fighter- Bombers, and/or Naval-Air units (collected as escorts, for example) that do not possess enough movement may fly within - or up to the extent of - their own printed movement range. The movement (i.e., the flight toward and into the target hex) of any air unit(s) launched from a particular airbase (as well as any friendly air units “collected” en route) must be completed before any other non- collected air unit(s) from any other airbase are launched and moved toward and into the same target hex during that same Step. Air units at an air base are never required to be “collected” if over-flown by any other air unit. Moreover, a player is always free to choose as few or as many friendly air units at each over-flown base to be “collected” as he desires.
Multiple friendly air units within the same hex may operate individually to conduct distinctly different missions, or may cooperate to conduct and/or participate in the same mission (if otherwise eligible to do so) as circumstances may warrant. Whether rendezvousing in the target hex, or flying together, each individual air unit expends MPs individually, and only for each of the hexes it actually enters.
[4.10] Air Reconnaissance (Sea)
During the Naval and Air Phase, Offensive Phase and/or the End Phase, a player may designate any friendly, supplied combat air unit (if otherwise eligible) to conduct a “reconnaissance attempt” of any enemy naval unit, stack and/or task force (within range). A successful reconnaissance attempt is required to permit a player to conduct any Air-Naval attack(s) upon a particular enemy naval unit, stack or task force (although a successful air reconnaissance never requires any air unit to conduct an Air-Naval attack). A player may also conduct a reconnaissance attempt simply to acquire information and to deduce the strategic intent of an opponent. Eligibility If within range, each uncommitted combat air unit (i.e., not an ATP) is permitted to conduct one reconnaissance attempt per each enemy flotilla* per each sea area (and per each coastal hex) per each eligible Phase (whether successful or not), regardless of the current Step. The quantity of reconnoitering air units is irrelevant with regard to allowable reconnaissance attempts (upon the same flotilla) in the same sea area or coastal hex during the same Phase. Moreover, a reconnaissance attempt does not commit the reconnoitering air unit.
*Regardless of the quantity of naval units, groups and/or task forces in that flotilla.
EXAMPLE: A UK task force enters the Mediterranean Sea from the Gibraltar hex. Thus, the German player declares a reconnaissance attempt with an uncommitted 2-22 Bomber (Fw-200) presently based at Cagliari. Unfortunately for the German player, his reconnaissance attempt is unsuccessful. Thereafter, that UK task force may not be reconnoitered again (by any air unit) unless it enters another sea area (or a coastal hex), or until an ensuing Phase, even if it continues to move within that same sea area. In this case, the UK task force does not enter another sea area or a coastal hex before ending its movement, and thus may not be reconnoitered again during that same Phase. However, later during that same Phase, a UK battleship also enters the Mediterranean Sea from Gibraltar. Thus, the (uncommitted) German 2-22 Bomber (Fw-200) is eligible to conduct another reconnaissance attempt upon that UK battleship (i.e., because it is a different flotilla). Whether successful or not, that UK battleship also may not be reconnoitered again (by any air unit) unless it enters another sea area (or coastal hex), or until an ensuing Phase.
Air Reconnaissance (Sea) Procedure
When eligible (as explained above), a player may designate one particular reconnoitering air unit, and declare a reconnaissance attempt upon an enemy naval unit, stack or task force (if the enemy naval unit, stack or task force is within the reconnoitering air unit’s range). If the reconnaissance attempt is into and/or from within* a particular non-hexed large sea area, the MP = # (number) of that large sea area is added to the total range calculation, regardless of the target naval unit’s, stack’s or task force’s location therein. In a normal sea area, the range to the target is calculated as hexes from the reconnoitering air unit’s base into the actual hex of the enemy’s naval unit, stack or task force. For example, the range from an Allied air unit in London to an Axis naval unit in the Cherbourg coastal hex is three hexes.
*The range of an air reconnaissance from any Naval-Air unit (aboard an aircraft carrier) within a non-hexed large sea area is calculated to be the printed MP = # (number) of that large sea area. If the printed MP = # of that large sea area exceeds the current allowable range of any particular Naval-Air unit therein, that Naval-Air unit is therefore not eligible to conduct an air reconnaissance therein (although it remains eligible to conduct Air-Naval Interceptions upon any located enemy naval unit, stack or task force therein normally; see [4.15]).
NOTE: A reconnoitering air unit is not actually physically moved from its base (nor is it or the reconnaissance attempt itself susceptible to any enemy air interception).
Once the air range has been determined, the reconnoitering player must then roll two dice (6-sided), resolved as follows:
Range of 1 hex = (Automatic)
Range of 2 hexes = Die roll of 4+
Range of 3 hexes = Die roll of 5+
Range of 4 hexes = Die roll of 6+
Range of 5 to 6 hexes = Die roll of 7+
Range of 7 to 8 hexes = Die roll of 8+
Range of 9 to 10 hexes = Die roll of 9+
Range of 11 or 12 hexes = Die roll of 10+
Range of 13+ hexes = Die roll of 11-12+
+1 : Per each additional uncommitted air unit (that is also within range) assigned to participate in the reconnaissance attempt. +1 : If the targeted enemy naval unit, stack or task force is in a coastal hex.
-
+1 : If a friendly land and/or naval unit (even if in port) occupies the same coastal hex as the targeted enemy naval, unit, stack or task force, or if any friendly naval unit is currently within 2 hexes of the targeted enemy stack or task force.
-
+1 : If the targeted enemy naval unit, stack or task force had been successfully located via a previous reconnaissance attempt during the current Phase. Aside from the normal weather effects upon air units (see [1.5]), inclement weather does not affect reconnaissance attempts. If a reconnaissance attempt is successful, all of the enemy naval units within that same hex (e.g., not just one particular enemy stack or task force) are considered successfully located. Enemy naval units at sea, and enemy naval units in port (in the same hex) are regarded as separate, however, and subject to individual searches (and Flotilla Sighting Reports; see below).
NOTE: Reconnaissance attempts upon enemy ports are automatically successful, although any naval units there (if any) are subject to a Flotilla Sighting Report normally (see below).
Large Sea Areas
Any reconnaissance attempt(s) into (and/or from within) a large sea area must be directed at a specific (i.e., specified) naval unit, stack or task force in that large sea area. If a declared reconnaissance attempt is successful, that specified naval unit, stack or task force is considered “located”. As per the aforementioned rule, each air unit (except ATPs) is allowed to conduct one naval- search (if within range) per specified naval unit, stack or task force, per large sea area, per Phase.
As mentioned, any reconnaissance attempt(s) into a large sea area must include the printed MP = # therein (i.e., when determining the air range to the target), regardless of the target’s actual location within the large sea area.
Automatic Successful Air Reconnaissance (Sea)
A reconnaissance attempt upon an enemy naval unit, stack or task force is automatically successful if - at any time - the enemy naval unit, stack or task force moves within one hex of any eligible reconnoitering air unit (weather permitting). In such a case, the enemy naval unit, stack or task force is considered immediately “located”.
Furthermore, if any naval unit, stack or task force that successfully intercepts any enemy naval unit, stack or task force, both are considered automatically reconnoitered (and located) while in that hex, even if no eligible air unit(s) are currently available to actually perform any reconnaissance attempt(s).
Flotilla Sighting Reports
If a reconnaissance attempt upon any particular enemy naval unit, stack or task force is successful, all of the enemy naval units in that same hex* are collectively and immediately subject to a Flotilla Sighting Report. As such, the reconnoitered player must secretly roll one die (6-sided) and compare the result with the Flotilla Sighting Report table (see Player Aid Card “I”). The die roll indicates the amount (and nature) of information that must be provided to the reconnoitering player. In any case, a reconnoitered player is only ever required to render one Flotilla Sighting Report per successful reconnaissance attempt.
*Naval units that are in port are considered separate from naval units that are in the same hex, but not actually docked in that same port. As such, each must be reconnoitered separately (and is subject to a separate Flotilla Sighting Report).
NOTE: Naval units are always reported in terms of naval unit chits (regardless of their current status), not steps.
After determining the results of any Flotilla Sighting Report, the owning player may always round off (either up or down) a legally falsified sighting report to the next whole number (i.e., the owning player may round off to the next higher or lower whole number).
EXAMPLE: A Flotilla Sighting Report for three ships (which may be reported as + or - 50%) may be reported as only one naval unit (if rounding down), or as five naval units (if rounding up). In other words, if a task force of three ships is being reported as + 50%, three ships may be rounded up by 50% to 4.5. Since a Flotilla Sighting Report of 4.5 ships is not legal, the owning player may round the 4.5 up to a round number of 5, if he prefers.
Air-Naval Attacks
Following a Flotilla Sighting Report, the reconnoitering player is then eligible to commence any normal Air-Naval attack(s) upon that located naval unit, stack or task force - while within air range - at any time during that same Phase, even if the reconnoitered enemy naval unit, stack or task force (or any component thereof) exits the reconnoitering air unit(s’) range, and then subsequently reenters the reconnoitering air unit(s’) range (if located again). As stated, any Air-Naval attack(s) must occur within the attacking air unit(s’) range.
Of course, Air-Naval attacks are not permitted upon any enemy naval unit or task force that had not been successfully located. In addition, no further air reconnaissance attempts are permitted upon the same naval unit, stack or task force in that same hex. A successful reconnaissance is considered defunct as of the moment that the reconnoitered enemy naval unit, stack or task force enters any other hex or sea area. Hence, a reconnoitered enemy naval unit, stack or task force is no longer considered located as of the moment it enters another hex or sea area, and thus not susceptible to any enemy Air-Naval attack(s) until located again. If a reconnoitered enemy naval unit, stack or task force subsequently joins up with another non-reconnoitered enemy naval unit, stack or task force (in the same reconnoitered hex), or splits off as multiple groups (in that same reconnoitered hex), each subsequent naval unit, stack, task force or group is considered - and remains - located as well (while in that hex). In the latter case, any additional groups remain located throughout the current Phase (while in that hex), although each subsequent group is considered a separate stack (though no longer located) as of the moment it exits the previously reconnoitered hex (or enters or exits a port, as in relation to the location of the original located enemy naval unit, stack or task force). Henceforward, each group may only be attacked separately thereafter.
Commitment Status
No air unit is ever “committed” if attempting to reconnoiter any enemy naval unit, stack or task force during any Phase, regardless of the result. Any air unit(s) that launch to conduct any Air-Naval attack(s) are considered Currently Committed thereafter normally.
[4.11] Air Reconnaissance (Land)
During the Offensive Phase, a player may designate any friendly, supplied combat air unit (if otherwise eligible) to conduct a “reconnaissance attempt” of any enemy land hex (within range). A reconnaissance of any land hex is not required to permit a player to conduct any operation, but is solely to acquire information and to deduce the strategic intent of an opponent. Eligibility If within range, each uncommitted combat air unit (i.e., not an ATP) is permitted to conduct one reconnaissance attempt per each enemy hex* per each Offensive Phase (whether successful or not). The quantity of reconnoitering air units is irrelevant with regard to allowable reconnaissance attempts (upon the hex) during the same Phase.
*Regardless of the quantity of units therein.
Air Reconnaissance (Land) Procedure
When eligible (as explained above), a player may designate one particular reconnoitering air unit, and declare a reconnaissance attempt upon a particular enemy hex (if the enemy hex is within the reconnoitering air unit’s range).
NOTE: A reconnoitering air unit is not actually physically moved from its base (nor is it or the reconnaissance attempt itself susceptible to any enemy air interception).
The reconnoitering player must then roll one die (6-sided), resolved as follows:
Die roll of 1 = Unsuccessful reconnaissance.
Die roll of 2 to 6 = Successful reconnaissance.
- 2 : Target hex is a forest hex.
- 2 : During any inclement weather.
- 1 : Target hex is a mountain hex.
- 1 : Target hex is a city and/or resource hex.
-
- 1 : If the reconnoitering air unit is a Fighter (not a Fighter-Bomber) unit.
-
- 1 : If the enemy player has any friendly Fighter- type air unit(s) within range of the reconnoitered target hex (Naval-Air units aboard aircraft carriers are eligible).
NOTE: A reconnaissance attempt of an enemy land hex is exclusive of any reconnaissance attempt of any enemy naval unit, stack or task force. Thus, no particular air unit may conduct a reconnaissance attempt of an enemy land hex and any enemy naval unit, stack or task force per [4.10] during the same Offensive Phase, whether successful or not.
If a reconnaissance is successful, the reconnoitering player may inspect all* air and land units within the reconnoitered hex. Any naval units in that hex, however, are not subject to inspection, even if presently docked in port (i.e., naval units are only eligible to be reconnoitered per [4.10]).
*If a fort chit (even if a coastal fort) is present in that hex, the owning player is always eligible to conceal up to one land chit from any successful reconnaissance attempt.
[4.12] Moving Air Units
The lower right printed number of an air unit represents its maximum range (i.e., the number of hexes that it may be moved from its current base to a target hex). The printed range number also indicates the maximum distance (in hexes) from the target hex back to an eligible friendly base. When conducting a Change Base mission, an air unit’s range is calculated at double its printed number as the maximum transfer range from the starting base into the ending base.
Hexes
Air units must expend one MP to enter any hex (whether over land or sea); never less and never more. Impassable hexes are never applicable to moving air units, except with regard to the Dakar hex (i.e., no air unit may ever enter the Dakar hex from Morocco). Additionally, air units may never enter Switzerland. Of course, no air units may ever enter any blank off-map hex. Non-Hexed Sea Areas The MP cost for any air unit to enter any non-hexed sea area is determined by the printed MP = # (number) therein. Thus, to enter any non-hexed large sea area, a moving air unit must have a sufficient range (as printed, but as modified by weather effects, if any) from its current base to move toward and then into a particular non-hexed sea area. Naval-Air units (aboard aircraft carriers) that are presently within a non-hexed large sea area are automatically considered within that large sea area. As such, they do not expend any movement therein, and are assumed to be within range any enemy or friendly naval unit(s), stack(s) or task force(s) therein.
NOTE: A Naval-Air unit (i.e., aboard an aircraft carrier) may never exit any large sea area in which it currently operates and/or resides.
Neutral Hexes
Any air unit(s) may over-fly a neutral nation’s coastal hex(es) without affecting its neutrality, provided that the air unit(s) do not cross any neutral all-land hexside.
NOTE: If an air unit crosses a neutral all-land hexside, it is considered a declaration of war, even if from a coastal hex to another coastal hex.
[4.13] Air Interception
As any enemy air unit moves (including any accompanying enemy air units), any non-aloft friendly Fighter-type air units (if within interception range) - if otherwise eligible - may then declare an air interception of the moving enemy air unit(s). Air interceptions must be declared as enemy air units move. A player may not retroactively declare an interception after an enemy air unit has exited a particular hex, or moved beyond the intercepting friendly air unit’s interception range. As such, this necessitates that players - as they move air units - trace a movement route (hex by hex), indicating which hex each moving air unit is actually entering as it moves.
NOTE: Air units may never be intercepted as they are returning to base (after conducting an air mission or operation). Only a Fighter-type air unit (launched as a Fighter) that is presently at a base (i.e., is not aloft) may intercept a moving enemy air unit. Moreover, the intercepting Fighter-type air unit must not - itself - be over-stacked (i.e., at an over-stacked airbase). Air interceptions may occur whenever any type of enemy air mission occurs* (weather permitting), including during the Strategic Warfare Phase, assuming that interception occurs within the intercepting air unit’s legal interception range (see below).
*Except “reconnaissance attempts”, which do not require the reconnoitering air unit to be launched, and therefore cannot be intercepted.
Air Interception Range
Any Fighter, Fighter-Bomber and/or Naval-Air unit possesses an interception range of 4 hexes or 1/2 of their own printed range number, whichever is greater (i.e., the higher value) from (but not counting) the intercepting air unit’s own base hex and then to (i.e., including) the target air unit(s’) hex itself. If weather effects reduce any Fighter-type air unit’s printed range (see [1.0]), that Fighter-type air unit’s allowable interception range is still 4 hexes or 1/2 of that reduced range, whichever is greater.
EXAMPLE: The US P-51 has a printed range of “10”. Therefore, its allowable interception range is 5 hexes (i.e., half of 10). An Italian Re 2001, however, has a printed range of “6”. Because half of 6 (i.e., 3) is less than 4, the Re 2001’s interception range is a 4.
Air Interception Procedure
As an enemy air unit (or air units) enters within the air interception range of any eligible non-aloft friendly Fighter-type air unit(s), the intending player may declare his intent to perform an air interception (temporarily halting the movement of the targeted enemy air unit or units). At that time, the intercepting player then launches his intercepting air unit(s) - from one base at a time - toward the targeted enemy air unit(s). The intercepting air unit(s) from that particular base are then moved incrementally (i.e., from their base) along a path (hex to hex) toward the targeted enemy air unit(s) if within the intercepting air unit’s legal air interception range.
Air interceptions are only permitted when any enemy air unit(s) actually move within an eligible non-aloft friendly Fighter-type air unit’s own air interception range (i.e., not in anticipation or expectation of such). However, an interception need not necessarily be declared in the first hex within interception range. The intercepting player may declare an air interception of a moving enemy air unit at any time during its movement (within air interception range). If an enemy air unit - during the course of its movement - subsequently exits the intercepting Fighter-type air unit(s’) air interception range, no air interception may then be declared upon that enemy air unit (unless it subsequently re-enters the eligible Fighter-type air unit’s air interception range).
NOTE: Launching from any base (including an aircraft carrier) is considered “movement”, even if not actually exiting the base hex. As such, a launching air unit may be intercepted normally as it launches (i.e., over its own base) before it exits its own base hex (if within the intercepting air unit’s air interception range).
An enemy air unit is susceptible to air interception in each hex it launches from and enters, although an intercepting Fighter-type air unit may only attempt one air interception (into one particular hex) per allowable Step (i.e., each air interception upon the same enemy air unit - in each hex - must involve different intercepting friendly Fighter-type air units). When an air interception is declared upon a targeted enemy air unit, all of the intended interceptors must arrive* in the interception hex (even if they are from different bases) before air combat is commenced (i.e., a declared interception hex must include all due air units before air combat begins).
*Unless aborted or eliminated en route, as a result of a counter-interception.
Coordinated Air Interceptions
As any intercepting Fighter-type air unit(s) move toward a targeted enemy air unit, they may “collect” any additional (if eligible) friendly Fighter-type air unit(s) - if over-flying their base hex - while en route to the targeted enemy air unit’s hex. Of course, each of the collected friendly Fighter-type air units must also be within air interception range of the targeted enemy air unit as well. Air Counter-Interception(s)
As any intercepting Fighter-type air unit(s) are moved toward a targeted enemy air unit, they may likewise be counter-intercepted by other eligible enemy Fighter-type air units (if they are not already currently “aloft”) per the aforementioned interception procedure. An intercepting Fighter-type air unit (as it moves toward a targeted enemy air unit) may be counter-intercepted in any hex it launches from or enters (if within the counter-intercepting Fighter-type air unit’s own air interception range), including its destination hex. In addition, any counter-intercepting enemy Fighter-type air unit(s) may then also be counter-counter-intercepted by other eligible friendly Fighter-type air units (again, if within air interception range). Moreover, the counter-counter-intercepting Fighter-type air unit(s) may possibly then be counter-counter-counter-intercepted, and so forth. Counter-interceptions may continue to occur in this manner until either side has no more available (and/or eligible) Fighter-type air units to do so. Each interception is resolved in the order from last to first to occur (see below).
Air Interception Combat Order
After any declared interception or counter-interception, each air combat engagement (see [4.16]) is not resolved until all of the participating air units arrive in and occupy the hex or location where the air combat engagement is occurring. Because of the multifaceted sequence of interceptions and counter-interceptions, all counter-counter-interceptions, counter-interceptions, and interceptions, must be resolved in that order. Inasmuch as an air interception may occur pending the resolution of a subsequent counter-interception, the last declared counter-interceptions must be resolved before the first declared interceptions of the current Step (i.e., all air interceptions are resolved in the reverse order they were declared). As such, the last declared interception is always resolved first, and each preceding interception is then resolved next (depending on the outcome of the former), until no further interceptions are pending resolution.
NOTE: A launched air unit that is merely moving through a hex where a preceding pending air interception has occurred cannot be intercepted by any aloft enemy air unit(s) in that engagement hex.
All air interceptions (and counter-interceptions) must be resolved before commencing any subsequent air, land or naval attacks and/or combat that is due to occur in any particular combat hex.
After each interception is resolved (i.e., after air combat), the surviving* intercepted air units (if any) may then continue their intended movement and/or mission, or discontinue their movement and/or mission (i.e., to be returned to base when normally legal to do so) per the owning player’s discretion. After air combat, all surviving* intercepting Fighter-type air units (if any) must be set aside until the end of the current Offensive or Step, at which time they are returned to base normally.
*Neither aborted or eliminated.
Canceling Air Interceptions
Once any air interception(s) or counter-interception(s) have been declared and launched, an interception or counter-interception may only be canceled if occurring before any resulting engagement, and only if agreed upon by all relevant players.
[4.14] Strafing Airbases and Airfields
During the Naval and Air Phase (only), any Fighter-type air unit(s) may fly to an enemy airbase or airfield (within range) to attempt a Strafing Attack. Any Fighter-type air unit that is conducting a Strafing Attack is susceptible to enemy air interceptions normally (including from any enemy Fighter-type air units based at the target airbase or airfield itself). If an enemy player elects to intercept an encroaching Fighter-type air unit (en route to conduct a Strafing Attack), air combat is then resolved normally instead.
NOTE: An aircraft carrier may never be strafed.
However, if an enemy player deems an air interception to be particularly disadvantageous (e.g., if numerically and/or qualitatively disadvantaged), he may simply decline to do so. As such, when any Fighter-type air unit(s) enter a target airbase or airfield hex (to conduct a Strafing Attack), the enemy player must then announce his intent to either “evacuate” or “ride out” the Strafing Attack.
NOTE: Air units that participate in air combat (i.e., conduct an air combat attack) are not eligible to conduct a Strafing Attack. Air Evacuation If a player chooses to “evacuate” (with any air unit), he must determine the number of friendly controlled land hexes over-flown by the closest enemy strafing Fighter-type air unit(s) en route to the target airbase or airfield (including the target airbase or airfield hex itself). The evacuating player must then roll one die (6-sided) per each evacuating air unit - of any type - that is attempting to “evacuate”. If the die roll is equal-to or less-than the number of friendly land hexes over-flown by the enemy strafing Fighter-type air unit(s), that air unit successfully “evacuates”. If the die roll result exceeds the number of friendly land hexes over-flown by the enemy strafing Fighter-type air unit(s), that air unit cannot “evacuate”.
If an air unit successfully “evacuates”, it must immediately transfer* to another friendly airbase (or perhaps airfield, if it is a Fighter- type air unit) within its own transfer range (i.e., up to twice the air unit’s printed range, weather permitting). If no eligible airbase (or airfield) is currently available, no evacuation may then occur.
*Not subject to enemy air interception.
NOTE: Any air unit(s) that successfully “evacuate” become marked as Currently Committed as a result.
Air Evacuation Restrictions
No Naval-Air unit may ever evacuate to any aircraft carrier.
No evacuating air unit may ever over-stack at any base as a result of an evacuation.
No air unit may ever “evacuate” to the same hex it is evacuating from, even if to a different base within the same hex. A nation’s air units may not evacuate while that nation is subject to the Blitzkrieg Bonus (see [10.2]). If a Fighter-type air unit is unable (or fails) to evacuate, it is eligible to participate in air combat normally. However, if any Fighter- type air unit unsuccessfully attempts to “evacuate” (and subsequently participates in air combat), it is not entitled to any combat strength bonus if fighting over its own base. (i.e., the base from where it is evacuating from).
“Riding Out” a Strafing Attack After resolving all air interceptions and counter-interceptions (if any) preceding a Strafing Attack, any other air unit(s) presently remaining based at a targeted airbase or airfield must then “ride out” an impending Strafing Attack (i.e., if unable to “evacuate”, and/or if intending to avoid air combat). In such a case, those air unit(s) simply remain based at the targeted airbase or airfield (i.e., on the ground), and are then subject to a Strafing Attack (see below).
Strafing Attack
After resolving any air interceptions and counter-interceptions (if any) preceding a Strafing Attack, each surviving* Fighter-type air unit that did not participate in air combat (i.e., did not conduct any actual air combat attack) may then conduct one Strafing Attack upon one enemy target air unit - presently based at the targeted airbase or airfield - (i.e., if not presently aloft).
*Neither aborted or eliminated.
EXCEPTION: Any air unit(s) presently based on Malta (and/or any airbase built there) may not be strafed (although Malta’s airbase may be bombed normally; see [4.26]).
Each Strafing Attack is calculated and resolved exactly like a normal air combat attack, although any strafing Fighter-type air unit must automatically suffer a +1 air combat die roll penalty, unless the target air unit is currently marked as “out-of-supply”. The Blitzkrieg Bonus die roll modifier is not applicable to any Strafing Attack, however.
NOTE: Only hit results are applicable when conducting Strafing Attacks. Abort results are always ignored. Obviously, air units that are presently based at a targeted airbase or airfield (i.e., if not presently aloft)) are ineligible to perform any air combat attacks during an enemy’s Strafing Attack (nor may Heavy Bombers conduct “return fire”). After each eligible Fighter- type air unit conducts and resolves one Strafing Attack, all air units are returned to their base normally at the end of the current Air Movement Step. A Strafing Attack mission never consists of more than one “round” (per air combat parlance).
[4.15] Air-Naval Interception
During the Naval and Air Phase and/or the Offensive Phase, any eligible Bomber, Fighter-Bomber (flying as a bomber) and/or Naval-Air unit or units (flying as a Bomber) may declare an air-naval interception of any moving enemy naval unit, stack or task force (if that enemy naval unit, stack or task force has been located; see [4.10]). An air-naval interception must be declared as an enemy naval unit, stack or task force moves. A player may not retroactively declare an air-naval interception in a particular hex after an enemy naval unit, stack or task force has exited that particular hex, or moved beyond the intercepting air unit’s printed range. As such, this necessitates that players - as they move naval units, stacks or task forces - trace a movement route (hex by hex), indicating which hex (or large sea area) each moving naval unit, stack or task force is entering.
NOTE: Any Air-Naval interception(s) upon any particular enemy naval unit, stack or task force must always precede any Reactive naval interception upon that same naval unit, stack or task force (if occurring in the same hex or large sea area).
Only a Bomber-type air unit (launched as a Bomber) that is presently at a base (i.e., is not already “aloft”) may intercept a located enemy naval unit. Moreover, the intercepting Bomber-type air unit(s) must not – itself/themselves - be over-stacked. Air-naval interceptions may occur whenever any enemy naval movement occurs (weather permitting), assuming the enemy naval unit, stack or task force is located, and assuming the air-naval interception occurs within intercepting air unit’s allowable range.
NOTE: A Naval-Air unit aboard an aircraft carrier - within a large sea area - is always assumed to possess sufficient air range to reach any located enemy naval unit, stack or task force within that same large sea area.
Air-Naval Interception into a Large Sea Area
If a naval unit, stack or task force is located while in a large sea area*, it is susceptible to enemy air-naval interception normally. However, when calculating the range to a located naval unit, stack or task force presently in a large sea area, the printed MP = # within that large sea area is added to the total distance from the intercepting air unit’s current base to the large sea area itself. When in any large sea area, an entering enemy air unit is automatically considered to be within range of any located naval unit, stack or task force currently therein.
*If not currently assigned as Convoy Duty Escorts. Naval units assigned as Convoy Duty Escorts are not susceptible to enemy air-naval interception.
EXAMPLE: A German task force has been located in the large sea area adjacent to the Iceland Box. The UK player desires to intercept the German task force with a 2-14 (Blenheim), which is based at Glasgow (W 4314). Thus, the UK player flies the Blenheim directly from Glasgow to the edge of that large sea area. So far, the Blenheim has expended 4 MPs to do so. Then, however, the Blenheim must expend an additional 10 MPs to actually enter the large sea area (i.e., the large sea contains a printed MP = 10). Hence, the total movement to enter therein (directly from Glasgow) is 14 MPs. Fortunately for the UK, the Blenheim’s printed range is 14 hexes, thus allowing it to enter that large sea area.
NOTE: Weather effects apply normally within any large sea area(s) in an affected weather zone.
Air-Naval Interception within a Large Sea Area
Any eligible Naval-Air unit(s) presently aboard a functioning (i.e., not presently damaged) aircraft carrier (within a large sea area) may conduct an Air-Naval interception upon any located enemy naval unit, stack or task force therein. In such a case, the large sea area’s MP = # is ignored (because the Naval-Air unit or units are already within that large sea area), and the intercepting Naval-Air unit(s) are assumed to possess sufficient range to reach any located enemy naval unit, stack or task force therein (i.e., even if the Naval-Air unit(s’) printed range is actually less than the large sea area’s printed MP = #).
NOTE: A Naval-Air unit (i.e., aboard an aircraft carrier) may never exit any large sea area in which its aircraft carrier presently resides.
Air-Naval Interception Procedure
As a located enemy naval unit, stack or task force enters within the printed range of any eligible friendly Bomber-type air unit(s), the intending player may declare his intent to perform an air-naval interception (temporarily halting the movement of the located naval unit, stack or task force). At that time, the intercepting player then launches his intercepting air unit(s) - from one base at a time - toward the located enemy naval unit, stack or task force. The intercepting air unit(s) from each particular base are then moved incrementally (i.e., from their base or bases) along a path (hex to hex) toward the located enemy naval unit, stack or task force within the intercepting air unit(s’) printed range.
NOTE: Bomber-type air units (conducting air-naval interceptions) are susceptible to enemy air interception normally. Air-naval interceptions are only permitted when any enemy naval unit, stack or task force actually enters within any eligible friendly Bomber-type air unit’s own printed range (i.e., not in anticipation or expectation of such). However, an air-naval interception need not necessarily be declared in the first hex (or large sea area) within range. The intercepting player may declare an air-naval interception of a moving enemy naval unit, stack or task force at any time during that enemy naval unit’s, stack’s or task force’s movement (if within range). If an enemy naval unit, stack or task force - during the course of its movement - subsequently exits the intercepting Bomber-type air unit(s’) printed range, no air-naval interception may be retroactively declared upon that enemy naval unit, stack or task force (unless that enemy naval unit, stack or task force subsequently re-enters any eligible Bomber-type air unit’s printed range).
An enemy naval unit, stack or task force is susceptible to an eligible air-naval interception in each hex it enters, although an intercepting Bomber-type air unit may only attempt one air-naval interception (into one particular hex or large sea area) per Step (i.e., each air -naval interception upon the same located enemy naval unit, stack or task force - in each hex or large sea area - must involve different intercepting friendly Bomber-type air units). When an air-naval interception is declared upon a located enemy naval unit, stack or task force, all of the intended Bomber-type air units must arrive* in the target hex (even if from different bases) before any Air-Naval attacks commence. Furthermore, air-naval interceptions always precede any naval interceptions within the same hex or location.
*Unless aborted or eliminated en route as a result of any enemy counter-interception(s).
NOTE: For purposes of clarification, any naval unit(s) that are “in port” are always considered to be in a different location from any naval unit(s) that are not in port, even if in the same hex. As such, each location must be intercepted/attacked separately.
Coordinated Air-Naval Interceptions
As any intercepting Bomber-type air unit(s) move toward a located enemy naval unit, stack or task force, they may “collect” any additional (if eligible) Bomber-type air unit(s) - if over-flying their base hex - while en route to a located enemy naval unit’s, stack’s or task force’s hex. Of course, each of the collected friendly Bomber-type air units must also be within allowable air range of the located enemy naval unit, stack or task force.
Any Bomber-type air units in the same airbase hex may also launch and then fly over any other friendly base hexes to “collect” friendly Fighter-type air units presently based there, and may then collectively fly on toward a located enemy naval unit, stack or task force (being susceptible to eligible enemy air interception as they move). Any “collected” air units also may not be split up as they are moving, or attack a different target hex. Any launching Bomber-type air unit(s), however, may fly over as many friendly base hexes as desired (within movement allowances) and may collect as many eligible friendly air units as are available in each base hex (while en route to the target). Any “collecting” Bomber-type air unit(s) are not considered to actually be landing, but are merely over-flying any friendly base hex(es) that they enter along the way. When “collected”, all such air units may then move on toward the located enemy naval unit, stack or task force, provided that all of those air units still possess sufficient movement (i.e., range) to reach the target hex (or large sea area). All such air units are susceptible to normal eligible enemy air interceptions along the way. Any Fighter-type air units (collected as escorts, for example) that do not possess enough movement may fly within
- or up to the extent of - their own printed movement range. The movement (i.e., the flight toward and into the target hex) of any air unit(s) launched from a particular airbase (as well as any friendly air units “collected” en route) must be completed before any other non-collected air unit(s) from any other airbase are launched and moved toward and into the same target hex during that same Step.
NOTE: Bombers or other air units are never required to be “collected” if over-flown by any other Bomber-type air unit(s) en route to a target hex. An intercepting player is free to choose as few or as many eligible air units to be “collected” as he desires.
Fighters, Fighter-Bombers, and/or Naval-Air units that do not or cannot fly with any attacking Bomber-type air unit(s) on toward a particular target hex must simply stop in their last occupied hex (whether by choice, or as a result of their own movement limit) as the Bomber-type air unit(s) and other accompanying (i.e., “collected”) air units (if any) continue on. Each accompanying air unit may fly within or up to the extent of its own printed range, irrespective of any other accompanying Fighter-type air unit(s) or Bombers-type air unit(s) they are with during that air-naval interception. Accordingly, each air unit - as it is left behind - is subject to any eligible enemy air interceptions (as are any air units that continue on). Fighter-type air units that have stopped or have reached the extent of their printed movement range simply remain in the last hex that they occupied (unless aborted) until the end of the current Offensive or Step.
Fighter-type air units flying with any Bomber-type air unit(s) - as escorts - cannot intercept or counter-intercept. Of course, any enemy air interceptions upon such air units automatically results in air combat in their own hex.
EXAMPLE: A German task force is moving from Hamburg (W 3823) toward Stavanger (W 4422). As it is moving north, it enters within the printed range of a UK 4-10 (Hampden) Bomber based at Scapa Flow (W 4717). Thus, the UK player declares a reconnaissance attempt upon the German task force (temporarily halting the task force’s movement). The reconnaissance is successful, and the German task force is then considered “located”. Thus, the UK player declares an air-naval interception. Because of the presence of German Fighters in the vicinity of the task force, the UK player elects to launch a 7-16 (Whitley) Bomber from Liverpool (W 3915) instead. While en route to the located task force, the Whitley Bomber over-flies Hull (W 3917), and “collects” a 4-4/3 (Spitfire) Fighter based there. Then, the Whitley and the Spitfire fly together toward the located German task force. However, after moving four hexes from Hull, the Spitfire must stop (because it is the extent of the Spitfire’s printed range). The German player has decided not to intercept the Whitley and Spitfire for now (knowing that the Spitfire cannot escort the Whitley beyond the fourth hex). Nevertheless, the Whitley continues to move (leaving the Spitfire behind) toward the German task force. Now, the German player opts to launch all of his available Fighters, intercepting the Whitley after it moves another additional hex. The UK player declines any counter-interceptions, but before air combat is resolved, the UK player then launches the aforementioned Hampden from Scapa Flow, and then moves it toward the German task force. Unfortunately for the absent-minded German player, all of his available German Fighters are currently “aloft” (intercepting the Whitley). Thus, the Hampden presently flies undisturbed toward (and into) the task force’s hex. Before the Hampden may attack the German task force, the German Fighters and the Whitley must resolve air combat. Remarkably, however, the German air combat attack rolls are all misses during the first round of air combat. If the German Fighter’s miss again during the second round of air combat, the Whitley will be eligible to continue on toward the task force. However, the UK player decides not to risk it, and voluntarily aborts the Whitley (knowing the Whitley is unlikely to survive a second round of air combat, and realizing that the Hampden is currently eligible to attack the German task force). Now that all air interceptions and air combat have been resolved, the UK player commences his attacks upon the German task force with the Hampden Bomber.
All Bomber-type air units that are participating in the same air-naval interception (including “collected” Bombers) must attack the same target hex. No Bomber-type air units may be collected, fly, or otherwise participate in an air-naval interception if they lack sufficient movement* (i.e., range) to actually reach the located naval unit, stack or task force (as the “collecting” air units). In other words, any Bomber-type air units that are launched or collected must all possess enough available movement to be capable of reaching the same target hex. Not all such Bomber-type air units are necessarily required to fly all the way to the target hex, but they must at least possess enough available movement to do so. As such, any number of Bomber-type air units may be “dropped off” while en route to the located naval unit, stack or task force, although they are ineligible to conduct any attacks (as they are “dropped off”), and thereafter are Committed just the same, if pertinent. Nevertheless, a player may desire (during the course of an air-naval interception) to leave some of the participating Bomber-type air units (and/or escorting Fighter-type air units) behind (before reaching the target hex) if, for example, he wants to avoid subjecting any particular air unit(s) to further potential air combat and/or anti-aircraft fire.
*Fighter-type air units may be launched as intermediate escorts, even if they do not possess sufficient range to actually reach the intended target hex. Any such Fighter-type air units may fly to the extent of their own printed range, even if short of the target hex itself (but, of course, must end their movement when at the extent of their own range).
NOTE: A Fighter-type air unit that will be escorting an Air-Naval attack is permitted to be launched first and then flown to collect the participating Bombers (i.e., in that order). Of course, All range (and weather) considerations apply normally.
Air-Naval Interception Restrictions
U-boats may never be intercepted at sea.
Tactical submarine chits may never be intercepted as they are moving (see [3.29]).
Naval units that are currently assigned as Convoy Duty Escorts may never be intercepted.
During the End Phase, only naval units, stacks or task forces that were outside of the eligible range of any particular enemy Bombers-type air unit, and then moved within any such air unit’s eligible range (if uncommitted), are liable to air-naval interception (and Air-Naval attacks). Any naval unit, stack or task force that began the End Phase already within any particular Bomber-type air unit’s eligible range cannot be attacked by that air unit during the End Phase.
[4.16] Air-to-Air Combat
If opposing (and aloft) air units ever occupy the same hex or location (and if at least one of the air units is a Fighter-type air unit), air combat must be resolved in that hex or location.
Because of the mechanics of air interceptions, counter-interceptions, counter-counter interceptions, and so forth, air combat may conceivably occur more than once during the same actuation, depending upon the circumstances and the participating air units’ eligibility.
Air-to-Air Combat Eligibility
Any Fighter-type air unit, when airborne (i.e., aloft), is eligible to attack while engaged in air combat (i.e., conduct an air combat die roll). A Fighter-type air unit is defined as any Fighter, Fighter-Bomber (flying as a Fighter) or Naval-Air unit (flying as a Fighter). Heavy Bombers (i.e., those with a circled quality rating) engaged in air combat - if hit or aborted during that air combat - are eligible to resolve a “return fire” air combat attack (see [4.19]).
Any air unit may participate in air combat, but only Fighter-type air units may actually attack enemy air units. Nevertheless, any air unit may be attacked during air combat. ATPs, Bombers, Fighter-Bombers (flying as Bombers), and Naval-Air units (flying as Bombers) cannot attack while engaged in air combat, unless (in the case of Fighter-Bombers or Naval-Air units) reverting to a Fighter-type role (i.e., “dumping ordnance”), or in the case of any hit or aborted Bomber with a circled quality rating conducting “return fire” (see [4.19]).
Air-to-Air Combat Sequence
Each air combat engagement entails two sequential bouts, known as “rounds” (i.e., ROUND 1 and ROUND 2). Only air units that endure the first air combat round (i.e., were neither hit or aborted) will be eligible to participate in the second air combat round (if the owning player desires), regardless of the participating aircraft type. Likewise, only air units that endure the second air combat round will be eligible to participate in any subsequent air, land or naval combat thereafter during the same Step or Phase (if the owning player desires).
NOTE: Half-step Naval-Air units (i.e., Naval-Air units that are blank on the reverse side) are not eligible to participate (i.e., fight in air combat) in the second air combat round (although a half-step Naval-Air unit may remain in the air combat hex during the second air combat round). Other half-step (i.e., depleted) air units are never encumbered by this restriction, however.
Air-to-Air Combat Sequence
Air combat is resolved in accordance with the following sequence and procedure:
ROUND 1
[ 1 ] Both players agree that no additional intercepting air units will be flying toward and entering the current air combat location.
[ 2 ] Both players must declare whether any Fighter-Bomber(s) - launched as a Bomber role - will remain in the Bomber role, or will “dump ordnance” and revert to the Fighter role. The player with the first air unit(s) in the air combat location must decide first, followed by the second player. Players must denote which Fighter-type air unit(s) will be attacking any Bomber(s), if any.
[ 3 ] Each friendly Fighter-type air unit then attacks any one enemy air unit (of any type) once. All friendly air combat hits and aborts are then noted, but not implemented yet. Then, each enemy Fighter-type air unit returns fire as well. All enemy air combat hits and aborts are then noted, but not implemented yet.
( REFER TO THE AIR-TO-AIR COMBAT PROCEDURE BELOW )
[ 4 ] All air combat hits and aborts inflicted during ROUND 1 are implemented now. All hit and aborted air units are set aside for now (to be returned to base after ROUND 2 is resolved).
[ 5 ] Both players may voluntarily abort any remaining air units now, if desired, irrespective of the other player’s intent or status.
ROUND 2
[ 1 ] Both players decide which air units will remain during ROUND 2. The player with the first air unit(s) in the air combat location must decide first, followed by the second player.
[ 2 ] Fighter-Bombers that had remained in the Bomber role may “dump ordnance” and revert to the Fighter role. Again, the player with the first air unit(s) in the air combat location must decide first, followed by the second player. Players must denote which Fighter-type air unit(s) will be attacking any Bomber(s), if any.
[ 3 ] Air combat* is resolved for Round 2 (per the same procedure described above).
( REFER TO THE AIR-TO-AIR COMBAT PROCEDURE BELOW )
[ 4 ] All air combat hits inflicted during ROUND 2 are implemented now.
[ 5 ] Air combat is concluded. All surviving hit and aborted air units (from both rounds) are returned to base at the end of the Offensive or Step.
*Half-step Naval-Air units are ineligible to attack during the second round of air combat, although they may remain in the air combat location (and may be targeted be enemy Fighter-type air units normally). Any half-step Naval-Air unit is eligible to impart air superiority nonetheless (if it is not aborted or eliminated during the second round of air combat). Air-to-Air Combat Procedure When air combat occurs, both players must array (off the map) their opposing air units, revealing every air unit that had been in the same air combat hex.
After determining which Fighter-type air units are eligible to attack, the friendly player (i.e., the player with the first air unit in the hex) nominates one attacking Fighter-type air unit (flying as a Fighter) and one target air unit. Each attacking air unit is permitted to conduct one attack (i.e., one die roll) per air combat round (in which it is participating in air combat), regardless of its air combat attack result. An attacking Fighter-type air unit may not attack an opposing air unit that has already been attacked during the current air combat round unless every opposing air unit (in that same air engagement) has already been attacked at least once. Likewise, an attacking Fighter-type air unit may not attack an opposing air unit that has already been attacked twice unless every opposing air unit (in that same air engagement) has already been attacked twice, and so forth.
The attacking player may resolve each attack before declaring the next (i.e., one at a time), thereby allowing him to consider the outcome of each attack before declaring the next attack (but in compliance with the aforementioned targeting restriction). After designating any eligible attacking air unit(s) and the opposing target air unit(s), each air combat attack is calculated and resolved as follows:
[ 1 ] Add the attacking Fighter-type air unit’s combat strength number and quality rating number.
[ 2 ] Subtract the enemy target’s quality rating number, and determine the final total (known as the “air target number”).
NOTE: Any air unit without any printed quality rating number is always assumed to possess a quality rating of “0”.
[ 3 ] After determining the “air target number”, roll one die (6-sided), resolved as follows:
( 4 ) If the die roll is less than the “air target number”, the target air unit is hit (and aborted, unless eliminated as a result of that hit).
( 4 ) If the die roll is equal-to the “air target number”, the target air unit is aborted.
( 4 ) If the die roll is greater than the “air target number”, it is a miss.
After the friendly player has resolved the attacks of all his eligible Fighter-type air units in that same air engagement, the enemy player then determines which Fighter-type air units are eligible to attack. After determining which Fighter-type air units are eligible to attack, the enemy player (i.e., the intercepting player) nominates one attacking Fighter-type air unit (flying as a Fighter), and one target air unit. Each attacking air unit is permitted to conduct one attack (i.e., one die roll) per air combat round (in which it is participating in air combat), regardless of its air combat attack result. An attacking Fighter-type air unit may not attack an opposing air unit that has already been attacked during the current air combat round unless every opposing air unit (in that same air engagement) has already been attacked at least once. Likewise, an attacking Fighter-type air unit may not attack an opposing air unit that has already been attacked twice unless every opposing air unit (in that same air engagement) has already been attacked twice, and so forth.
The attacking player may resolve each attack before declaring the next (i.e., one at a time), thereby allowing him to consider the outcome of each attack before declaring the next attack (but in compliance with the aforementioned targeting restriction). Air Combat Considerations A die roll (or die roll result) of “1”, if a “1” does not actually calculate to be an abort or a hit, is considered an automatic abort. A die roll result of “5”, if less than the air target number, is considered an automatic abort (i.e., a “5” result is never a hit). A die roll (or die roll result) of “6”, if a “6” actually calculates to be an abort or a hit, is considered an automatic miss. Concluding Air Combat After air combat, any surviving unaborted air unit(s) may continue their intended mission(s), if otherwise eligible to do so, or remain idle in the present air combat hex to be returned to their base(s) when stipulated by the Sequence of Play (see [viii]).
[4.17] Air-to-Air Combat Results
There are three possible air combat results (only), listed as follows:
Hit
A hit result inflicts a combat depletion upon the target air unit. If the target air unit is presently depleted (or if the back side of the chit is blank), the target air unit is therefore eliminated. If the target air unit is presently full-strength, it must be flipped to its back (i.e., depleted) side of the chit.
NOTE: If a full-strength air unit is hit, it is also considered automatically “aborted” as well (see below).
Abort
An abort result averts the air target from the current air engagement. When an air target is aborted, it is set aside until the conclusion of the current air combat engagement. It cannot attack (or be attacked), or participate in air, land or naval combat for the duration of the current mission or operation. Afterward, it is returned to base normally (at the end of the current Offensive or Step).
If an air unit is aborted while performing a Change Base mission, it must return to the last base it occupied before the abort. An abort result has no other effect upon an air target. When an aborted air target is returned to base, it may then be launched and operate normally thereafter (including during a subsequent Step of the same Land Offensive), if otherwise eligible. Miss A miss result has no effect upon the target air unit.
[4.18] Air-to-Air Combat Modifiers
Air combat may be modified, if any of the following circumstances apply:
Air Combat Over an Air Unit’s Own Airbase
Any Fighter-type air unit that engages in air combat over (i.e., in the same hex as) its own airbase (i.e., the same airbase it has launched from and/or is transferring to) automatically receives a +1 bonus to its own combat strength number during both air combat rounds. Air units that attempt (but fail) to “evacuate” are not entitled to this bonus. This bonus does not ever apply, however, during the Strategic Warfare Phase. In addition, an aircraft carrier is never considered a “base”. As such, a Naval-Air unit (launched from an aircraft carrier) is never entitled to this bonus. This bonus never applies over any grass airfield.
NOTE: An air unit that is changing base is entitled to the +1 bonus over each airbase it transfers to (i.e., per “hop”). Blitzkrieg Bonus If any German Fighter-type air unit engages in air combat during the first monthly game-turn (but not the second monthly game-turn) of a German invasion of any nation (except the UK and US) when the Blitzkrieg Bonus is in effect, each German Fighter-type air unit will automatically receive a -1 air combat die roll bonus to its own air combat attack die rolls during both air combat rounds. The Blitzkrieg Bonus does not apply when conducting a Strafing Attack, however.
Escorted Bombers
If any enemy Fighter-type air unit attacks a friendly Bomber (or a friendly Fighter-Bomber or Naval-Air unit that is flying as a Bomber), any other eligible untargeted friendly Fighter-type air unit in that same air combat hex (that is itself not currently targeted) will automatically receive a +1 bonus to its own combat strength number when attacking that enemy Fighter-type air unit.
Finnish versus Soviet Bonus
If the Finnish 4-6/1 (D.XXI) Fighter unit engages any Soviet air unit (only) in air combat, the Finnish 4-6/1 (D.XXI) Fighter will automatically receive a -1 air combat die roll bonus to its own air combat attack die rolls during both air combat rounds. The “Finnish versus Soviet Bonus” remains in effect until Finland becomes conquered.
Radar
Each Western Ally (except French) Fighter-type air unit that engages in air combat in or adjacent to any UK Radar Site hex (as printed on the map) will automatically receive a -1 air combat die roll bonus to its own air combat attack die roll during the first round (only) of air combat (see [10.26]).
Strafing Attack
If any Fighter-type air unit conducts a Strafing Attack (see [4.14]) upon an enemy air unit that is currently based at an airbase or airfield (i.e., if the enemy air unit is not presently aloft), the strafing Fighter-type air unit must automatically suffer a +1 air combat attack die roll penalty, unless the target air unit is currently marked as “out-of-supply” (in which case no penalty is incurred).
[4.19] Heavy Bomber “Return Fire”
Bombers may never attack enemy air units during air combat, although a Heavy Bomber (any Bomber with a circled quality rating) will be eligible to conduct Heavy Bomber “return fire” if ever hit by an enemy Fighter-type air unit during air combat.
NOTE: Heavy Bombers cannot conduct “return fire” if hit during a Strafing Attack (i.e., if not presently aloft). Whenever any Heavy Bomber is hit (even if it is eliminated as a result) during air combat, that particular Heavy Bomber chit is then immediately eligible to conduct a “return fire” air combat die roll. In such a case, the owning player (of the Heavy Bomber) simply rolls one die (6-sided), adding the Heavy Bomber’s quality rating to the die roll, but subtracting the Fighter-type air unit’s quality rating (i.e., the Fighter-type air unit that caused the Heavy Bomber to be aborted or hit). If the final net die roll result is greater than that Fighter-type air unit’s quality rating, that Fighter-type air unit is considered to be hit by the Heavy Bomber’s “return fire”. If the net die roll is only equal-to that Fighter-type air unit’s quality rating, that Fighter-type air unit is considered to be aborted. If the net die roll is less-than that Fighter-type air unit’s quality rating, it is considered a miss. A Heavy Bomber’s “return fire” die roll of “6” is always considered a “hit”, however, regardless of the aforementioned calculation. Conversely, a Heavy Bomber’s “return fire” die roll of “1” is always considered a “miss”, regardless of the aforementioned calculation.
EXAMPLE: A German 4-4/3 (Me-109) Fighter intercepts and attacks a US 12-20[2] (B-17) Bomber, thereby depleting it. Accordingly, the US player immediately rolls one (6-sided) die (rolling a “3”), and adds the US 12-20[2] (B-17) Bomber’s quality rating (i.e., “2”), for a total of “5”. The German 4-4/3 (Me-109) Fighter’s quality rating (i.e., “3”) is then subtracted from that total (“5”), for a grand total of “2” (i.e., “5” - “3” = “2”). The grand total of “2” is less-than the German 4-4/3 (Me- 109) Fighter’s quality rating (i.e., “3”), and is therefore considered to be a “miss”.
[4.20] Air-Naval Attacks
As of the commencement of a successful air-naval interception engagement (and after resolving any preceding air interceptions and air combat up to and in the interception hex or large sea area), any eligible Bomber-type air unit(s) that are in the same hex (or stacked together in the large sea area) with a located enemy naval unit, stack or task force may then conduct any eligible Air- Naval attack(s).
Air-Naval Attack Sequence
When a player is eligible to conduct any Air-Naval attack(s), he must do so via the following sequence:
[ 1 ] The attacking player may examine all enemy naval units in the target hex (or stacked together in a large sea area).
[ 2 ] Calculate the current “anti-aircraft value” (see [4.21]).
[ 3 ] The attacking player may target any particular enemy naval unit(s) in the target hex (or stack, if in a large sea area). The attacking player is not required to specify all of his intended attacks now. He may resolve each Air-Naval attack before declaring the next.
NOTE: A player is never required to conduct any Air-Naval attack(s).
[ 4 ] The attacking player rolls 2 dice (6-sided) once per each eligible Air-Naval attack (against one specific naval unit chit). Inflict each naval hit as it occurs.
( REFER TO THE AIR-NAVAL ATTACK PROCEDURE BELOW )
[ 5 ] After resolving all Air-Naval attacks, implement all anti-aircraft hits inflicted hitherto (i.e., occurring during Step [ 4 ]). Air-Naval Attack Procedure Each attacking Bomber-type air unit is eligible to conduct a number of attacks (i.e., dice rolls) equal-to its own printed combat strength rating (e.g., a 4-10 Hampden is eligible to conduct up to four attacks during each air-naval interception engagement). Bomber-type air units with an underscored combat strength number (e.g., 6) are limited to a number of attacks equal-to half of that printed combat strength number (rounded down).
NOTE: No Bomber-type air unit may ever conduct more than 4 attacks, regardless of its printed combat strength number (e.g., a 14-25 [1] Lancaster Bomber may conduct up to 4 attacks, not 7).
If a particular Bomber-type air unit is capable of conducting multiple Air-Naval attacks, each attack may be directed at a distinctly different enemy naval unit, disseminated among multiple enemy naval units, or all against a single enemy naval unit (in any order). Each Air-Naval attack is resolved separately and irrespective of any other attack(s). The attacking player may resolve each attack before declaring the next (i.e., one at a time), thereby allowing him to consider the outcome of each Air-Naval attack before declaring the next Air-Naval attack.
Air-Naval Attacks
When designating and conducting each eligible Air-Naval attack, the attacking player rolls 2 dice (6-sided). If an Air-Naval attack dice roll is equal-to or greater-than the target naval unit’s printed armor rating, the target naval unit is successfully hit. If the roll is less than the target naval unit’s printed armor rating, the target naval unit is missed.
NOTE: If a target naval unit’s printed armor rating exceeds 12, a net Air-Naval attack die roll result of “12+”* is always considered to be a hit. For example, a battleship with a printed armor rating of “14” will be considered hit by a Naval-Air unit attack dice roll of “9” (i.e., +3; see Air-Naval attack modifiers below = “12”).
*Not applicable to naval combat.
When a naval unit is hit, it is flipped to its “damaged” or depleted side. If a hit naval unit is already currently damaged or depleted (or if the reverse side of the chit is blank), it therefore is “sunk” by that hit.
NOTE: As per naval combat, any attack roll of “doubles” (if equal-to or greater-than the target naval unit’s armor rating) is always considered an automatic “sink”, even if the target naval unit is not currently damaged or depleted. An attack roll of “doubles” has no additional effect upon STPs, however (see [3.18]).
Air-Naval Attack Modifiers
The following Air-Naval attack dice modifiers must be applied to any Air-Naval attack, when applicable:
+3 : If the attacking aircraft is a Naval-Air unit which is attacking a named naval unit (i.e., a CV, CVL, BB, CA or a Raider).
-
+2 : If the attacking air unit is a land-based Bomber-type air unit with no underscored combat rating which is attacking a named naval unit (i.e., a CV, CVL, BB, CA or Raider). +2 : If the targeted naval unit (of any type) is presently “in port”.
-
+1 : If the attacking air unit is a land-based Bomber-type air unit with an underscored combat rating which is attacking a named naval unit (i.e., a CV, CVL, BB, CA or Raider).
-
+1 : If the attacking aircraft is a German Naval-Air unit which is attacking during the first monthly game-turn of a German invasion of any nation that is subject to the Blitzkrieg Bonus (see [10.2]).
-
- 1 : If the attacking air unit is any Italian Bomber-type air unit which is attacking any enemy naval unit during 1939, 1940 or 1941. This modifier automatically ends in 1942.
-
- 1 : If the attacking aircraft is a land-based Bomber-type air unit with a circled quality rating (i.e., a Heavy Bomber). This modifier is not applicable when attacking STPs, however.
NOTE: All Air-Naval attack modifiers are cumulative, if applicable.
[4.21] Naval Anti-Aircraft Effects
Aside from anti-aircraft results incurred via the Bombing Table, bombing air units will be subject to anti-aircraft effects as follows: When attacking any naval unit, stack or task force, the probability of a naval anti-aircraft hit upon each attacking air unit is directly relative to the number of naval units present in the target location. Before any Air-Naval attacks begin, the attacking and defending player must determine the current “anti-aircraft value” of the targeted naval unit, stack or task force in the target location.
NOTE: Escorting Fighter-type air units are never susceptible to anti-aircraft during any Air-Naval attack, even if they are in the target location. Only attacking Bomber-type air units may be hit by anti-aircraft.
Naval Anti-Aircraft Value
When determining an “anti-aircraft value”, the total current gunnery rating of all naval units in the same target location* is added as a sum, and then divided by 10 (always rounding down). The resulting number is the “anti-aircraft value”.
*Even if from different stacks or task forces (except those assigned as Convoy Duty Escorts).
NOTE: Naval units docked “in port” are always considered to be a separate location from those that are not docked in port, even if in the same hex.
EXCEPTION: A submarine unit’s gunnery rating is never applicable when determining an “anti-aircraft value”, nor is any naval unit’s torpedo rating (if any).
After determining the naval units’, stack’s or task force’s “anti-aircraft value”, the attacking player may then commence any normal eligible Air-Naval attacks. Thus, if any Air-Naval attack roll (not including any Air-Naval attack modifiers) is equal-to or less-than the determined “anti-aircraft value” for that location, the currently attacking Bomber-type air unit is considered hit by the anti-aircraft fire (and consequently depleted), although any anti-aircraft hit(s) are not implemented until after all pending Air-Naval attacks (during that air-naval interception engagement) are resolved. If any attacking Bomber-type air unit incurs several anti-aircraft hits (beyond eliminating the air unit), the additional anti-aircraft hits are not applied to any other air units (i.e., they are simply ignored). Any incurred anti-aircraft hit only applies against the currently attacking air unit itself (but is not implemented until after all pending Air-Naval attacks during that air-naval interception engagement are resolved).
EXAMPLE: Two German 6-12 (He-111) Bombers conduct an air-naval interception upon a located UK task force in the North Sea. The UK task force consists of the Battleship Nelson (a gunnery rating of “5”), Rodney (a gunnery rating of “5”), and the Queen Elizabeth (a gunnery rating of “4”), plus the Heavy Cruiser London (a gunnery rating of “2”), seven Light Cruisers (a gunnery rating of “1” each, for a total of “7”), and four Destroyers (each with a gunnery rating of “0”). Thus the total gunnery value is determined to be 23 points. As such, the task force’s “anti-aircraft value” is calculated to be 2 . 3 (i.e., a division of 10), which is rounded down to the whole number “2”. After considering the UK task force’s “anti-aircraft value”, the German player elects to conduct Air-Naval attacks with both He-111 Bombers. Each He-111 is eligible to conduct three attacks (because its combat strength rating is an underscored 6). With the first He-111 Bomber, the German player rolls a 3, 5 and 7 (i.e., no anti-aircraft hits). With the second He-111, however, the German player rolls a 2 (an anti-aircraft hit, which is not implemented yet), a 6, and then another 2 (a second anti-aircraft hit, which is also not implemented yet). After concluding the Air-Naval attacks, the German player must then implement the anti- aircraft results. In this case the second German He-111 Bomber had suffered two anti-aircraft hits; eliminating it (i.e., the first hit depleting it, and then the second hit eliminating it). If that He-111 had actually suffered three hits, however, the third hit would simply be ignored (i.e., it is not applied to the other German He-111).
Naval Anti-Aircraft Modifiers
The following anti-aircraft modifiers must be applied (cumulatively) to any calculated “anti-aircraft value”, when applicable: +2 : Anti-aircraft value if the targeted naval units, stack or task force is presently docked in a friendly major or fortified port. +1 : Anti-aircraft value if the targeted naval units, stack or task force is presently docked in a friendly Minor Port.
- +1 : Anti-aircraft value if the total number of friendly Destroyer (DD) chits equals or exceeds the total number of all other friendly naval unit chits (in that same location, including each STP chit, not point) - OR - if there is at least one undamaged friendly named aircraft carrier (in that same location). +1 : Anti-aircraft value if the targeted naval units, stack or task force contains at least 50% US naval units as of 1944 or later. If a target’s “anti-aircraft value” is at least one, (even if only because it is in port), or if any Destroyer (DD) chits are present, an Air-Naval attack dice roll of “2” (i.e., a “snake eyes”) is always considered an anti-aircraft “hit”. Conversely, a single hex’s “anti- aircraft value” never exceeds “4”, regardless of the total number of naval units and/or modifiers therein (i.e., even if the net anti- aircraft value exceeds “4”).
NOTE: When determining a Bomber-type air unit’s Air-Naval attack, the dice roll itself (i.e., irrespective of any applicable modifiers) is the only determinant regarding anti-aircraft hits. Thus, it is possible for an attacking Bomber-type air unit’s actual dice roll to be below a target’s “anti-aircraft value” (i.e., an anti-aircraft hit), but also result in a successful hit upon the targeted naval unit (if the modified result equals or exceeds the target’s armor rating). An anti-aircraft hit does not nullify a successful Air-Naval attack hit.
A target hex’s “anti-aircraft value” may change (i.e., diminish) as a target stack or task force suffers hits and/or losses (e.g., a stack’s total gunnery value may become sufficiently decreased as a result of enemy Air-Naval attack hits, thereby reducing the stack’s accrued “anti-aircraft value”). As such, a target hex’s “anti-aircraft value” must be recalculated as Air-Naval attack hits occur.
[4.22] Ground Support
When any player declares any land combat attack* during the Offensive Phase, the attacking and/or the defending player may launch any eligible friendly air unit or units (Bomber-type and/or Fighter-type air units) to fly to that land combat hex as “ground support”. There is no Offensive or EP expenditure required to do so. Rather, any eligible air unit(s) may simply launch, fly to and participate in the concurrent land combat attack, explained as follows:
*And/or Paradrop.
Ground Support Procedure
After either side declares any land combat attack(s) within the printed range of any eligible friendly Bomber-type or Fighter-type air unit(s), either player may declare his intent to fly Ground Support to the specified combat hex(es). If both the attacker and the defender intend to launch any air unit(s) as Ground Support to a particular combat hex, the attacker must do so first (although the attacker is only obligated to fly one air unit at this time, even if he intends to subsequently launch other air units as Ground Support to the same combat hex). Air interceptions and counter-interceptions (if any) occurring while the launched Bomber-type air unit(s) are en route are then resolved normally. Thereafter, the defender (if he intends to fly in Ground Support) must also launch at least one air unit as Ground Support (again, resolving any air interceptions and counter-interceptions occurring en route normally). Both the attacker and the defender must alternate launching and flying any air units (flying as Ground Support) in this manner, until either side declines to launch any additional air units. Then, as per the normal air interception rules, all air interceptions and air combat occurring in the target hex is resolved before computing Ground Support (to any land attack).
NOTE: If both players agree, they may forgo alternating launching friendly air units (e.g., if it is obvious or inconsequential which air units will be launched as Ground Support). Nevertheless, all air movement procedures and stipulations apply normally (i.e., each participatory air unit is moved incrementally from its base along a path toward the combat hex, within its allowable range).
An eligible Bomber-type air unit may only be launched and flown as Ground Support into one land combat hex per Step. When any player declares his intention to fly as Ground Support to a land combat hex, all of the intended Bomber-type and Fighter-type air units must arrive* in the combat hex (even if from different bases) before that land combat attack can be resolved.
*Unless aborted or eliminated en route as a result of any interception(s), counter-interception(s), et cetera. Coordinated Ground Support As any Bomber-type air unit(s) move toward a combat hex, they may “collect” any additional (if eligible) Bomber-type air unit(s) - if over-flying their base hex - while en route to the combat hex. Of course, each of the collected friendly Bomber-type air units must also be within air range of the combat hex.
Any Bomber-type air units in the same airbase hex may also launch and then fly over any other friendly airbase hexes to “collect” friendly Fighter-type air units presently based there, and may then collectively fly on toward a combat hex (being susceptible to eligible enemy air interception as they move). Any “collected” air units also may not be split up as they are moving, or fly on to a different combat hex. Any launching Bomber-type air unit(s), however, may fly over as many friendly base hexes as desired (within movement allowances) and may collect as many eligible friendly air units as are available in each base hex (while en route to the combat hex). Any “collecting” Bomber-type air unit(s) are not considered to actually be landing, but are merely over-flying any friendly base hex(es) that they enter along the way. When “collected”, all such air units may then move on toward the combat hex, provided that all of those air units still possess sufficient movement (i.e., range) to reach the combat hex. All such air units are susceptible to normal eligible enemy air interceptions along the way. Any Fighter-type air units (collected as escorts, for example) that do not possess enough movement may fly within - or up to the extent of - their own printed movement range. The movement (i.e., the flight toward and into the target hex) of any air unit(s) launched from a particular airbase (as well as any friendly air units
“collected” en route) must be completed before any other non-collected air unit(s) from any other airbase are launched and moved toward and into the same target hex during that same Step.
NOTE: Bomber-type air units and/or Fighter-type air units are never required to be “collected” if over-flown by any other air unit(s) en route to a land combat hex. A launching player is free to choose as few or as many eligible air units to be “collected” as he desires.
Fighters, Fighter-Bombers, and/or Naval-Air units that do not or cannot fly with any other Ground Support air unit(s) on toward a particular combat hex must simply stop in their last occupied hex (whether by choice, or as a result of their own movement limit) as any of the other air unit(s) continue on. Each accompanying air unit may fly within or up to the extent of its own printed range, irrespective of any other accompanying air unit(s) they are with during that Ground Support operation. Accordingly, each air unit - as it is left behind - is subject to any eligible enemy air interceptions (as are any air units that continue on). Fighter-type air units that have stopped or have reached the extent of their printed movement range simply remain in the last hex that they occupied (unless aborted) until the end of the current Offensive or Step.
Fighter-type air units flying with any Bomber-type air unit(s) - as escorts - cannot intercept or counter-intercept. Of course, any enemy air interceptions upon such air units will automatically result in air combat in their own hex.
All air units that are coordinating to conduct Ground Support (including “collected” air units) must support the same combat hex. No Bomber-type air units may be collected, fly, or otherwise participate in Ground Support if they lack sufficient movement* (i.e., range) to actually reach the same combat hex (as the “collecting” air units). In other words, any Bomber-type air units that are launched or collected must all possess enough available movement to be capable of reaching the same land combat hex. Not all such Bomber-type air units are necessarily required to fly all the way to the combat hex, but they must at least possess enough available movement to do so. As such, any number of Bomber-type air units may be “dropped off” while en route to the combat hex, although they are ineligible to contribute as Ground Support in any other hex (as they are “dropped off”), and thereafter are Committed just the same (if applicable). Nevertheless, a player may desire (during a Ground Support operation) to leave some of the participating Bomber-type air units (and/or escorting Fighter-type air units) behind (before reaching the target hex) if, for example, he wants to avoid subjecting any particular air unit(s) to further potential air combat.
*Fighter-type air units may be launched as intermediate escorts, even if they do not possess sufficient range to actually reach the intended combat hex. Any such Fighter-type air units may fly to the extent of their printed range, even if short of the combat hex itself.
NOTE: A Fighter-type air unit that will be escorting any Bomber-type air units is permitted to be launched first and then flown to collect the participating Bomber units (i.e., in that order). Of course, All range (and weather) considerations apply normally.
Air Superiority Effect
Air Superiority is defined in three terms; Friendly Air Superiority, Enemy Air Superiority or No Air Superiority. If one player or the other possesses friendly air units in a particular combat hex (but the opposing player does not), that player imparts Friendly Air Superiority*. If the opposing player possesses enemy air units in a particular combat hex (but the friendly player does not), then the opposing player imparts Enemy Air Superiority*. If both sides (i.e., both the attacker and the defender) possess air units in a particular combat hex, then No Air Superiority exists in that combat hex.
*If - after resolving all air combat - air units remain in the combat hex (i.e., neither aborted or eliminated).
NOTE: Half-step Naval-Air units are eligible to impart air superiority (after Round 2 of air combat), despite their inability to attack (i.e., fight in air combat) during the second air combat round (see [4.16]), assuming they remain in the land combat hex throughout Round 2 (and are not aborted or eliminated).
If either the friendly or the enemy player imparts air superiority, that player (with the air superiority) is automatically entitled to a land combat die roll bonus, as either a +1 or - 1 (i.e., favorable to the player imparting air superiority). The presence of any combat air unit (i.e., not ATPs) is eligible to impart air superiority (if possessing a printed combat strength of at least 2 points), even if not actually contributing any land combat strength to the combat hex (i.e., even if merely present in the land combat hex).
EXCEPTION: Air superiority is never applicable during any inclement weather that is affecting air operations (i.e., “Half Strength”, and “Half Strength and Range”). Inclement weather, in and of itself, does not abrogate air superiority, however.
NOTE: Air superiority is only ever in effect if the participating air unit(s) collectively and presently inhere a total combat strength of at least 2 combat strength points (even if not actually being applied to any friendly land units, as in the case of Fighter-type air units). Two friendly “1” strength air units may be combined to net 2 total combat strength points (to achieve air superiority), although a single “1” strength air unit (whether a Bomber-type air unit or a Fighter-type air unit) cannot - if the only friendly air unit in the combat hex - impart air superiority (although that Bomber-type air unit may still apply its single strength point to the total strength of any friendly land units - in that combat hex - normally). Adding Bomber Combat Strength Aside from air superiority modifiers, each Bomber-type air unit (i.e., any air unit actually flying as a “Bomber”) may contribute its own (full*) printed combat strength rating to any land combat hex (in which it is conducting Ground Support), thereby adding its strength number to the attacking or defending land units (and potentially modifying the land combat odds). Each Bomber-type air unit (which had not been aborted or eliminated hitherto) is eligible to add its full combat strength* (ignoring an underscore, if any), unless “halved” as a result of inclement weather effects, forest terrain, swamp terrain and/or forts (see below). The attacker and the defender are each entitled to add the total combat strength of all present (unaborted) Bomber-type air units (i.e., whether flying offensively or defensively), regardless of which side is actually conducting the Land Offensive.
*Except Heavy Bombers, which are always halved when contributing combat strength to any land combat hex.
NOTE: Fighter-type air units (flying as “Fighters”) may never contribute their combat strength to any land combat attack. Regardless of the number of Bomber-type air units present in a combat hex, the total combat strength that may be contributed to an attacking or defending land units cannot exceed the total current land combat strength* of the friendly land units (i.e., that are being “supported” by the Bomber-type air units) that are participating in the current land combat.
*Including Generals, but after any halving effects for land units attacking across a river or a peninsula (e.g., an 8-5 armor unit that is attacking across a river - which is therefore halved to 4 - may accrue a maximum of 4 more combat strength points from any participating Bomber-type air units - flying as Ground Support - for a total of 8 points, plus the printed combat strength of a participating General).
Halving Bomber Ground Support Combat Strength
The combat strength number of a participating Bomber-type air unit is automatically halved when supporting any land combat attack upon a fortified hex (unless the land combat attack is upon a coastal fort from an adjacent land hex, or upon a permanent fort hex from a non-fortified hexside). Round fractions up.
The combat strength number of a participating Heavy Bomber (i.e., any Bomber with a circled quality rating) is automatically halved when supporting any land combat. Round fractions up.
The combat strength number of a participating Bomber-type air unit is automatically halved when supporting any land combat (as the attacker or the defender) occurring in a forest or swamp hex. Round fractions up.
The combat strength number of a participating Bomber-type air unit is automatically halved if inclement weather effects currently apply (see [1.3] or [1.4], as is presently applicable). Round fractions up.
NOTE: Halving effects are not cumulative. A Bomber-type air unit can only be halved once (i.e., a Bomber-type air unit’s combat strength number can never be quartered, etc).
[4.23] Air Transport
Air Supply chits and some land units may be transported via “air transport”. Only Air Transport Point (ATP) chits are eligible to transport any Air Supply chits or land units via “air transport”. Moreover, Paratrooper units may only conduct Paradrops in tandem with ATPs.
ATPs
ATPs exist as numbered chits. An ATP chit with a “1” signifies one Air Transport Point; an ATP chit with a “2” signifies two Air Transport Points. Each ATP chit point is considered a separate air unit, although multiple ATP points (even if among multiple ATP chits) presently based at an airbase are always counted as one air unit when determining any airbase’s available air capacity, regardless of the actual quantity of ATP chits or points based there.
Multiple ATP points may be freely interchanged and composed at any time while stacked together at any friendly airbase. Multiple ATP points cannot, however, be interchanged while aloft (i.e., in flight).
NOTE: ATPs may never base at any grass airfield, even temporarily.
Moving ATPs
ATPs move like normal combat air units when conducting Air Transport or Change Base missions, except that an ATP chit is never required to return to base after performing an Air Transport mission (i.e., an ATP may fly to and remain in any airbase it transports to). However, an ATP may return to its origin airbase, if desired, after performing an Air Transport mission.
EXAMPLE: An Italian X-14 ATP in Rome (W 2025) may embark an Air Supply chit or unit there and then simply fly (i.e., as an Air Transport mission) to Tripoli (W 0726), and remain there - or - return to Rome immediately afterward instead. During an Air Transport mission, Any ATP(s) may be moved first to any friendly (functioning) airbase, load any Air Supply chit(s) or unit(s), and then move again (even to another airbase to unload and/or load again), and then move on to its intended destination, provided that the total distance moved (i.e., during the same movement) does not exceed the ATP’s printed range number. Loading and/or unloading an ATP does not require an expenditure of any movement points.
ATPs in Combat
ATPs are susceptible to enemy air interception normally. ATPs, however, possess no combat ability whatsoever. They have no air combat or bombing capability (or any “return fire” ability), nor do they ever impart any air superiority. ATP chits are unique in that they cannot be targeted during air combat unless unescorted, or unless ever friendly escorting Fighter- type unit (flying as a Fighter) is also targeted (e.g., an ATP that is escorted by two friendly Fighters cannot be attacked if it is intercepted by one or two enemy Fighters). If an intercepting enemy flight outnumbers an ATP’s escorts, then each excess enemy Fighter (i.e., not attacking a friendly escort) may then target any ATP (in the air combat engagement).
If an ATP chit is attacked during air combat, it has no quality rating. Each air combat hit upon an ATP chit eliminates one of the ATP’s “points”. If the ATP chit is only a “1” point chit, it is eliminated if hit (and any cargo it is carrying, if any). If the ATP chit is a “2” point chit, one point is eliminated (and any cargo it is carrying, if any), and the other is unaffected. The other ATP “point” simply remains in the target hex (pending a second round of air combat, if any) and - if it subsequently survives - may continue its movement thereafter (i.e., it is not aborted merely because the other ATP point is eliminated).
If a “2” point ATP chit is carrying cargo (whether an Air Supply chit or a unit), the owning player may always choose which ATP “point” is actually hit during air combat (and which ATP is carrying any specific cargo, and/or which cargo to lose).
Air Transport Procedure and Capacity
During a friendly Naval and Air Phase, or Offensive (as part of a friendly Air Offensive), each ATP “point” may automatically load any Air Supply chit in its own hex*, any one-step infantry unit, any paratrooper unit (whether half-strength or full-strength), or any single HQ chit. Additionally, any number of Generals may also “ride along” with any ATP (even if with another land unit or chit). No other type of unit or chit may ever be transported via any ATP, regardless of how many ATPs are accumulated.
*An Air Supply chit may be “created” instantly in any legal (and non-isolated) supply source.
NOTE: A land unit that will be transported during the Offensive Phase may not have been previously Activated or moved (before being loaded and transported) during that same Offensive Phase.
As it is, no two-step infantry unit may ever be transported by any ATP chit, even if with a 2-point ATP chit. A 2-point ATP chit may collectively carry two individual one-step infantry units, but an ATP chit’s capacity is not proportionately multiplied as a factor of its point value.
NOTE: A unit need not be in supply to be transported, although an ATP that is marked as “out-of-supply” cannot transport any chit or unit.
Transporting Land Units
Transported land units need not be Activated, nor do they become Activated as a result*. When any ATP arrives in a destination airbase, its cargo is considered immediately offloaded (into that hex) at no MP cost. Transported land units may be subsequently Activated via a Land Offensive, re-embarked aboard any eligible ATP(s) or STP(s), or moved normally during the Movement Phase (if not Activated), including via rail movement.
*Although paratrooper units must be Activated to conduct a Paradrop (see [4.24]).
NOTE: Any two depleted land units (of the same exact type) may be combined to form one full-strength land unit (if in the same hex) during the Movement Phase (at no movement cost). See [8.6].
Paradrops
To conduct a Paradrop, a full-strength paratrooper unit must begin the current Offensive Phase in the same functioning (and supplied) airbase hex as an uncommitted ATP. An ATP’s movement during the preceding Naval and Air Phase is irrelevant with regard to Paradrop eligibility.
Air Transport Restrictions
All weather air effects apply normally to ATPs.
An ATP chit that is Activated as part of any Air Offensive is marked as Previously Committed immediately thereafter. An ATP chit that is “marked” as “out-of-supply” may only change base to another friendly airbase (within twice its own printed range) during the Offensive Phase (but not during the Naval and Air Phase). An ATP “marked” as “out-of-supply” may only change base once (i.e., one “hop”) to one other airbase, until back in supply. An ATP is never subject to depletion as a result of being “marked” as “out-of-supply”, however.
[4.24] Paratroopers and Paradrops
An eligible paratrooper unit (only) may be transported aboard an eligible (and uncommitted) friendly ATP to conduct a Paradrop (during the Offensive Phase), either individually or in conjunction with any qualified land combat attack normally (or even in conjunction with another Paradrop).
Paratrooper units, while on land, function like normal infantry units, except that a paratrooper unit is never applied against stacking limits, and does not ever exert any ZOC.
Paradrops
To conduct a Paradrop, a paratrooper unit must be full-strength (i.e., not depleted), and must begin the current Offensive Phase in the same functioning (and supplied) airbase hex with an uncommitted ATP. An ATP’s movement during the preceding Naval and Air Phase is irrelevant with regard to Paradrop eligibility.
A paratrooper unit need not necessarily be within the command radius of any Command Agent to conduct a Paradrop. As such, a paratrooper is considered to be automatically Activated if conducting a Paradrop in conjunction with a land combat attack. Any paratrooper unit that is Activated in conjunction with a land combat attack must, however, perform the Paradrop within the printed Activation range (see [5.0]) of the Activating Command Agent (i.e., the Command Agent that is Activating the land combat attack). Lone Paradrops (i.e., those not in conjunction with any land combat attack), are simply Activated via a Land Offensive (when the transporting ATP is launched), and conducted individually.
Paradrop Procedure
The ATP (with the paratrooper unit) is flown from its starting airbase hex to the intended target hex (within the ATP’s printed range). If the Paradrop is being conducted in conjunction with a normal land combat attack, the ATP must be launched before any supporting Bomber, Fighter-Bomber and/or Naval-Air unit(s). A launched ATP may be accompanied by eligible escorting friendly fighters normally, however.
When launched, an ATP is susceptible to enemy air interception normally. Eligible friendly Fighter-type air units may counter- intercept as well, and additional enemy Fighter-type air units may counter-counter-intercept, and so forth. Air combat is resolved normally as it occurs (see [4.23]; ATPs in Combat).
NOTE: An ATP cannot be targeted by enemy Fighter-type air units during air combat, unless every other friendly Fighter- type (i.e., flying as a Fighter) air unit (if any) is also being targeted during the same air combat round.
Once an unaborted ATP is in a desired Paradrop target hex (and after resolving all air combat in that hex, if any), the owning player then simply announces his intent to conduct a Paradrop (and if he is employing “Gliders”; see below), and rolls one die (6- sided), resolved and modified (cumulative) as follows:
Die roll of < 2 = Paratrooper eliminated
Die roll of 3 to 4 = Paratrooper depleted
Die roll of 5 to 6 = Paratrooper intact
+1 : If with the Blitzkrieg Bonus.
+1 : Gliders (Germany, UK or US only).
+2 : Friendly air superiority in the drop hex.
-
- 1 : Paradrop in woods, swamp or mountain hex.
- 2 : Enemy air superiority in the drop hex.
-
- 1 : Any inclement weather (i.e., air effects) in the drop hex.
-
- 1 : If the drop hex is not adjacent to any friendly land unit.*
*Land units aboard STPs that shall be conducting an Amphibious Assault onto the same hex of an impending Paradrop qualify as “adjacent”, as does a paratrooper unit dropped anytime previously (if it was not eliminated). Gliders After declaring a Paradrop, but before the Paradrop die roll, the owning player may declare that he is employing Gliders. He may then apply a +1 die roll bonus to his Paradrop die roll. Immediately after the Paradrop (regardless of the result), the paratrooper unit’s ATP (i.e., 1 point) is then automatically eliminated (and returned to the force pool). The usage of a Glider modifier has no other effect. Only German, UK or US paratrooper units may utilize Gliders.
Participatory Generals
Three specific Generals (German General “Student”, UK General “Urquhart”, and US General “McAuliffe”) may participate in a Paradrop with a paratrooper unit (of their own nationality). As such, each General is denoted with an airborne symbol (on the chit). No General contributes any special Paradrop modifier, but does contribute combat strength points to any land combat involving any paratrooper unit (even if not actually conducting a Paradrop). General “Student”, “Urquhart” and “McAuliffe” have no Breakthrough or Exploitation capability, and - in fact - do not ever contribute any combat strength to land combat unless stacked with at least one paratrooper unit.
When conducting a paradrop in conjunction with a normal land combat attack, General Student, Urquhart or McAuliffe is always considered to be a separate stack (for purposes of contributing combat strength). After resolving a paradrop and the conjunctive land combat attack involving another normal General, General Student, Urquhart or McAuliffe (assuming they survived the Paradrop) are then subject to the normal limitations regarding multiple friendly Generals occupying the same hex (see [5.10]). If General Urquhart and General McAuliffe are dropped together during the same Paradrop, only one may contribute its combat strength, however, to the same land combat attack.
Canceling Paradrops
A player may cancel any intended Paradrop at anytime before the actual Paradrop die roll (but always after any pending air combat). If a Paradrop is canceled, the ATP is then returned to base with the paratrooper unit. The ATP is marked as Previously Committed, and the paratrooper unit is marked with an Active chit.
Paradrop Combat Effects
If a paratrooper unit lands in an unoccupied hex, that hex immediately becomes friendly to the paratrooper (and any compatriot units). A paratrooper unit does not contest any enemy ZOC adjacent to it, although a paratrooper does inhibit enemy ZOC into its own hex.
If a paratrooper lands in any enemy-occupied hex (including enemy hexes containing a fort*), it must immediately resolve a land combat attack upon any fort(s) and/or unit(s) in the Paradrop hex. If any other friendly land units are also attacking that same hex, the paratrooper is automatically considered part of that attack (thus adding their own combat strength to the land combat attack).
*An unoccupied enemy coastal fort, however, is automatically eliminated when occupied by a paratrooper unit. If a paratrooper unit is conducting a Paradrop and/or attacking alone, the paratrooper may be supported by friendly air and/or naval units normally. As per the normal rules, a paratrooper’s current combat strength cannot be more than doubled by any such Ground Support and/or Naval Bombardment (see [5.14]; Strength Point Variations).
After resolving a successful Paradrop (i.e., landing as intact) into an enemy occupied target hex (whether alone or in conjunction with a normal land combat attack), the paratrooper unit automatically applies a +1 land combat die roll bonus to the ensuing land combat attack die roll. A paratrooper landing as depleted, however, still contributes its combat strength, but no die roll bonus. Supply After resolving a successful Paradrop (and a successful land combat attack, if any), each paratrooper unit automatically receives one Air Supply chit in the Paradrop hex - unless - a friendly line of supply may already be currently traced to that Paradrop hex. A paratrooper unit is subject to all normal supply rules (see PART 7).
Paradrop Restrictions
A paratrooper may not move (on land) during the same monthly game-turn in which it conducts a Paradrop. After a Paradrop, a paratrooper must remain in the Paradrop hex (although a paratrooper is subject to any retreat result normally, nonetheless). A paratrooper cannot conduct any attacks before or after conducting a Paradrop (notwithstanding a Paradrop conducted upon an enemy occupied hex, if any).
A depleted paratrooper unit may not ever conduct a Paradrop (although a depleted paratrooper may be transported normally). A full-strength paratrooper unit is considered to be a two-step land unit (e.g., Construction; see [8.6]), although a full-strength paratrooper unit cannot be merely depleted to comply with any required land combat step loss. However, a paratrooper may be eliminated (whether it is full-strength or depleted) to comply with one required land combat step loss.
If any enemy land unit(s) remain in a Paradrop hex after a Paradrop therein (i.e., if the Paradrop’s target hex is not vacated), the paratrooper is then automatically eliminated, regardless of the actual combat result. In such a case, the paratrooper’s elimination is counted as one attacker step loss (even if the paratrooper unit is full-strength) if relevant.
[4.25] Air Offensives
An Air Offensive occurs specifically during the Offensive Phase (and appropriately require the expenditure of an Offensive), and thus allow air units to conduct specific air missions. Each Air Offensive may entail up to two distinctly separate air missions (although each actuated air unit may only participate in one particular air mission, not both, and is committed normally thereafter). There is no limit to the number or type of uncommitted air units that may participate in a single particular air mission (if otherwise eligible) during a friendly Air Offensive, although all air movement, range, combat and commitment rules apply normally. An Air Offensive does not require any specific Command Agent. An Air Offensive is simply expended to conduct the intended air mission(s).
A single air mission is defined as one of the following operations:
Air-Naval attacks (see [4.20]).
Change Base (see [4.1]).
Air Transport (see [4.24]).
Bombing Installations (see [4.26]).
Eligible Units
When a player announces that he is conducting an Air Offensive, he may actuate any uncommitted friendly air unit(s) to conduct a specified air mission (if available). Air units designated to conduct an Air Offensive may be anywhere on the map (although any particular air unit’s participation is subject to the air unit’s printed range limit; see [4.12]). Air units are not subject to any command radius restrictions, although any air units that will be launched to participate in a particular air mission must be eligible to do so.
NOTE: Air units that are “marked” as “out-of-supply” are not eligible to participate in any Air Offensive. Any Naval-Air unit(s) aboard a functioning aircraft carrier may conduct (or participate in) an air operation or mission during the Offensive Phase normally. However, only a Naval-Air unit that is aboard a functioning aircraft carrier that is presently on Standby or Active status is eligible to conduct (or participate in) an air operation or mission during the Offensive Phase (i.e., via an Air or Land Offensive). In other words, an aircraft carrier that is not presently on Standby or Active status cannot launch and/or recover any Naval-Air unit (via an Offensive).
NOTE: An aircraft carrier on Standby status need not be Activated to entitle a Naval-Air unit to conduct (or participate in) an air operation or mission during the Offensive Phase.
Eligible and uncommitted air units from two or more allied major powers may coordinately participate in a Combined Air Offensive (unless specifically prohibited by cooperation restrictions). As such, each participating major power must expend one Offensive normally (although an Impromptu Offensive cannot be used to do so). Unlike normal Combined Offensives, however, a Combined Air Offensive requires no EP expenditure.
NOTE: Minor partner air units may not participate in any Combined Air Offensive (although a minor nation may conduct an Air Offensive individually). During an enemy Air Offensive, however, minor partner Fighter-type air units may operate with any allied Fighter-type air units normally (i.e., when attempting air interception or counter-interception). Enemy Air Interception During an Air Offensive, enemy Fighter-type air units (i.e., flying as Fighters) are eligible to attempt air interception normally (and are likewise susceptible to counter-interception normally), even if Currently Committed (although enemy Fighter-type air units that are currently marked as Previously Committed - such as those committed during the Strategic Warfare Phase - are ineligible to attempt air interception). Moreover, during an Air Offensive, uncommitted enemy Fighter-type air units do not become committed after conducting air interception(s).
[4.26] Bombing Installations
During an Air Offensive (only), any Bomber-type air unit(s) may fly to an enemy installation hex (within range) to attempt to bomb any installation(s) there (even if “under-construction”). A Bomber-type air unit that is conducting an Air Bombing mission is susceptible to enemy air interceptions normally (including from enemy Fighter-type air units based at the target location, if an airbase or airfield is located there). If an enemy player elects to intercept an encroaching Bomber-type air unit (i.e., en route to conduct an Air Bombing mission), air combat is first resolved normally.
However, if an enemy player deems an air interception to be particularly disadvantageous (e.g., if numerically and/or qualitatively disadvantaged), he may simply decline to do so. As such, when any Bomber-type air unit(s) enter the target installation hex (to bomb), the enemy player must then announce his intent to either “evacuate” or “ride out” the Air Bombing (see [4.14] per the same procedure as during a Strafing Attack).
NOTE: Any Fighter-Bomber or Naval-Air unit (flying as Bombers) that reverts to a Fighter-type (i.e., “dumping ordnance”) cannot bomb any installation.
Air Bombing Mission
After resolving any air interceptions and counter-interceptions (if any) preceding an Air Bombing mission, each surviving* Bomber- type air unit in the target installation hex may then participate in one Bombing attack upon that targeted installation hex.
*Neither aborted or eliminated.
To resolve the Air Bombing mission, the bombing player must first specify precisely which Bomber-type air unit chits are attacking which installations (if there are multiple Bomber-type air units and/or installations within the target hex). The bombing player may bomb one installation with any specific Bomber-type air unit(s), bomb some of the installations with any specific Bomber-type air unit(s), or bomb all of the installations with any specific Bomber-type air unit(s). As such, the bombing player must determine the total bombing strength (i.e., the total combat strength of all the participating Bombers) that is bombing each targeted installation. Each bombing (whether targeting one installation or multiple installations) must be resolved separately (i.e., as a single, separate dice roll).
After determining the target(s), and the participating Bomber(s), the bombing player resolves each bombing attack, as follows:
[ 1 ] Add the total bombing strength of all attacking unaborted Bomber-type air units, comparing it with the appropriate strength point column on the Bombing Table (e.g., if the total bombing strength is 13 points, it is therefore compared with the 12-16 column).
[ 2 ] Determine the “target computation”:
Grass Airfield = 1 (+2, if the hex is fortified).
Small Airbase (chit or map) = 1 (+2, if the hex is fortified).
Large Airbase (chit or map) = 2 (+2, if the hex is fortified).
Coastal Fortification = 1 (+ the total airbase capacity in the hex).
Fortification = 2 (+ the total airbase capacity in the hex).
Permanent Fortification* = 4 (+ the total airbase capacity in the hex).
Port = X = the port’s airbase capacity (+ the total
airbase capacity in the hex; +2, if the hex is fortified).
Mulberry = 2 (+ the total airbase capacity in the hex;
+2, if the hex is fortified).
Radar = 4 (+ the total airbase capacity in the hex;
+2, if the hex is fortified).
Rocket Site = 1 (+ the total airbase capacity in the hex;
+2, if the hex is fortified).
The Maginot Line hexes (W 2921 to W 3121) and the Malta hex (W 1128) may never be destroyed via a Bombing mission. ( 3 ) The bombing player then rolls two dice (6-sided) once, and compares that dice roll result with the corresponding strength point column on the Bombing Table. If the bombing dice roll result is equal-to or greater-than the “target computation”, the targeted installation is destroyed. If the dice roll result is less than the “target computation”, there is no effect.
*The US Daylight Strategic Bombing bonus is not applicable when bombing any installation.
NOTE: When calculated, each Bombing mission is resolved as a single attack (i.e., one dice roll), regardless of the number of participating Bomber-type air units or their combat strength.
( 3 ) If the bombing result includes an asterisk (*), then one Bomber unit is considered hit by anti-aircraft. As such, one Bomber unit (per attack roll) in the target hex suffers an immediate step-loss. The player with the Initiative always chooses which Bomber is “hit”, if multiple Bombers are participating in the attack. Fighters, Fighter-Bombers and Naval-Air units (as escorts) are never hit by any anti-aircraft result. Likewise, Bombers that did not actually participate in the Air Bombardment mission are immune from anti-aircraft, even if they are in the target hex at the time of the attack. If a depleted Bomber is hit by anti- aircraft, it is eliminated.
[ 4 ] If the targeted installation is destroyed, place a “Destroyed Installation” chit (as printed on the reverse side of the “Out-of- Supply” chits) in that hex, atop the destroyed installation (however, a destroyed grass airfield is removed from the map).
The destruction of any particular installation has no effect upon any other installation(s) in the same hex, even if the destroyed installation also functions as another installation (such as a port, which also functions as an airbase).
NOTE: If the hex contains multiple map-printed installations (e.g., a Major Port, which also functions as a Small Airbase or a Large Airbase if a resource symbol is printed in that same hex), the owning player must maintain an accessible* record of which installation is destroyed in a particular hex. Otherwise, an effective house-rule is to simply write “port”, “airbase” and/or “fort” et cetera on some extra “Destroyed Installation” chits from the counter-mix, and place them as needed.
*All players are always entitled to know such information.
A destroyed installation is not eliminated (i.e., it remains on the map*), but is functionally non-existent for all intents and purposes (e.g., air units may not operate from a destroyed airbase), until repaired. Land units and/or supply chits in the same hex are not ever ipso-facto affected by a bombardment result. If a port is destroyed, all naval unit(s) presently docked there are automatically (and immediately) considered to be displaced into the port’s coastal hex (i.e., they are not considered to be in port), but are not ipso-facto subject to enemy naval interception. If an airbase is destroyed, any air unit(s) presently based there (aside from those eliminated by collateral damage; see below) are automatically (and immediately) subject to a Forced Rebase (see [4.7]), but are not ipso-facto subject to enemy air interception.
*Except a destroyed grass airfield, which is eliminated (i.e., removed from the map) if destroyed, or if currently “under- construction” (see below).
EXCEPTION: If a Major Port is destroyed, it is actually considered reduced to a Minor Port thereafter (until repaired), and functions like a normal Minor Port. If that Major Port is destroyed again (i.e., before it is repaired), it is considered destroyed normally (i.e., as if a destroyed Minor Port). A Major Port is repaired normally, however, even if destroyed as a Minor Port. A destroyed Major Port is not first repaired to a Minor Port, and then to a Major Port, but - rather - is fully repaired per the normal rules (i.e., at a cost of 1 EP).
Collateral Destruction Effects: Airbase/Airfield (Air Units)
If an airbase or airfield is destroyed, any air units presently based there (i.e., riding out the attack) are subject to collateral effects. If the bombing result (on the Bombing Table) indicates a number result greater than the number needed to destroy the airbase or airfield (i.e., greater than the “target number”), one air unit step* based there is eliminated per each even dice roll number greater than that needed to destroy the airbase or airfield. If multiple air unit steps are eliminated, the defending player chooses the first air unit step loss, the attacking player then chooses the second, the defending player chooses the third, and so forth.
*Or an ATP “point”.
EXAMPLE: Two 5-22 (Wellington) Bombers are bombing a fortified airbase (a target number of 3). The Bombing attack is therefore resolved on the 7-11 column of the Bombing Table. As such, the bombing player must roll at least a “9” to destroy the airbase (i.e., a bombing result of “3”, which is equal to the target number of 3). In this case, the bombing player rolls a “12” (i.e., a “box cars”), which destroys the airbase (but not the fort, since it was not targeted). Additionally, because there are two even dice roll numbers greater than that needed to destroy the airbase (i.e., 10 and 12), two air unit steps there are eliminated. The defending player chooses the first step to be eliminated (in this case, he chooses to lose an ATP point). Then, the attacker chooses the next air unit step to be eliminated (although, in this case, there are no other air units there, and no further effect occurs).
Collateral Destruction Effects: Ports (U-boats)
If a port is destroyed, any U-boat chits presently docked there are subject to collateral effects. If the bombing result (on the Bombing Table) indicates a number result greater than the number needed to destroy the port (i.e., greater than the “target number”), one U-boat unit step docked there is eliminated per each even dice roll number greater than that needed to destroy the port.
NOTE: No other type of naval unit is ever subject to Collateral Destruction Effects.
Under-Construction Destruction Effects
If an installation (except a grass airfield) is destroyed while it is still “under-construction”, the bombing player must (immediately) rolls two dice (6-sided)*. If the dice roll is a “doubles” result, the installation is eliminated (i.e., removed from play), and cannot be completed during the following Seasonal Turn. Any other dice roll result, however, has no effect (i.e., the installation is completed normally during the ensuing Seasonal Turn). Before the bombing player rolls the dice, however, the owning player may elect to expend 1 EP (from Economic Reserve, if any), and automatically nullify the dice roll. In such a case, the installation is completed normally during the ensuing Seasonal Turn (unless destroyed again before the Seasonal Turn, in which case the aforementioned procedure must be repeated).
*Except for grass airfields, which are automatically eliminated when destroyed.
[4.27] Committing Air Units
If any air unit conducts (or participates in) an air operation or mission during a Phase, it is usually considered committed, thereby limiting (although not necessarily prohibiting) its eligibility to conduct (or participate in) other air operations or missions during the same Phase and/or monthly game-turn. As such, there are two possible types of commitment statuses:
Currently Committed status refers to air units that are committed during a segment of a Phase (as they conduct or perform an air operation or mission), but are potentially eligible to conduct or participate in subsequent air operations or missions during the same monthly game-turn (i.e., during subsequent segments, Steps and/or Phases of the same monthly game- turn).
Previously Committed status refers to air units that are committed during a segment of a Phase (as they conduct or perform an air operation or mission), but are not eligible to conduct or participate in subsequent air operations or missions during the same monthly game-turn.
Players do not commit air units before they declare an air operation or mission (i.e., players are not required to anticipate any air unit’s potential use during a Phase), although an air unit is considered committed as it conducts or participates in an air operation or mission, regardless of the outcome. Air units are only ever committed once per operation or mission.
All types of air units will be committed as follows:
Strategic Warfare Phase
Any air unit launched at any time during the Strategic Warfare Phase (whether bombing, escorting, intercepting, counter- intercepting, etc) is considered (and remains) “Previously Committed” for the duration of the current monthly game-turn. Mark each air unit (including intercepting enemy air units) with a “(Previous)” commitment chit, indicating that it is not eligible to conduct or participate in any subsequent air operations/missions during the same monthly game-turn.
Naval and Air Phase
Any air unit launched at any time during the Naval and Air Phase (regardless of its mission*) is considered to be “aloft” during the commission of its mission, and remains as such until returned to its base. As such, any aloft air unit’s launching base is marked with a “(Current)” commitment chit, indicating that the air unit is currently committed (to the mission it is conducting) until returned to base, but is eligible to operate again during a subsequent Air Movement Step - if any - (of the current Naval and Air Phase), and/or also during the Offensive Phase and/or End Phase (if otherwise eligible). When any air unit is returned to its base (see the Sequence of Play), remove its “(Current)” commitment chit, indicating that the air unit is then immediately eligible to operate subsequently. In any case, remove all “(Current)” commitment chits at the end of any Air Movement Step.
*Any air unit that successfully Evacuates (see [4.14]) is considered “Currently Committed”.
NOTE: Air units that conduct a Change Base mission (and are therefore transferred to a new base) are considered to be “Currently Committed” until the end of the Naval and Air Phase. However, air units that conduct a Change Base mission into or out of a weather zone affected by any inclement weather effects (see [1.5]) are considered to be “Previously Committed” instead, and remain as such for the duration of the current monthly game-turn.
Offensive Phase (Friendly Offensive)
Any friendly air unit launched via (or as a participant in) any friendly Offensive (regardless of its mission, or the Offensive) is considered to be “aloft” during the commission of (or participation in) a friendly Offensive, and remains as such until returned to its base (at the conclusion of that Offensive). As such, any participating air unit’s launching base is marked with a “(Current)” commitment chit, indicating that the air unit is currently committed (to the Offensive it is conducting or participating in). Unlike during the Naval and Air Phase, however, any air unit that is committed during the Offensive Phase remains committed for the duration of the Offensive Phase, even after it is returned to base (at the end of that actuating Offensive). Offensive Phase (Enemy Offensive)
During an enemy Land Offensive (i.e., during an enemy land combat attack), eligible friendly combat air units may be launched and flown to defend any friendly land unit(s), if within range. Eligibility is tabulated as follows:
[ A ] Friendly “Currently Committed” combat air unit(s) are eligible to fly in defense of any friendly Activated land unit(s) during any enemy land combat attack(s).
NOTE: Friendly “Currently Committed” air units are not eligible to fly in defense of any unactivated land unit(s). If any defending hex contains both Activated and unactivated defending land units, any supporting “Currently Committed” Bomber-type air unit(s) - if any - may only contribute combat strength points to the Activated land unit(s) - up to double their combat strength - but not to any unactivated land units in that same hex. Any applicable Land Combat Modifier(s), however, (e.g., Air Superiority) apply to all defending land units in the hex.
[ B ] Friendly uncommitted combat air unit(s) are eligible to fly in defense of any friendly Activated land unit(s) during an enemy land combat attack (i.e., during an enemy Land Offensive), but become “Currently Committed” as a result.
[ C ] Friendly uncommitted combat air unit(s) are eligible to fly in defense of any friendly unactivated land unit(s) during an enemy land combat attack (i.e., during an enemy Land Offensive). Any uncommitted combat air unit that is flown in defense of any friendly unactivated land unit(s) is not committed* as a result, however.
*If half or more of the defending land units (i.e., chits) are not of the same nationality (i.e., they are allied units) as the uncommitted combat air unit(s), the uncommitted combat air unit(s) do become “Currently Committed” instead.
NOTE: Unoccupied defending hexes (i.e., if attacked as an Amphibious Assault or a Paradrop) are always considered to be “unactivated” for purposes of determining air unit eligibility.
During an enemy Air Offensive (regardless of the mission type), any friendly Fighter-type air unit (i.e., whether it is Currently Committed or uncommitted) may be launched - if flying as a Fighter - and flown to intercept or counter-intercept any enemy air unit that is launched during the commission of (or participation in) that enemy Air Offensive (of course, if within air interception). range. Any friendly Fighter-type air unit that is flown during any enemy Air Offensive is not committed as a result, however.
NOTE: Any friendly air unit that successfully Evacuates (see [4.14]) is considered “Currently Committed”. However, any air unit that is subject to a Forced Rebase (see [4.7]) is considered “Previously Committed” instead.
End Phase
Any air unit that is eligible to fly during the End Phase is subject to the same commitment stipulations as is applicable during the Naval and Air Phase.
[4.28] Intensive Air-Naval Attacks
A Naval-Air unit launched from an aircraft carrier (i.e., even if presently “aloft”) is always eligible to attack (i.e., as an Intensive Air- Naval Attack) any enemy surface naval unit, stack or task force that enters and conducts a successful naval interception in that Naval-Air unit’s own hex - weather permitting - even if that Naval-Air unit is marked as Currently Committed (although a Naval-Air unit marked as Previously Committed is not eligible to ever conduct an Intensive Air-Naval Attack).
Each attacking Naval-Air unit is eligible to conduct a number of Air-Naval attacks equal to its own printed combat strength rating normally. Because the Intensive Air-Naval Attack occurs after a successful enemy naval interception, no air reconnaissance is ever required. Any enemy naval unit(s), stack(s) or task force(s) that did not conduct a successful naval interception cannot be attacked as an Intensive Air-Naval Attack, even if in the same hex.
NOTE: Naval-Air units that are conducting an Intensive Air-Naval Attack are susceptible to enemy air interception by any eligible enemy air unit(s) normally.
Any number of friendly Naval-Air units (in the same hex) are eligible to conduct Intensive Air-Naval Attacks, if otherwise eligible, although all Intensive Air-Naval Attacks are resolved before any Evasion declaration (see [3.8]) or before any pending naval combat begins in that same hex. Intensive Air-Naval Attacks may never occur after naval combat has commenced, or during naval combat.
After resolving all Intensive Air-Naval Attacks, all surviving Naval-Air unit(s) are then immediately returned to their launching aircraft carrier(s), and marked as “Currently Committed” (whether they were committed beforehand or not).
[4.29] Commitment Irrelevancies
If any non-Naval-Air Bomber-type air unit(s) are launched and conduct any Air-Naval attack(s) in a hex containing only two or less enemy naval unit chits (regardless of the naval unit’s type*) during any eligible Step, the attacking Bomber-type air unit(s) are not considered “committed” as a result (unless the naval units are presently in port), regardless of the Air-Naval attack results (it is assumed that an insubstantial enemy flotilla would not nearly require the entire compliment and resources of a full wing of aircraft, and therefore unjustifiably requires that entire wing to be “committed” as a result). Accordingly, the launched Bomber-type air unit(s) are then immediately returned to their base(s) after resolving the Air-Naval attack(s) thereupon (rather than at the end of that current Step). As such, any surviving naval unit(s) in that same hex cannot be attacked by the same Bomber-type air unit(s) during that same Phase, even if the surviving naval unit(s) move. Each attacking Bomber-type air unit is (upon returning to its base) eligible to be launched normally thereafter (i.e., as if never launched or committed). All other standard rules apply normally, however (including all combat effects, if any, incurred during that mission).
*Whether depleted or full-strength, or whether a 1-point or a 2-point STP chit.
NOTE: If (unbeknownst to the launching player) the target hex actually contains more than two enemy naval unit chits (even if in a separate task force in that same hex), and/or if the attacking air unit is a Fighter-Bomber that reverts to the Fighter role (see [4.16]) at any time during that Step, the launched air unit(s) are then considered committed per [4.27] normally.
PART 5: OFFENSIVE PHASE
The Offensive Phase permits players to “Activate” (i.e., move and/or attack with) any eligible unit(s) by conducting “Offensives”. There are three types of Offensives that may be conducted during the Offensive Phase; Air Offensives, Land Offensives and Sea Offensives (in no particular order). Naval and Air Offensives are described under PART 3 and PART 4 respectively, although the rules governing Land Offensives are described here under PART 5. Offensives - themselves - exist quantitatively and may only be purchased or allotted during a Seasonal Turn (see [8.13]), and are individually expended when any type of Offensive is conducted during an Offensive Phase.
At the beginning of the Offensive Phase, the player that controls the Initiative (see [8.13]) may decide (and must declare) which side (i.e., Allies or Axis) will perform the first Offensive of the Offensive Phase. Moreover, the player controlling the Initiative may choose to perform the first Offensive before all other allied players, or he may confer the first Offensive to be performed to any particular allied player of his choosing. If the player controlling the Initiative allows the enemy side to perform the first Offensive, the onus is then upon the enemy player that began the season with the most Offensives as to which enemy player will perform the first Offensive.
The mechanics of the Offensive Phase is such that each side (i.e., the Allies and the Axis) must alternate conducting Offensives until either side has declared a “pass” (i.e., declining any further Offensive actions), or until either side expends all Offensives, and has no Offensives remaining. Players may spend EPs to conduct Combined Offensives, allowing them to perform multiple Offensives simultaneously. Additionally, Joint Offensives allow players to perform two types of Offensives simultaneously as well. If a player declares a Land Offensive, the Activation and Command rules (see below) dictate how and what units may be “Activated”. Activated land units are eligible to move and/or attack, and may be coordinately supported by friendly air and/or naval units (if circumstances permit).
[5.0] Activation and Command Agents
To conduct or cooperate in a land Offensive, all participating land units must be Activated via one of the following Command Agents: As a single Stack (i.e., a Stack Activation).
By a General (i.e., a General Activation).
Via a Minor Nation Offensive (i.e., a Minor Nation Activation).
Via a Headquarters (i.e., an HQ Activation).
After expending the requisite Offensive(s), the owning player must first specify which land unit(s) he intends to Activate during the current Offensive (and via which activating Command Agent). Each type of Activation is limited to a specific Activation proximity (i.e., an area within a specific vicinity of the Command Agent), although a player need not Activate any particular land unit(s) simply because they may be Activated; the Activation of any unit(s) is never automatic or mandatory. Each land unit may be Activated once per monthly game-turn only (i.e., during the Offensive Phase).
Once Activated, all participating land units may move and/or attack via that activating Offensive. Immediately after the Offensive, however, all of the participating land units are committed for the duration of the current monthly game-turn, and thus cannot move again or conduct any other during the same monthly game-turn. Any such unit(s) are marked with an “Active” chit to denote their activation status.
Minor partner or allied major power land units may be Activated in conjunction with a friendly allied major power’s land units (as part of that major power’s Offensive), although at least 50% (i.e., half) of the Activated land units must be of the same nationality as the Activating major power (i.e., the same nationality as the Offensive being used to conduct the Activation). Each type of Activation is also limited to a specific number of attacks (per Offensive), regardless of the quantity of participating land units. An HQ Activation is typically the most efficient Activation method; A Stack Activation is the most inefficient Activation method. Each type of Activation is described as follows:
Stack Activation
A player may expend one Offensive and declare a Stack Activation, in which all of the eligible friendly land units in the same land hex (and within the same location) may be Activated to conduct a Land Offensive as a single stack. As such, all of the Activated eligible friendly land units in that hex (only) may be moved normally (within legal movement limits) and/or attack one legal enemy target hex. Multiple land units (Activated as a Stack Activation) may split up as they move, move together (as a component or as an entire stack), or may simply decline movement (collectively or individually). Regardless of the land unit’s (or units’) movement posture, each Stack Activation may only foment one land attack. A Stack Activation cannot be part of any Combined Offensive. General Activation A player may expend one Offensive and declare a General Activation, in which all of the eligible friendly land units in the same hex (with the General) and in any adjacent hex* (regardless of terrain) may be Activated to conduct a Land Offensive. As such, all of the eligible friendly land units in or adjacent to the General’s hex (only) may be moved normally (within legal movement limits) and/or attack one legal enemy target hex per Step. Multiple land units (Activated via a General Activation) may split up as they move, intermix, move together (as components or as stacks), or may simply decline movement (collectively or individually). Regardless of the land unit’s (or units’) movement posture, however, each attack (via a General Activation) must occur from the General’s hex, or from a hex that is adjacent to the General’s hex (whether or not the General’s own stack moves and/or attacks) at the moment of the attack(s).
*Including any eligible friendly land units presently embarked aboard transporting naval units in an adjacent coastal hex.
A General Activation may not Activate any other Generals, although a General Activation may Activate any friendly land unit(s) in the same hex as another General. In such a case, a stack of friendly land units with another General may be Activated normally by the Activating General (and may thus move and/or attack normally as part of the General Activation), although the other General cannot move, attack or otherwise participate in that same Offensive.
A General Activation may Activate land units of an ally and/or a minor partner, although at least 50% (i.e., half) of the total land unit chits Activated for that Offensive must be of the same nationality as the Activating General.
A General Activation cannot be part of any Combined Offensive.
Minor Nation Activation
Each minor nation, if at war, automatically possesses 2 inherent Minor Nation Offensives (but never more) per each monthly game-turn. Minor Nation Offensives may not, however, be saved or accumulated from turn to turn.
If any minor nation is at war, the controlling player may announce a Minor Nation Offensive (expending one of the two available Offensives), and thus declare a Minor Nation Activation. A Minor Nation Activation may either Activate any and/or all of the minor nation’s land units inside of the minor nation (i.e., within the minor nation’s home borders) or one stack of minor nation land units outside of the minor nation (i.e., beyond the minor nation’s home borders). When Activated, the land unit(s) may attack one legal enemy target hex per Offensive, whether inside or outside of the minor nation. In either case, the Activated land unit(s) may move in and/or out of the minor nation (if politically legal), split up, intermix, move together (as components or as stacks), within legal movement limits, or decline movement (collectively or individually). Regardless of the land unit’s (or units’) movement posture, however, each Minor Nation Activation (whether in or out of the minor nation) may only foment one land combat attack. A Minor Nation Activation may Activate land units of an allied major partner, although at least 50% (i.e., half) of the total land unit chits Activated for that Offensive must be of the same nationality as the Activating minor nation. A Minor Nation Activation may never, however, Activate any units of another minor nation, even if currently allied.
A Minor Nation Activation cannot be part of any Combined Offensive.
Headquarters Activation
Each HQ chit possesses a command rating and a command radius. As such, a player may expend one Offensive and then nominate a specific HQ chit and declare a Headquarters Activation, in which any and/or all of the eligible friendly land units within the command radius* of the HQ chit may be Activated to conduct Land Offensives. As such, all of the Activated eligible friendly land units within that HQ’s command radius may be moved normally (within legal movement limits) and/or attack any legal enemy target hex(es). Multiple land units (Activated via an HQ Activation) may split up as they move, move together (as a component or as an entire stack), or may simply decline movement (collectively or individually). Regardless of the land unit(s’) movement posture, however, each HQ Activation may foment up to as many attacks as is equal to the HQ chit’s command rating (per Step).
*An HQ’s “command radius” is a radius of hexes (equal to the number printed on the HQ chit) disseminating outward from the HQ chit. An HQ command radii may disseminate across any terrain (including sea hexes), even if the HQ is presently embarked on an STP (although not aboard an ATP). Enemy units, ZOC, lines of supply and terrain have no effect upon an HQ’s command radius.
A Headquarters Activation may Activate any unactivated friendly land units within the Activating HQ’s command radius*, including Generals, ally and/or minor partner land units, although at least 50% (i.e., half) of the total land unit chits Activated for that Offensive must be of the same nationality as the Activating HQ.
*Including any eligible land units presently embarked aboard transporting naval units in a proximal coastal hex.
NOTE: HQs may Activate friendly land units, then move, and then Activate additional friendly land units subsequently within the HQ’s command radius after that HQ’s movement (see [5.1] below).
Once Activated, any and/or all friendly land units Activated by an HQ chit may conduct a number of land attacks equal to the HQ chit’s command rating, per each Step of the Offensive Phase (if otherwise eligible to operate and/or participate during a given Step).
EXAMPLE: Land units Activated by an HQ with a “2” command rating may conduct up to two land attacks per Step (i.e., per the Breakthrough, Combat and/or Exploitation Step, if eligible to participate in combat during any such Step).
[5.1] Moving HQs
HQs are not required to move before Activating units, although an HQ may move to encompass other eligible friendly land units within its command radius. Normal terrain MP costs and weather effects are not applicable to HQ movement, however all normal terrain restrictions (e.g., impassable hexsides) apply to HQ movement as well.
A lone HQ cannot enter an uninhibited enemy land unit’s ZOC (even if contested). However, an HQ may freely move (i.e., without restriction) within any inhibited enemy ZOC (i.e., in any hex with a friendly fort or land unit, etc.), even from hex to hex (exempt from normal enemy ZOC effects upon adjacent hex-to-hex movement).
During an Offensive, all HQ chits possess an inherent movement rating of 3 hexes (i.e., not 5, as is normally permitted during the Movement Phase). An HQ chit may be moved up to three hexes before Offensive land movement (Activating any eligible friendly land units - within the HQ’s command radius - as the HQ chit moves), and then again after Offensive land movement, up to three more hexes (Activating any additional eligible friendly land units - subsequently within the HQ’s command radius - after the HQ chit has completed its additional movement), although land units activated after Offensive land unit obviously cannot be moved.
Lone HQs may move into and through unoccupied enemy-owned hexes (if not within uninhibited enemy ZOC), although a lone HQ does not cause any enemy-owned hex to revert ownership to the HQ’s nationality. Any such hex remains enemy-owned while it is occupied by a lone HQ, and after it has been vacated.
NOTE: Though a lone HQ does not revert ownership of any enemy-owned hex that it occupies, a lone HQ is assumed to retain a ZOC within its own hex. As such, normal ZOC restrictions apply within the HQs own hex.
HQ Intervals
An HQ chit may never occupy the same hex as any other HQ chit. Additionally, an HQ chit may not operate or function while adjacent to any other friendly HQ (of the same nationality), regardless of any Activation status, terrain or ZOC.
EXCEPTION: The French 2nd, 3rd and ALPs HQ chits (i.e., with a command radii of “1") may operate while adjacent to one another, without restriction (although they may never stack together in the same hex, nonetheless). If - at any time - two or more HQ chits (of the same nationality) move (even if temporarily) adjacent to any other compatriot HQ chit(s), the owning player must immediately eliminate one (or more) HQ chits to annul the violation. Any such eliminated HQ chit is then returned to the force pool, and is eligible to arrive in play again normally during the following Seasonal Turn.
[5.2] HQs in Combat
HQs have no printed combat strength, and thus cannot ever attack (although they may accompany an attack). Additionally, HQs stacked with other friendly land units do not contribute any combat strength to the defense of that stack, nor may any HQ be depleted or expended to comply with any mandated step loss(es). HQs, however, will be eliminated if they are stacked with any land unit(s) that suffer a DE combat result (or accompanying an attack that suffers an AE combat result). Lone HQs (i.e., HQs that are not stacked with any other friendly land unit) that are adjacent to an enemy combat land unit may be either bumped or attacked, per the enemy (i.e., attacking) player’s choice, described as follows:
[ A ] If an enemy combat land unit ever moves adjacent to a lone HQ (and also exerts a ZOC into the HQ’s hex), the enemy player may - at any time - force the HQ to be “bumped”. In such a case, the owning player must immediately move that lone HQ one hex (out of all enemy unit’s ZOC). The owning player may always choose which hex that the HQ will move into, although no HQ may move into another uninhibited enemy ZOC. If an HQ cannot comply with a forced bump (i.e., due to movement restrictions), it is simply eliminated instead. Any moving enemy combat land unit(s) may perpetually force a lone HQ to be bumped from each hex where any such unit(s) exert a ZOC during the enemy land unit(s) movement (until no more land unit movement is occurring, or until the HQ itself becomes eliminated). A lone HQ’s movement limit is irrelevant when it is being “bumped”, however.
[ B ] Rather than bumping an HQ, an enemy player may either ignore its presence (although it must be bumped if an enemy land unit enters its hex), or an enemy combat land unit may declare a normal land attack upon that HQ chit (either as an Armor Breakthrough, a normal land combat attack, or as an Exploitation attack, whichever is presently applicable). In such a case only, a lone HQ chit is assumed to possess an inherent combat strength of 1. No General that is stacked with a lone HQ may contribute any combat strength to that HQ*. A lone HQ may be supported by Ground Support or Naval Bombardment normally, although a lone HQ’s inherent defense may never be increased beyond 2 in such a case. All land combat die roll modifiers apply normally.
*A General with a lone HQ will share the fate of that HQ, however, if it is attacked.
Eliminated HQs are never permanently destroyed, regardless of the circumstances. Eliminated HQs must simply be returned to the force pool, and are eligible to arrive again during any subsequent Seasonal Turn normally (at no EP cost), in accordance with the normal unit placement rules (see [8.11]).
[5.3] Combined Offensives
During any Offensive Phase, an activating player may orchestrate two (or more) HQs to coordinate a simultaneous Activation of multiple land units as part of a Combined Offensive. A Combined Offensive, however, may not include a Stack Activation, General Activation or Minor Nation Activation.
To conduct a Combined Offensive, a player must Activate each participating HQ, and expend a normal Land Offensive per each Activated HQ. Additionally, the Activating player must then expend 2 EPs (from the EP Track) per each additional HQ being Activated (i.e., beyond the first participating HQ) as part of that Combined Offensive.
During any Winter weather monthly game-turns, the EP cost per each additional HQ is doubled (regardless of any HQ’s location on the map). Thus, an Activating player must then expend 4 EPs per each additional HQ (Activated as part of a Combined Offensive), rather than the normal 2 EPs.
EXCEPTION: Soviet Combined Offensives are not doubled during Winter monthly game-turns.
To coordinate a Combined Offensive, all of the participating HQs must be within 20 hexes of every other participating and Activated HQ. Players cannot, however, ever use Impromptu Offensives to Activate any HQs as part of a Combined Offensive.
NOTE: As per the normal sequence of play, when conducting a Combined Offensive, all Breakthroughs (activated by all participating HQs), if any, are resolved before the Land Combat Step. Then, all land combat (activated by all participating HQs), if any, is resolved before conducting the Exploitation Step. Then, all Exploitations, if any, are resolved. Air units launched as Ground Support are actuated as each land combat attack (if any) is commenced, not all at one time (i.e., not simultaneously when the specified attacks of the Combined Offensive are declared).
HQs of two allied major powers may coordinate as part of a Combined Offensive. This is - in fact - the only way that two (or more) allied major powers may coordinate simultaneous Offensives. In such a case, the EP cost (or any part of the EP cost) may be paid by one or any of those major power players.
[5.4] Joint Offensives
A player may expend 2 (or more) Offensives to coordinate two types of Offensives (either as a Joint Air-Land Offensive, a Joint Air-Sea Offensive or a Joint Land-Sea Offensive). A Joint Offensive may not, however, ever entail an Air-Sea- Land Offensive.
NOTE: A Joint Land-Sea Offensive is only permissible when involving land and naval units that are conducting - or are involved in - an Amphibious Assault (e.g., naval units that will be contributing Naval Bombardment to an Amphibious Assault may be Activated as a Joint Offensive in conjunction with that Amphibious Assault).
To conduct a Joint Offensive, a player must expend an Offensive per each type of Offensive to be conducted. Additionally, the Activating player must then expend 2 EPs (from the EP Track). If a Joint Offensive involves a Combined Offensive (i.e., as part of the Joint Offensive), the Activating player must also expend the requisite Offensives and EPs to Activate the other participating HQs.
Joint Offensive Types
A Joint Air-Land Offensive enables the Activating player to conduct an Air Offensive simultaneously with a Land Offensive. A Joint Air-Sea Offensive enables the Activating player to conduct an Air Offensive simultaneously with a Sea Offensive. A Joint Land-Sea Offensive enables the Activating player to conduct a Land and Sea Offensive simultaneously (as part of a conjunctive Amphibious Assault).
A Joint Offensive need not be conducted in any particular order (e.g., a player may conduct the Land Offensive first, and then the Air Offensive, or vice versa), although each type of Offensive must adhere to all pertinent Activation stipulations, as well as the normal Sequence of Play.
[5.5] Impromptu Offensives
An Impromptu Offensive is an Offensive (of any type) that is not extant on the Offensive Track of the asserting major power, but rather is simply purchased outright (with EPs) during the Offensive Phase of that same monthly game-turn (usually in the event that a player has expended all or most of his remaining Offensives from the Offensive Track).
To assert the usage of an Impromptu Offensive, the Activating player must expend double the EP cost of a normal Offensive (as if purchased during a Seasonal Turn), or quadruple if during any Winter weather monthly game-turn (except for the Soviet player, who only pays double for any Impromptu Offensive, even if during a Winter weather monthly game-turn). Furthermore, an Italian Impromptu Offensive only costs 4 EPs (same as a German Impromptu Offensive), not double. Accordingly, during a Winter weather monthly game-turn, a German or Italian Impromptu Offensive costs 8 EPs.
EXAMPLE: The normal cost of a German Offensive is 2 EPs. Thus, a German Impromptu Offensive will cost 4 EPs. If the German player is asserting the usage of an Impromptu Offensive during a Winter weather monthly game-turn, however, the German Impromptu Offensive will therefore cost 8 EPs.
When purchased, an Impromptu Offensive is conducted like any other normal Offensive, although an Impromptu Offensive may not be part of any Combined Offensive. Joint Offensives can be conducted with Impromptu Offensives, although the asserting player is required to pay the Impromptu and Joint Offensive EP cost.
A major power may not ever contribute or expend EPs to purchase an Impromptu Offensive for any other nation, including allies and minor partners.
Impromptu Offensives are never considered when determining Initiative.
[5.6] Active Chits and Standby Chits
Unactivated land units exist on the map without any signifying markers, and are thus considered eligible to be Activated normally (within the parameters of the rules). As a rule of thumb, however, land units - as they are Activated - are marked with a “Standby” chit, thereby indicating their impending movement(s) and/or attack(s) during the current Offensive. Such units are then considered Activated as they move and/or attack. Hence, after the completion of the current Offensive, all of those Activated land units are then marked with an “Active” chit (i.e., by simply flipping the “Standby” chit), indicating that they had been Activated, and are thus not eligible to be Activated again during that same monthly game-turn.
Such chits should be used whenever the status of a unit is unclear or may be forgotten. For example, “Standby” chits may also be used to mark any land units that are or will be within the command radius of an Activated HQ (but have not themselves been Activated), or may also be used to delineate the boundary of a particular Offensive, especially when several HQs are present in the same area.
All “Active” and/or “Standby” chits are always removed at the end of each monthly game-turn (see the Sequence of Play).
[5.7] Land Movement (During Offensives)
When Activated, land units may simply move a number of contiguous land hexes up to or equal to their own printed movement ratings. A land unit’s own movement allowance may never be increased (during an Offensive), although land movement can be reduced by out-of-supply effects, specific terrain MP costs, inclement weather, and/or enemy ZOC, if applicable during movement. During a Land Offensive, an Activated land unit may be moved up to the extent of its available movement, or not at all, if preferred. However, in all cases, any attacking land unit(s) must be adjacent to their intended target hex to conduct (or participate in) any such attack (i.e., at the moment of the attack). Obviously, any such attack must be presently geographically and politically legal.
[5.8] Terrain Effects (Land Units)
The following types of terrain and locations impose land movement restrictions, as tabulated (in alphabetical order) below: Airbase / Grass Airfield Chit Airbase and/or Grass Airfield chits have no effect on movement. Airbase and Grass Airfield chits become captured if occupied by enemy land units.
All-Lake Hex
No land unit may enter an all-lake hex, even if frozen.
All-Sea Hex
No land unit may enter an all-sea hex via land movement.
All-Sea Hexside
No land unit may cross an all-sea hexside, unless the hexside is bridged by a “ferry” symbol to another land hex. ZOC, however, never extends across an all-sea hexside, even if bridged by a “ferry” symbol.
Border Hexside
A border hexside has no effect upon movement, although units cannot cross a neutral border hexside during a Movement Phase. ZOCs do not extend across neutral border hexsides (in either direction) until those bordering nations are at war. Canal Hexside A canal hexside has no effect upon movement.
Coastal Fort Chit
Coastal fort chits have no effect upon movement (or ZOC). Coastal fort chits become eliminated if occupied by enemy land units. Partisans (or lone Generals) may not never enter a hex with an enemy coastal fort chit.
Coastal Hex
The effect of a coastal hex depends on the other terrain in the hex.
Dakar
Axis units may not enter the Dakar hex (e.g., no Axis unit may ever conduct an Amphibious Assault upon Dakar), except in the event that Vichy-French Morocco becomes an Axis ally.
NOTE: The Dakar hex (W 0804) is considered part of French Morocco with regard to its political alignment (see [9.2]). Forest Hex All land units must expend 2 MPs to enter a forest hex or cross a forest hexside. Additionally, the marked Finnish units (within Finland) may enter a Finnish forest hex or cross a Finnish forest hexside at a cost of 1 MP. No unit exerts a ZOC into a forest hex or across a forest hexside.
Fortification Chit
Enemy land units may not enter a hex with a fortification chit, except via Advance After Combat after a land combat attack upon that fortification chit’s hex. Furthermore, enemy ZOC never extends into any hex with a fortification chit. Fortification chits become eliminated if occupied by enemy land units. Partisans (or lone Generals) may not enter a hex with an enemy fortification chit Impassable Hexside No land unit may ever cross an impassable hexside.
IRAQ Transit Box
Western Ally land units may enter and/or leave the Iraq Transit Box via any of the hexes in Iraq (hexes E 5111, E 5010, E 5009, E 5008 and/or E 4908) during the Offensive Phase (if Activated) or the Movement Phase (at a cost of 1 MP either direction). For all intents and purposes, the Iraq Transit Box is considered a single hex (albeit with an unlimited land unit stacking capacity). As such, any Western Ally HQ in the Iraq Transit Box may project its command radius into and/or out of the Iraq Transit Box, as if a normal hex. If the Axis capture the Iraq Transit Box, Axis land units are subject to the same aforementioned stipulations. Lake Hexside Land units may only cross a lake hexside if the lake is currently frozen. ZOC never extends across a lake hexside, however, even if frozen.
Marsh Hex
Cavalry, Commando, General, HQ, Infantry, Mountain unit and Paratrooper movement is unaffected by any marsh hex, although armor and mechanized units must expend all of their printed movement to enter a marsh hex (as such, they must begin their movement adjacent to a marsh hex to enter therein during the current Phase). No Breakthroughs or Exploitation movement is permitted in or through any marsh hex. Furthermore, armor and mechanized units do not exert ZOC into any marsh hex.
Mountain Hex
Cavalry, Commando, General, Infantry and Paratrooper units must expend 2 MPs to enter a mountain hex, although armor and mechanized units must expend 3 MPs to enter a mountain hex. Mountain unit movement is unaffected by mountain hexes. No unit, however, exerts any ZOC into any mountain hex.
Mountain-Impassable Hexside
Only mountain units may cross a mountain-impassable hexside, expending an additional MP to do so (i.e., a total of 2 MPs to cross a mountain-impassable hexside). No unit (including a mountain unit) exerts any ZOC across any mountain-impassable hexside.
PANAMA
Axis units may not enter Panama (e.g., no Axis unit may ever conduct an Amphibious Assault upon the Panama hex). Permanent Fortification Hexside Enemy land units may not cross a Permanent Fortification hexside, except via Advance After Combat after a land combat attack upon that Permanent Fortification hex. In addition, enemy ZOC never extends across a Permanent Fortification hexside. Permanent Fortifications are considered eliminated if occupied by enemy land units (despite the fact that the Permanent Fortification symbol remains printed on the map). Partisans (or lone Generals) may not enter a Permanent Fortification hex (even from across a non-fortified hexside), unless the Permanent Fortification has been eliminated.
River Hexside
A river hexside has no effect upon movement.
SOUTH AFRICA
Axis units may not enter South Africa (i.e., no Axis unit may ever conduct an Amphibious Assault upon any South African hex). SWITZERLAND No unit or game piece may ever enter or overfly Switzerland. Switzerland is best used as a storage space for ancillary chits. UK Transfer Hex The UK Transfer Hex only exists as an airbase for purposes of Trans-African Change Base missions (see [4.1]).
[5.9] Stacking (Land Units)
Stacking is computed in terms of land unit steps (i.e., each non-blank side of any unit is one step). The basic stacking limit of any hex is 4 land unit steps, although the stacking limit in any city hex is 6 land unit steps. Furthermore, the stacking limit of any fortified hex (whether a coastal fort, fortification chit or a permanent fort) is +1 land unit step (e.g., the basic stacking limit in a fortified city hex is 7 land unit steps).
NOTE: Soviet land units are always eligible to stack +2 land unit steps (i.e., in addition to the basic stacking limit). Admirals, Commandos, Generals, HQs, paratrooper units and UK “Home Guard” units are never applied against stacking limits*.
*Commandos, Generals, HQs, paratrooper units and UK “Home Guard” units are marked with an “o” symbol near the center of the chit, indicating that such units are exempt from stacking limits. No more than 4 “exempt” land units may be stacked in the same land hex, however (regardless of other friendly non-exempt land units stacked in that same hex).
NOTE: Multiple HQ chits may never be stacked together in the same hex. Multiple Generals, however, may be stacked together in the same hex, although no more than one General chit (in the same hex) may contribute its combat strength and/or exploitation rating to any land unit(s) in the same hex.
Land units are not subject to stacking limits as they are moving (or if forcibly retreated), or when legally embarked aboard any naval unit(s). Accordingly, stacking limits are only actually enforced at the end of the actuating player’s own friendly Step(s) during any monthly game-turn. Any unit(s) that are attacked while temporarily over-stacked (i.e., moving units subject to an Armor Reaction Attack; see [5.17], retreated units; see [5.18], or where a fully stacked hex’s fortification chit has been destroyed; see [5.9]) cannot be counted when totaling the strength points of the defending units in the combat hex, although the defending player may choose which land unit(s) in that combat hex are considered to be over-stacked (and thus excluded), even if not moving unit(s) that caused the over-stacking. Nonetheless, the over-stacked land unit(s) are liable to the same land combat results as the legally-stacked land units in the same combat hex.
Air units, naval units, airfield chits, fortification chits and supply chits never apply against land stacking limits. Air and naval units are governed by separate stacking restrictions (see [3.0] and [4.9]).
Partisans may never be stacked together, or stacked with any other air or land unit, or embarked aboard any naval unit. Units are never required to be stacked in any particular order (if optional rule [11.20] is not in effect), unless being transported aboard an ATP, STP or CL/DD combo, in which case the transported unit(s) must be stacked directly beneath the transporting unit(s).
If any hex remains over-stacked at the end of the Movement Phase, the owning player must simply eliminate sufficient land unit steps in that hex to become compliant with the land unit stacking limits in that hex.
[5.10] Generals
Generals possess no combat capability unless presently stacked with at least one friendly combat land unit (of the same nationality), although a General may stack and move with other allied combat land units.
A General may only contribute its combat strength to one land unit that is (stacked with that General in the same hex) which is added to the collective total of the stack normally. In addition, a General’s Exploitation capability (if any) may be applied to any eligible armor and/or mechanized unit(s) stacked with that General.
A General may ride pick-a-back with any combat land unit(s) it is stacked with, and may switch between any other friendly land unit(s) in the same hex, even if another friendly combat land unit simply passes through the General’s hex. However, a General may only move or ride as pick-a-back within the parameters of the Offensive being used to move or collect the General (and the movement limit of the unit or units it is moving with). In such a case, the General is Activated via that Offensive normally, and cannot be voluntarily moved again after the conclusion of that activating Offensive (until the next monthly game-turn). A General may move alone during either the Offensive Phase or the Movement Phase with an inherent movement of “5” MPs. A General cannot, however, both move alone and with a combat land unit during the same monthly game-turn (although a General may stack with a combat land unit before, during or after moving alone, in which case the General is placed beneath the land combat unit or stack in that same hex). In such a case, the General may still contribute its combat strength to any one unit it is stacked with (whether attacking or defending), although the General may not move with the unit(s) afterward (even to Advance After Combat). Nonetheless, a General is liable to the same land combat results of any unit(s) it is stacked with (even if it is not contributing any combat strength to any unit in that same hex).
NOTE: If any enemy land unit enters a lone General’s hex, the General chit is simply removed from the map and then returned to the force pool (of the General’s same nationality).
A lone General may move via rail, in which case the General moves like any other land unit, using any portion of its inherent “5” MP allowance to move and/or entrain normally. A lone General is moved via rail as if it was a single infantry unit (see[6.1]). A lone General may never enter any enemy land unit’s uninhibited ZOC (even if contested).
A lone General may be embarked-aboard and/or debarked-from an ATP or an STP normally (without being counted against the ATP’s or STP’s transport capacity), but obviously not to conduct an Amphibious Assault or a Paradrop.
[5.11] Control of Hexes
Each land hex (including any coastal hex and island hex) is either friendly, enemy or a neutral hex to each nation and its units at the outset of any game or scenario. Friendly hexes are defined as those belonging to the controlling nation and/or units. Neutral hexes are defined as any hex that is neither controlled by a friendly nation and/or units or an enemy nation and/or units. Enemy hexes are defined as those belonging to the controlling enemy nation and/or units.
When any combat land unit* enters any land hex, that hex immediately reverts to the control and ownership of that (and any other affiliated) unit, and hence remains owned by the unit’s nationality (unless the unit is out-of-supply and behind a “Front”; see [5.12] below) until entered by any other enemy combat land unit. Players may use Control chits (i.e., crosses or stars) to mark the control of any particular hex(es), as needed.
NOTE: The conquest of a nation, or the creation of a “Front” may affect the control and ownership of any particular hex).
*Lone Generals and HQs are not considered combat land units.
A unit’s Zone of Control, in and of itself, does not revert the control of any hex, or make any hex friendly-owned.
[5.12] Defining a Front
Throughout the ebb and flow of a campaign, an assemblage of combat land units may create a “Front”, whereby all of the vacant land hexes behind that “Front” are automatically considered friendly to the units forming the “Front” (i.e., even if formally enemy- owned, thought not any hex actually occupied by any enemy unit). A “Front” is only created when all of the unoccupied enemy hexes behind that frontage cannot trace a line of supply to any valid enemy supply source.
NOTE: An Isolated supply source only functions as a supply source while it actually contains supply chits (see [7.8]). At anytime during the Offensive or Movement Phase, a “Front” will automatically be created if a player demonstrates a contiguous line of friendly combat land units, friendly-owned hexes and/or connecting Zones of Control (without any infiltrating enemy lines of supply intruding beyond that frontage). In such a case, all of the hexes behind that “Front” then become friendly to the demonstrating player and his units (i.e., if such hexes are not already friendly). Of course, any enemy unit(s) that are isolated behind a “Front” will still retain control of their own hex. Moreover, enemy combat land units behind a “Front” will still project a ZOC normally.
The Front Line
The “Front Line” itself consists of any hexes occupied by friendly land units, any hexes within friendly uncontested or uninhibited ZOC, and/or any vacant hex that was already friendly-owned (i.e., friendly land units were the last to occupy the hex). The “Front” does not extend ahead of the “Front Line” itself (i.e., hexes ahead of the “Front Line” do not automatically become friendly to the player demonstrating the “Front”), although ZOC and ZOC effects into such hexes apply normally.
Behind the Front
When a “Front” is demonstrated, all hexes behind that “Front” automatically become friendly to the unit’s creating the “Front”, with the following exceptions:
Any hex that is occupied by an enemy unit remains as enemy controlled (although only while such a hex is actually occupied by an enemy unit).
Vacant hexes (behind a “Front”) that are within any enemy unit’s ZOC do not become friendly simply because a “Front” is created.
Enemy airbases, grass airfields, cities, fortifications* and resource hexes do not become friendly simply because a “Front” is created. Such hexes must be physically occupied (i.e., captured) to become friendly (or via a conquest, if the owning nation has been conquered outright).
*Unoccupied enemy fortification hexes (if isolated behind a “Front”) do become friendly (thus eliminating the fort) if there are no enemy combat land units within the printed movement range (including applicable movement effects) up to (not necessarily into) the fort’s hex. At that time, any such fortification(s) are removed from the map, and the hex(es) the fort(s) previously occupied then revert to the control and ownership of the invader.
If multiple enemy units are behind a “Front”, they do not necessarily negate it, and they may, in fact, form a mini-Front behind the “Front”. As such, any vacant hexes behind the mini-Front are therefore not automatically reverted to the control or ownership of the units creating the “Front”.
Units that are out-of-supply behind an enemy “Front” do not revert the control or ownership of any hexes that they move through (although a unit’s own hex is always considered controlled by that unit, and owned by its nation).
EXCEPTION: Airbases and/or grass airfields - when occupied by any enemy unit (even if out-of-supply) - will become reverted (and remain) as an enemy controlled and owned hex, even if after all occupying enemy units vacate the airbase and/or airfield hex.
[5.13] Zones of Control (ZOC)
All land units (except commandos, HQs, Generals and paratrooper units) automatically exert a Zone of Control into each of the six land hexes surrounding the unit (notwithstanding ZOC Restrictions; see below). Zones of Control automatically impose restrictions upon enemy movement, supply lines and retreat eligibility, et cetera (see below).
NOTE: A land unit is always assumed to possess a Zone of Control in its own hex (i.e., in the hex it presently occupies), even if that unit normally does not exert ZOC, or if that hex normally prohibits ZOC therein.
ZOC Restrictions
Land units do not exert any ZOC in the following circumstances:
Enemy ZOC across a nation’s border is always ignored during that nation’s initial set-up.
No land unit’s ZOC ever extends across any neutral border hexside (including across any neutral temporary border hexside).
A land unit’s ZOC never extends across any all-lake or any all-sea hex or hexside, even if currently frozen or bridged by a ferry symbol.
EXAMPLE: A land unit in hex E 3120 (in the Soviet Union) - which is assumed to be on the north bank of the inlet - does not exert any ZOC across the inlet to the south back.
Commandos, Generals, HQs, paratrooper units and partisans do not exert any ZOC.
No land unit ever exerts any ZOC into any forest or mountain hex.
Armor and mechanized units do not exert any ZOC into or out of any marsh hex.
Land units embarked aboard air or naval transports (including CL/DD combos) do not exert any ZOC while embarked. When debarked, such land units then exert a ZOC again normally (notwithstanding other ZOC restrictions).
Air and naval units do not ever exert any ZOC. Air units at an airbase or airfield do not negate enemy ZOC into their own hex, although air units will always contest an enemy unit’s ZOC into their own hex.
A land unit’s ZOC never extends into any enemy fortification hex, or across any enemy Permanent Fortification hexside. Coastal forts do not negate any land unit’s ZOC, however.
A land unit’s ZOC never extends across any impassable hexside.
A land unit’s ZOC never extends into or out of the Iraq Transit Box.
Partisan chits automatically inhibit enemy ZOC in any hex they presently occupy.
Contesting and Inhibiting ZOC
A Zone of Control may be either contested or inhibited:
A contested Zone of Control is any unoccupied hex that is within the ZOC of an enemy and a friendly land unit (i.e., that can project a ZOC). Supply lines and rail movement is not permitted into or through any contested ZOC hex. An inhibited Zone of Control is any hex that is within an enemy land unit’s ZOC, but is occupied by a friendly land unit (which is inhibiting the enemy land unit’s ZOC). Friendly supply lines and rail movement is permitted into or through a hex within an enemy land unit’s inhibited ZOC.
All land units (except for armor, commando and mechanized units) must immediately stop moving when entering any enemy land unit’s ZOC, even if contested or inhibited, and may move no further during that movement (except to subsequently Advance After Combat). However, a land unit that begins the Offensive or Movement Phase within an enemy land unit’s ZOC may leave that hex, and may thus move normally after moving out of the enemy land unit’s ZOC (provided it does not enter another enemy unit’s ZOC). A moving unit may never, though, move from an enemy ZOC hex directly into another enemy ZOC hex.
Armor and Mechanized ZOC Exception
Unlike other units, all armor and mechanized units may move into an enemy land unit’s ZOC, and then move one additional hex, even if the additional hex is also within an enemy land unit’s ZOC (whether contested, inhibited or not). An armor or mechanized unit that begins any Step within an enemy land unit’s ZOC may leave that hex, and may move normally after moving out of the enemy land unit’s ZOC (provided it does not enter another enemy unit’s ZOC). If an armor or mechanized unit exits all enemy land unit’s ZOC, but then enters any enemy land unit’s ZOC again, it may move one additional hex (as stipulated above). However, if any armor or mechanized unit moves from an enemy land unit’s ZOC hex directly into another enemy land unit’s ZOC hex, in that case it must immediately stop moving, and may move no further during that movement (except to subsequently Advance After Combat).
Commando ZOC Exception
Like armor and mechanized units, a commando unit may move into an enemy land unit’s ZOC, and then move one additional hex, even if the additional hex is also within an enemy land unit’s ZOC (whether contested, inhibited or not). A commando unit that begins any Step within an enemy land unit’s ZOC may leave that hex, and may move normally after moving out of the enemy land unit’s ZOC (provided it does not enter another enemy unit’s ZOC). If any commando unit exits all enemy land unit’s ZOC, but then enters any enemy land unit’s ZOC again, it may move one additional hex (as stipulated above). However, if any commando unit moves from an enemy land unit’s ZOC hex directly into another enemy land unit’s ZOC hex, in that case it must immediately stop moving, and may move no further during that movement (except to subsequently Advance After Combat).
[5.14] Land Combat
During the Offensive Phase, a player may expend Offensives to Activate land units to conduct land combat attacks. Land combat attacks may occur from a hex (or hexes) of indicated friendly combat land units upon any adjacent (and connected) enemy target hex(es). Each target hex is declared and attacked as an individual land combat attack, although any or all of the land units that are Activated via the same Land Offensive may attack any adjacent (and connected) target hex(es). Each target hex may be coordinately attacked by any or all participating friendly land units from any different adjacent (and connected) hexes during that same land combat attack.
Land units that are not presently adjacent to a particular target hex may be Activated to first move adjacent to a particular target hex (within the normal movement limits), and then attack (via the same Activation), assuming the adjacent target hex is connected. A paratrooper unit may be Activated (via a Land Offensive) and then transported aboard an ATP into a target hex to perform a Paradrop upon that target hex (either alone or in conjunction with a simultaneous land attack). Similarly, land units aboard STPs (on Standby status) may be transported to a coastal hex (although this requires a separate Sea Offensive to Activate the STPs, if during the Offensive Phase), and then disembarked via a Land Offensive into a target coastal hex (i.e., as an Amphibious Assault; see [3.25]).
The number of enemy hexes that may be attacked (per Step of the Land Offensive; see [viii]) is limited by the type of Activating Command Agent (see [5.0]).
Enemy target hexes are defined as any hexes containing enemy land units, fortifications or intrinsic garrisons. All unoccupied enemy-owned coastal hexes are automatically considered to possess an intrinsic garrison (of 1 combat strength point) during any Amphibious Assault (only).
Land Combat Procedure
The Combat Procedure is an agendum of numbered sequences to resolve each pending land combat attack, tabulated as follows:
[ 1 ] Total the combat strength point(s) of all attacking land units. Add the combat strength point(s) of any participating General(s), Bomber(s) and/or any Naval Bombardment support. See [5.10], [4.22] and [3.28] respectively.
[ 2 ] Total the combat strength point(s) of all defending land units. Add the combat strength point(s) of any present fortification, General, participating Bomber(s), and/or any Naval Bombardment support. See [5.10], [4.22] and [3.28] respectively.
[ 3 ] Divide the defender’s net strength point total into the attacker’s net strength point total, rounding any fractions down*. The solution is then factored as an odds ratio (e.g., a total attacking strength of 21 points against a total defending strength of 6 points equates to a 3:1 combat attack odds; i.e., 6 divided into 21 is 3.5, which is rounded down* to 3).
*Unless optional rule [11.17] is in effect.
NOTE: Calculated odd ratios greater than 5:1 are resolved as 5:1. Conversely, calculated odd ratios less then 1:3 are resolved as 1:3.
[ 4 ] The attacker then rolls one 8-sided die, applying all applicable die roll modifiers (see [5.16]), and cross-references the modified die roll result with the calculated odds ratio on the Combat Results Table (printed on the map).
[ 5 ] Implement the indicated land combat result immediately. If the land combat result affects both the attacker and the defender, the defender always completely implements his own combat result effects first.
Strength Point Variations
The printed combat strength of any land unit is subject to possible variation(s) depending upon other contributory circumstances, conditions, statuses and/or units, tabulated as follows:
NOTE: Each land unit’s own combat strength rating may be increased to a maximum of double its own printed combat strength (but never more), regardless of the accumulation of other contributing circumstances, conditions, statuses and/or units.
EXCEPTION: A General’s combat rating is always applied after any halving effects (e.g., rivers), but before adding any bomber and/or naval gunfire combat strength points.
Permanent Fortifications: Each land unit in a Permanent Fortification hex defends at double its own printed combat strength if all of the participating enemy land units (i.e., that are participating in the attack) are attacking across a Permanent Fortification hexside. If any of the participating enemy land units are attacking across a normal hexside - if any - (e.g., from behind the Permanent Fortification), then none of the defending unit(s’) strength are doubled.
An unoccupied Permanent Fortification is assumed to possess an inherent defense strength of “2” when attacked from across a Permanent Fortification hexside. If attacked from across a normal hexside - if any -, an unoccupied Permanent Fortification has no inherent defense strength, and is considered to be a normal unoccupied hex instead (in which case, in fact, no attack may actually occur).
Any [-/1] combat result (i.e., a bracketed defender step loss) against a Permanent Fortification is automatically backfired as 1/- result instead (i.e., an attacker step loss)*, assuming that all of the participating land units were attacking across a Permanent Fortification hexside. If any of the participating land units were attacking a Permanent Fortification across a normal hexside - if any - (e.g., from behind the Permanent Fortification), a [-/1] combat result then applies normally (see [5.18]).
*Except if a German land combat attack during a Blitzkrieg Turn.
Fortification Chits: Each land unit stacked with a fortification chit defends at +2 combat strength points. An unoccupied fortification chit is assumed to possess an inherent defense strength of “2”.
Any [-/1] combat result (i.e., a bracketed defender step loss) against a fortification chit is automatically backfired as 1/- result instead (i.e., an attacker step loss)*.
*Except if a German land combat attack during a Blitzkrieg Turn.
Coastal Fort Chits: Each land unit stacked with a coastal fort chit defends at +2 combat strength points if attacked via an Amphibious Assault. Coastal fort chits have no effect when attacked from any adjacent (and connected) land hex (e.g., a coastal fort is not applicable against an attack from across any river or strait). An unoccupied coastal fort chit is assumed to possess an inherent defense strength of “2” (if attacked via an Amphibious Assault).
Any [-/1] combat result (i.e., a bracketed defender step loss) against a coastal fort chit (during an Amphibious Assault) is automatically backfired as 1/- result instead (i.e., an attacker step loss)*.
*Even if a German land combat attack during a Blitzkrieg Turn.
Rivers/Straits: Any land unit(s) attacking across a river hexside or across a strait always attack at half (fractions rounded down) of their own printed combat strength rating(s). When calculating an attack across a river hexside or a strait, the collective total combat strength of all attacking land units is halved (i.e., not each unit). Attacks across any frozen river hexsides are not halved.
NOTE: Paratrooper units are not halved (nor calculated as part of the halved collective total combat strength) when conducting a Paradrop into a target hex that is across a river or a strait. However, a paratrooper unit never negates a river’s or a strait’s halving-effect for any other land unit(s) participating in that same land attack. General Chits: One General per hex may add its printed combat strength rating to one land unit (of the same nationality) in the same hex (i.e., stacked with the General). The General’s combat strength rating is applied after any halving effects (e.g., rivers), but before adding any bomber and/or naval gunfire combat strength points.
A General may only contribute its combat strength rating if it is stacked with at least one land unit of the same nationality. Moreover, no more than one General may ever contribute its combat strength to the same hex.
EXCEPTION: Any Soviet land unit stack (even if only a single land unit) within the command radius of Zhukov’s adjutant HQ will receive a +2 combat strength rating in addition to the added combat strength of any other single Soviet General that is stacked in that same hex.
Bombers: Each unaborted Bomber, Fighter-Bomber and/or Naval-Air unit in the same target hex may add its printed combat strength rating to the attacking or defending land unit(s). Heavy Bombers, however, are halved (see [4.0] and [4.22]). Naval Bombardment: Any named naval unit(s) presently occupying the same coastal hex as the target may contribute 1 combat strength point per each block of 3 naval gunnery points within that task force (i.e., the total gunnery value of all named naval units in the contributing task force is divided by 3, rounding all fractions down). In addition, if any CL naval unit(s) are present in the task force (regardless of how many), they can collectively contribute 1 combat strength point. Likewise, if any DD naval unit(s) are present in the task force (regardless of how many), they can also collectively contribute 1 combat strength point.
Naval units may contribute their own gunnery strength points to as many land combat attacks as occur in their same coastal hex (i.e., where the naval units presently reside), whether contributing to the attacking or to the defending unit(s). Both friendly and enemy naval units in the same coastal hex may contribute their naval gunnery combat strength points to land combat occurring in that same hex (i.e., to the attacker and the defender, respectively). Naval units that have “withdrawn” from naval combat (see [3.17]) during a preceding naval engagement (if occurring that Phase) cannot, however, contribute any naval gunnery strength points.
Expeditionary Minor Partner Units: Minor partner ally units that are attacked in any hex outside of their own home nation will automatically only defend at half of their own printed combat strength rating (fractions rounded up) unless provided at least 1 contributory combat strength point from any supporting allied major power Bomber, Fighter-Bomber, Naval-Air unit and/or naval unit. Inclement weather, ipso-facto, does not necessarily negate any contributory support eligibility, except in a case when air is actually grounded. Minor partner units are never halved when they are attacking any enemy units outside of their own home nation, however.
[5.15] Land Combat Restrictions
Land units are never required to attack, except in the case of a failed Armor Breakthrough Attack (see [5.21]). Additionally, not all of the land units that are Activated for an attack are necessarily required to attack (e.g., some land units may be Activated in place, or simply moved to an alternate location - within legal parameters - but not attack or participate in an attack, if the owning player prefers). Furthermore, not all of the land units within the same Activated stack are required to attack (or required to attack the same target).
To conduct an attack, any and all participating land units must be currently Activated to do so. Each Activated unit (or stack of units) is only permitted to conduct one particular attack per Activation (per Offensive Phase). Previously Activated units may never participate in any subsequent Activations and/or attacks, even if they did not attack (though were Activated) hitherto.
EXCEPTION: Armor Reaction Attacks (see [5.17]).
Any infantry-type* land unit(s) that are Activated by an HQ must be within range of that activating HQ’s command radius at the moment the land unit(s) conduct the attack (although the target hex itself need not be within the activating HQ’s command radius).
*Defined as any non-armor, non-mechanized and non-cavalry land unit.
Any attacking land unit(s) may only attack an adjacent (and connected) target hex, although a land unit may be Activated and then moved adjacent to an intended target hex (if within movement range), and then attack (per the normal combat sequence).
No land unit may attack any empty (i.e., unoccupied) enemy hex* (even if within enemy ZOC), any enemy air and/or naval unit (even if presently at a base or port, respectively), any unoccupied enemy installation (except an unoccupied fortification, which possesses an inherent defense strength of “2”), or any lone enemy General. Any undefended enemy hex may be simply captured when occupied by any combat land unit (see [5.11]).
*Except as an Amphibious Assault (see [3.25]; Intrinsic Garrison).
No land unit may ever attack across an impassable hexside, or an all-lake (even if frozen) or an all-sea (unless across a ferry symbol) hexside (i.e., if there is no connecting land bridge from the attacking land unit or unit’s hex to the target hex).
EXAMPLE: A land unit in hex E 4531 (in Greece) may attack an enemy land unit in hex E 4532, but not E 4631.
Each individual land combat attack (i.e., die roll) is always directed at one specific target hex, and never more (regardless of the quantity of participating units). Moreover, the same target hex may not be attacked more than once during the same Step (although a target hex may possibly be attacked more than once within the same Phase and/or monthly game-turn).
EXCEPTION: No coastal hex may be attacked more than once via an Amphibious Assault during the same monthly game-turn.
All defending land units in a target hex must be attacked as an aggregate group (i.e., as a net combat strength value). The attacking player may not only attack some units, but not others (in the same hex). The defending player may choose to only defend with some units in a particular target hex (e.g., if some units are out-of-supply, and others are not), although all of the defending land units in the same target hex are liable to the same combat result, even if the defending player elected to exclude some land units from contributing combat strength points to that hex’s defense.
Multiple attacking land unit chits in the same stack may attack different target hexes from that stack (if more than one land combat attack is licit per the current Activation method; see [5.0]), although each individual target hex must be declared and identified as such before any actual land combat attacks. Individual steps or combat points of the same land unit may never be individually apportioned to attack different target hexes or different units.
Attacking land units cannot cancel any announced attack after a Paradrop has occurred in the target combat hex during the same Activation (unless the paratrooper unit had been eliminated prior to or as a result of the Paradrop). Additionally, if a defending Western Ally or Soviet player declares the usage of an Ultra chit, the Axis player may not then cancel his announced attack upon that target hex, nor may any player cancel his announced attack after either side has declared and expended an Offensive for a Re-Roll option. Of course, no player may ever cancel his attack after actually rolling the land combat attack die roll to resolve that attack.
If any attacking land units’ hex(es) are over-stacked (at the time of an attack), only as many land units as may legally stack in the attacking units’ hex(es) may attack from the attacking hex(es). Likewise, if any defending land units’ target hex is over- stacked (at the time of the attack), only as many defending land units as may legally stack in the defending unit’s target hex may defend in such a hex. In any case, the owning player must choose and announce which land units are participatory. Nonetheless, any over-stacked land units are always liable to the same combat results as the otherwise legally-stacked land units.
Fighting Vichy units may not ever conduct any land combat attack at less than a 1-1 combat odds ratio.
[5.16] Land Combat Die Roll Modifiers
After declaring each land combat attack, but before rolling the die, the players must ascertain all applicable land combat die roll modifiers, noted as follows:
NOTE: All land combat die roll modifiers are cumulative.
Finnish Combat Bonus
During the first Winter after a Soviet invasion of Finland (i.e., a physical invasion of any Finnish hex), any Finnish land combat attacks against Soviet land units (within Finland) are entitled to a +2 land combat die roll bonus. Conversely, any Soviet land combat attacks against Finnish units (within Finland) during the first Winter after a Soviet invasion of Finland must suffer a -1 land combat die roll penalty. Both modifiers automatically end after the first Winter in which the Soviet Union invades Finland. Air Superiority Bonus/Penalty If any unrivaled friendly air unit(s) currently occupy the airspace over a land combat hex (after all air combat, if any, has been resolved), the friendly land unit(s) are entitled to a land combat die roll modifier. If attacking (with unrivaled air superiority), the land attack is entitled to a +1 land combat die roll bonus. However, if defending (with unrivaled air superiority), the land attack must suffer a -1 land combat die roll penalty. If rival friendly and enemy air units occupy the same airspace over the same land combat hex (after all air combat, if any, has been resolved therein), then no air superiority modifier may be applied to that land combat attack.
NOTE: Air superiority is only applicable if the collective unrivaled friendly air unit(s’) combat strength (in the target hex) totals at least 2 combat strength points (e.g., a single 1-5/0 Naval-Air unit cannot - by itself - imbue air superiority).
Blitzkrieg Bonus
If the Blitzkrieg Bonus is in effect (see [10.2]), any German land combat attacks are entitled to a +2 land combat die roll bonus during the first Blitzkrieg monthly game-turn, and then a +1 land combat die roll bonus during the second consecutive Blitzkrieg monthly game-turn.
NOTE: The Blitzkrieg Bonus only applies during one monthly game-turn (a +2) against any US combat land units, and is not applicable to any UK combat land unit(s) unless the UK land unit(s) are presently stacked with at least one US combat land unit during that one monthly game-turn (in which case the co-stacked UK combat land unit or units are liable to the same land combat result).
Soviet City Penalty
Any land combat attacks against any Soviet combat land unit(s) presently in any Soviet home city (i.e., within the Soviet Union) must suffer a -1 land combat die roll penalty.
Mud Weather Penalty
Any land combat attacks against defending target hexes during Mud weather conditions (where Mud is in effect; see [1.3] and [1.4]) must suffer a -1 land combat die roll penalty.
Concentric Attack Bonus
Any land combat attacks from at least two diametrically opposite land hexes (i.e., from at least two opposite sides) upon the same target hex (during the same land combat attack) are entitled to a +1 land combat die roll bonus, unless either of the opposite sides of a Concentric Attack is attacking across a Permanent Fortification hexside. Dual Amphibious Assaults upon opposite sides of an island or a peninsula is not considered a Concentric Attack.
NOTE: Fortifications, unaccompanied Generals, non-land units, non-attacking land units and/or ZOCs do not - in and of themselves - ever qualify when determining attacks from diametrically opposite hexes.
Mountain Terrain Penalty
Any land combat attacks against any enemy combat land unit(s) presently in any mountain hex must suffer a -1 land combat die roll penalty.
EXCEPTION: Mountain units (or any land combat attacks involving at least one mountain unit) are never subject to the aforementioned penalty.
Paradrop Bonus
If a paratrooper unit successfully conducts a Paradrop into a target combat hex (if the paratrooper unit did not become depleted as a result of the drop) just prior to a conjunctive land combat attack, that land combat attack is entitled to a +1 land combat die roll bonus. A paratrooper unit that conducts an attack alone (as a Paradrop) is also entitled to a +1 land combat die roll bonus normally (if the lone paratrooper unit did not become depleted as a result of the drop).
Strait Penalty
Any land combat attacks against any enemy land unit(s) across a strait (except in Denmark), must suffer a -1 land combat die roll penalty, even during Winter monthly game-turns. This modifier applies in addition to the normal halving effect for land combat attacks across a strait (see [5.14]).
1944 German/Soviet Armor Bonus Beginning in 1944 (i.e., as of the January monthly game-turn, and until the end of the war), all German and Soviet armor units (not mechanized units) receive a +1 land combat die roll bonus during any land combat attacks in any clear terrain hex. Any such attack, however, must consist of at least 50% armor combat strength points to be eligible for this land combat die roll bonus. Conversely, any enemy land combat attack against a hex consisting of at least 50% German or Soviet armor units must suffer a -1 land combat die roll penalty (beginning in 1944). If sufficient German or Soviet armor units (if consisting at least 50% armor combat strength points) attack Soviet or German armor units, respectively (if consisting at least 50% armor combat strength points), the opposing modifiers thus cancel out.
NOTE: Mechanized units are not considered “armor” for purposes of this rule.
Soviet Winter Bonus
If the Soviet Winter Bonus is in effect (see [10.23]), any Soviet land combat attacks within the Soviet Union proper are entitled to a +1 land combat die roll bonus during the first consecutive Winter monthly game-turns after Germany is at war with the Soviet Union.
Italian Apathy Penalty
All Italian land combat attacks against any enemy land unit(s) must suffer a -1 land combat die roll penalty (if involving any Italian combat land unit). Conversely, any enemy land combat attacks against Italian combat land units are entitled to a +1 land combat die roll bonus. An unoccupied Italian fort or an unoccupied Italian coastal hex, however, is never subject to the Italian Apathy Penalty.
NOTE: Italy may abrogate the Italian Apathy Penalty (permanently) if Italy autonomously conquers Greece (i.e., without German or Axis minor partner military assistance, cooperation or participation). If any non-Italian Axis unit enters and/or overflies any Greek mainland or island hex (even if currently controlled by Italy), or contributes Ground Support and/or Naval Bombardment for any Italian units in any Greek hex (before Greece is conquered), the Italian Apathy Penalty cannot, therefore, ever be abrogated. If, however, Italy can conquer Greece (without any German or other Axis minor partner military assistance, cooperation or participation), the Italian Apathy Penalty is then nullified and never reinstated.
EXCEPTION: Any Italian combat land unit(s) stacked with General “Rommel” and at least one German combat land unit, and/or presently within the command radius of the German “AFRIKA” HQ (regardless of the HQ’s or Italian combat land unit’s location) are thus exempt from the Italian Apathy Penalty.
Supply Status Penalty/Bonus
If any land combat attack includes any out-of-supply land unit(s) - even if not actually “marked” as out-of-supply - the land combat attack must suffer a -2 land combat die roll penalty. Conversely, any land combat attack against any out-of-supply land unit(s) - even if not actually “marked” as out-of-supply - is entitled to a +1 land combat die roll bonus. If a defending hex includes some land unit(s) that are out-of-supply, but others that are not, the defending player may choose (before the combat die roll) to exclude all of the out-of-supply units from that land combat, and thereby avoid the out-of-supply die roll modifier. However, any land unit(s) excluded from land combat cannot contribute any combat strength points to that land combat. If any out-of-supply land unit(s) are included in any land combat, the out-of-supply die roll modifier then applies normally.
NOTE: A functional Permanent Fortification always automatically provides supply for one land unit (only) in its hex. Thus, if a Permanent Fortification hex itself is out-of-supply, one land unit (of the owning player’s choice) in that hex is considered to be supplied.
Amphibious Assault Penalty
Any land unit(s) that are performing an Amphibious Assault land combat attack upon an enemy’s coastal hex (even if not occupied) must suffer a -3 land combat die roll penalty (-4, if an Axis or a Soviet Amphibious Assault). An assaulting player may abrogate the Amphibious Assault penalty if the Amphibious Assault is coordinated with a normal land combat attack upon the same target coastal hex (from any connecting land hex or hexes). The coordinating land combat attack, however, must consist of at least 50% of the total land combat strength points attacking the target coastal hex (i.e., where the Amphibious Assault is occurring). In such a case, the Amphibious Assault penalty is nullified (and the attack is not considered an Amphibious Assault for re-roll purposes).
NOTE: If a coordinated land combat attack originates from across a river, the attacking, coordinating land unit(s) are halved normally, and thus is only counted as half when determining the ratio of amphibious-to-over-land land units.
[5.17] Armor Reaction Attack
Whenever - during an Offensive - any land unit(s) completely vacate a hex that is within any armor and/or mechanized unit’s (or stack’s) ZOC (i.e., any armor and/or mechanized unit with a circled movement rating), that enemy armor and/or mechanized unit (or stack) is eligible to conduct an Armor Reaction Attack before the vacating land unit(s) actually exit that hex. Any number of eligible enemy armor and/or mechanized units (and any accompanying Generals, if any) may participate in an Armor Reaction Attack (if within stacking limits), even if from different hexes, provided that each participating armor and/or mechanized unit is adjacent to the vacating unit(s), and also projects a ZOC into the exited hex. An Armor Reaction attack does not require the expenditure of an Offensive.
Armor and/or mechanized units may conduct an Armor Reaction Attack regardless of their own Activation status (if otherwise eligible to do so). Moreover, an Armor Reaction Attack has no effect upon any armor and/or mechanized unit(s’) pending Activation status(es), one way or the other. In addition, any land unit(s) that completely vacate a susceptible hex may be subject to a Armor Reaction Attack normally, even if vacating the susceptible hex during an Advance After Combat, Breakthrough, Exploitation and/or Secondary Advance (or normal movement).
Terrain, weather and all supply considerations do apply normally, although air units and/or naval units may not participate in any Armor Reaction Attack, nor may any Armor Reaction Attack involve any Paradrop.
No Armor Reaction Attack is ever permitted if the vacating unit(s) leave at least one land unit behind (except lone HQs or Generals) in the exit hex. Furthermore, retreating units are never subject to any Armor Reaction Attack. As implied above, Armor Reaction Attacks are never permitted during the Movement Phase.
NOTE: French and Soviet armor and/or mechanized units are not eligible to conduct any Armor Reaction Attack during any Blitzkrieg Turn (see [10.2]).
The combat result of any Armor Reaction Attack is always implemented immediately. If an Armor Reaction Attack combat result is a DE, or causes a retreat (whether voluntarily or not), the attacking armor and/or mechanized unit(s) may then Advance After Combat normally (i.e., into the adjacent vacated hex).
[5.18] Land Combat Effects
After rolling each land combat attack die, and then consulting the Combat Results Table (printed on the map) the indicated land combat attack effects must be implemented as follows (see below):
Land Combat Results
In all cases, the defending player is always required to implement his applicable combat result effects first. All land combat results are only ever applicable to land units.
AE = All of the attacking units are eliminated (i.e., removed from the map).
3/- = The attacker loses (i.e., must eliminate) three land steps / The defender is unaffected.
2/- = The attacker loses (i.e., must eliminate) two land steps / The defender is unaffected.
1/- = The attacker loses (i.e., must eliminate) one land step / The defender is unaffected.
[-/1] = The attacker is unaffected / The defender loses (i.e., must eliminate) one land step, unless the defending hex contains a fortification symbol or chit (or is a Soviet home city hex; see [10.10]), in which case the attacker loses (i.e., must eliminate) one land step instead, but the defender is unaffected.
EXCEPTION: If the German Blitzkrieg Bonus is currently in effect, a German [-/1] land combat attack result upon any enemy fortification chit (or Soviet home city hex) is considered a normal -/1 result instead (i.e., a defender step loss). This Blitzkrieg exception does not apply if the land combat attack is across a Permanent Fortification hexside, however.
-/2 = The attacker is unaffected / The defender loses (i.e., must eliminate) two land steps. If this combat result eliminated at
least 1/2 (i.e., half) of the total defending land unit steps in the combat target hex, the defender is subject to a Retreat Check (see below).
-/3 = The attacker is unaffected / The defender loses (i.e., must eliminate) three land steps. If this combat result eliminated at
least 1/2 (i.e., half) of the total defending land unit steps in the combat target hex, the defender is subject to a Retreat Check (see below).
DE = All of the defending units are eliminated (i.e., removed from the map).
Implementing Step Losses
A step loss is implemented by flipping any one full-strength land unit (that engaged in the cognate combat), or by eliminating one depleted land unit (that engaged in the cognate combat). Paratrooper units, however, regardless of their size, must be eliminated completely if they suffer a step loss (or are selected as a step loss). Multiple step losses are implemented the same way. As such, players may choose to implement multiple step losses among any of the participating land units in any factorable, binary combination (e.g., a player that suffers three step losses may opt to eliminate one full land unit and deplete another, or deplete three full land units, assuming - in the latter case - at least three land units participated in that combat engagement).
NOTE: Players may not voluntarily eliminate more steps than is required by any particular land combat result. Land units that are eliminated are returned to the owning player’s force pool (including minor partner ally land units), unless noted as (cbr) in the force pool (i.e., cannot be rebuilt). Some infantry units that became eliminated within their home nation’s borders are eligible to be placed into the Replenishment Box instead, and are thus eligible for Replenishment (see [7.14]). Retreat Checks On any Combat Results Table result with a “ ” (dot) symbol (if the combat result eliminated at least 1/2 of the total defending land unit steps), the defender must check for a possible retreat from that combat target hex. In such a case, the defender must roll one die (8-sided) immediately following that combat result die roll. If the defender rolls a number that is equal-to or greater-than the attacker’s net land combat die roll attack result (i.e., the combat result that caused the retreat check), the defender must then immediately retreat (i.e., move) all defending (i.e., surviving) land units (in the target combat hex) one hex (closer* to a friendly supply source) into any legally accessible adjacent land hex that is not occupied by any enemy chit (although the retreating unit or units can force a lone enemy HQ to be “bumped”; see [5.2]). All retreats are mandatory, even if detrimental. No units may ever retreat more than one hex, however, regardless of any other present circumstances.
*When any land unit(s) are retreating closer toward a friendly supply source, the defending player may designate any legitimate supply source as compliant per this stipulation (i.e., even if it is not necessarily the “closest” friendly supply source) unless the retreating land unit(s) are currently out-of-supply at the moment of the required retreat (even if not marked with an “Out-of-Supply” chit). Any retreating land unit(s) that are currently out-of-supply must always retreat toward the “closest” supply source possible.
EXAMPLE: An attacker result of “6” on the 2-1 odds column is a “-/2 ” result, which requires the defender to lose two steps and check for a possible retreat (if there were not more than four - that is, more than 1/2 - land steps in the target combat hex). Thus, the defender must roll an 8-sided die. If the defender also rolls a “6” (or greater), the defender must then retreat all remaining land units in the target combat hex one hex away (toward a friendly supply source), even if the retreat would be detrimental to the retreating (or any other) unit(s).
Land units may never retreat into any uninhibited enemy ZOC, even if contested. Retreating land units may retreat into an enemy ZOC if the hex is occupied by any other friendly land unit(s) or a friendly fortification (i.e., an inhibited enemy ZOC hex). Retreating unit(s) may not retreat into or across any hex that is otherwise prohibited to land movement (although mountain units may retreat across mountain-impassable hexsides).
Retreating unit(s) may retreat into an unoccupied enemy-owned hex (if not within any enemy unit’s uninhibited ZOC), although any such hex is not then considered friendly to the retreating (or compatriot) unit(s). If the retreating unit(s) remain in the hex unto the beginning of the next monthly game-turn, however, such a hex will - then - become controlled by the retreating unit(s), and considered friendly to them (and any compatriot units).
A stack of multiple retreating units may be split up and retreated in different directions, if desired, provided that each retreat hex is closer to a friendly supply source than the combat hex (and, of course, an eligible retreat hex, as explained above).
NOTE: If possible, retreating unit(s) must always choose to retreat without over-stacking (if any other valid retreat hexes exist). If no other valid retreat hex(es) exist, retreating unit(s) may temporarily* over-stack with other non-retreating land units in a (if eligible) retreat hex. In such a case, the owning player may not subsequently attack and/or defend with any units in excess of the legal stacking limits, however. Any retreating land unit(s) that are currently out-of-supply, though, must always prioritize a retreat path that is closer to a friendly supply source - even if such a hex would become over- stacked - rather than a hex that would not be over-stacked, but is further from a supply source.
*Until the end of the Movement Phase.
If any retreating unit(s) retreat into a hex with any other friendly land unit(s), the retreating unit(s) may not contribute combat strength to the defense of that same hex if that hex is attacked during the same Step - in which the retreating unit(s) retreated - nor may any retreating unit(s) be eliminated or depleted to comply with any enemy’s combat result upon that same hex. However, if an enemy’s combat result causes more step losses than actually exist in that same combat hex (notwithstanding the retreated units), then enough of those retreated unit(s) must be expended to settle any excess step losses. Furthermore, any DE result upon a hex with any retreated land units always eliminates all of the units in that same combat hex (i.e., including those that had retreated therein).
Retreated units are not applicable when determining if “1/2” of the units in a combat hex have been eliminated (subjecting such units to a Retreat Check, if such is the case). Retreated units are, however, subject to any additional retreat result upon their hex, and must retreat again if the other unit(s) therein are required to subsequently do so.
Voluntarily Retreat
If at least 1/2 of the land steps in a combat hex are eliminated (requiring a Retreat Result), the owning player may then voluntarily retreat all of the surviving land units, even if not required to do so. In such a case, however, the owning player must retreat every unit therein. A player may not voluntarily retreat only some units, but not others. Until 1944, German land units may not voluntarily retreat, if optional rule [11.8] is in effect.
[5.19] Advance After Combat
If a land combat result causes all of the defending units to be eliminated or retreated (i.e., vacating the hex), the attacking land unit(s) are then eligible to Advance After Combat. Only as many units as may be legally stacked in the target combat hex may be advanced therein after combat, although the attacking player may choose any land unit(s) - of those that had participated in the attack - to Advance After Combat. Accordingly, a player may choose to advance some land units (of those that attacked), and not others, if he prefers. However, a player is never required to Advance After Combat. A land unit that is eligible to Advance After Combat may never advance into any other hex, however (i.e., other than the hex it attacked).
Advance After Combat Attrition
If the land combat die roll is a -/1, -/2 or -/3 result (and if that result eliminated or forcibly retreated all of the enemy land units in that target combat hex), the attacking player - if choosing to Advance After Combat - must eliminate one friendly land unit step* (from among those that participated in the attack), regardless of how many of the attacking land units actually Advance After Combat. However, the attacking player may simply decline to Advance After Combat altogether (and thereby avoiding the required step loss). In that case, none of the attacking units may Advance After Combat during that monthly game-turn.
*Of the attacking player’s choice, provided that the step to be eliminated had participated in that land combat attack.
NOTE: If a paratrooper unit has participated in a land combat attack (if the land combat die roll is a -/1, -/2 or -/3 result, and if that result eliminated or forcibly retreated all of the enemy land units in that target combat hex), the attacking player may opt to eliminate (but not merely deplete) the paratrooper unit to comply with the requisite land unit step loss (to Advance After Combat). However, if the attacker declines to Advance After Combat - after an attack involving any paratrooper unit(s) - a paratrooper unit must still be eliminated nonetheless (it must be depleted normally after the paradrop per [4.24], and then depleted again to comply with the requisite land unit step loss to Advance After Combat in such a case). Of course, the attacking player may elect to deplete another of the participating land unit steps (i.e., other than the paratrooper unit) to avoid eliminating the paratrooper unit (in which case the paratrooper unit occupies the target combat hex normally, albeit depleted normally).
If the land combat die roll is a DE result, the attacking land unit(s) are never required to eliminate any land unit step to Advance After Combat.
When any land unit(s) Advance After Combat, the advancing land unit(s) then automatically capture any installation(s) in the target hex (although any fort is automatically eliminated when captured).
If an Amphibious Assault eliminates or forcibly retreats all of the defending enemy land units in the assault hex, the assaulting land unit(s) may then occupy the assault hex as a normal Advance After Combat, and capture any installation(s) in that hex (although any fort is automatically eliminated when captured). If the combat result is a [-/1] (if not against a fortified hex; see [5.18]), a -/2 or a -/3 result, the assaulting land unit(s) must eliminate one land unit step upon their occupation of the targeted assault hex, even if the assault hex was defended by an Intrinsic Garrison. However, If the combat result is a DE result, the assaulting land unit(s) are simply landed in the targeted assault hex, and no mandatory step loss is incurred.
Unoccupied enemy control of a hex or enemy ZOC therein has no effect upon any Advance After Combat. Immediately after any Advance After Combat, however, enemy ZOC (if any) is projected into the combat hex normally.
Defending units never Advance After Combat.
Secondary Advance (After Combat)
Any friendly land unit(s) that did not participate in a particular attack (but were Activated for the current Offensive nonetheless) are eligible to conduct a Secondary Advance (after combat). Any such land unit(s) may simply move into the hex(es) exited by the initial advancing land units (within the legal stacking limits in each such hex). Furthermore, any other friendly land unit(s) that did not participate in the preceding attack (but were also Activated for the current Offensive) are likewise eligible to advance into the hex(es) exited by the first Secondary Advance, and so forth, until all of the Activated unit’s movement is completed. A Secondary Advance may also be conducted during the Exploitation Step, but not during the Breakthrough Step. Moreover, any eligible land unit(s) may conduct a Secondary Advance during the Combat and Exploitation Step (if Activated as part of the same Offensive), provided that the land unit(s) possess enough movement to enter each hex.
Unlike Advance After Combat, a Secondary Advance is subject to the normal enemy ZOC effects, inasmuch as a lone land unit currently within an enemy ZOC may not conduct a Secondary Advance. However, a stack of land units may conduct a Secondary Advance, although - to do so - the stack must leave at least one land unit behind in any hex it advances from. Per compliance thereto, any secondary advancing land unit(s) may then be moved from an enemy ZOC to an enemy ZOC, even if inhibited. A Secondary Advance may also be employed following any successful Armor Reaction Attack(s).
[5.20] Eliminating Generals
Generals are only affected during an enemy attack that eliminates every land unit in the General’s same hex (i.e., stacked with the General chit). If every land unit stacked with a General is eliminated (as a result of a combat elimination, but not due to an elimination as a result of being out-of-supply), the defending player must then immediately roll one die (6-sided): On a die roll of 1- 2, the General is eliminated (permanently) and removed from the game. The following Generals, however, are subject to a die roll modifier when checking for their elimination:
+1 : General Zhukov - 2 : General Kluge - 2 : General Vlasov - 2 : General Graziani - 1 : General Model - 1 : General Paulus Nonetheless, on a net die roll of 3-6, the subject General is removed from the map and returned to the force pool. Then, that General is eligible to arrive in play again as of the following Seasonal Turn normally (during the Construction Phase). A lone General cannot be attacked, and thus is never subject to a combat elimination. However, If any enemy land unit enters a lone General’s hex, the General chit is simply removed from the map and returned to its force pool.
[5.21] Armor Breakthroughs
Armor Breakthroughs occur before the Combat and Exploitation Steps of the Offensive Phase, which - if successful - may allow other land units to follow-up each Armor Breakthrough attack (presumably to capitalize upon a breach in the enemy’s present positions). All Armor Breakthrough Movement and/or attacks must occur during the Breakthrough Step of the Offensive Phase. As implied, only armor (and/or mechanized) units are eligible to conduct any Armor Breakthrough (although paratrooper units may participate as an affiliated Paradrop). A General that is stacked with an armor (and/or mechanized) unit or stack may contribute its combat and exploitation capability during the Breakthrough Step normally. Only armor and/or mechanized units with a circled printed movement rating are ever eligible to perform Armor Breakthroughs.
NOTE: Depleted Italian armor and mechanized units may not perform Armor Breakthroughs. As such, Italian armor and mechanized unit’s movement ratings are not circled on the depleted side.
When performing an Armor Breakthrough, only a single stack of armor and/or mechanized units may do so (i.e., multiple stacks of armor and/or mechanized units in different hexes may not coordinate to attack the same hex as an Armor Breakthrough). Furthermore, the armor and/or mechanized stack must begin the Step stacked together (and must remain stacked together until the Armor Breakthrough attack is resolved).
All standard terrain movement costs apply normally, although Armor Breakthrough attacks are never permitted into any Marsh hex. Activation An armor and/or mechanized stack may be Activated as a Stack Activation to conduct an Armor Breakthrough attack (i.e., at a cost of one Offensive normally).
Multiple armor and/or mechanized stacks may also be Activated via an HQ Activation to conduct multiple individual Armor Breakthrough attacks (at a cost of one Offensive to Activate the HQ). As such, the HQ may Activate as many eligible armor and/or mechanized stacks as equal to the HQ’s command rating (i.e., an HQ with an command rating of “2” may Activate up to two armor and/or mechanized stacks to conduct two individual Armor Breakthrough attacks).
NOTE: Multiple armor and/or mechanized units within the same hex may be Activated separately (to perform separate Armor Breakthrough attacks), provided that each Armor Breakthrough attack is Activated and resolved upon a different target hex.
If multiple armor and/or mechanized stacks are Activated to conduct separate Armor Breakthrough attacks (during the same Breakthrough Step), each Armor Breakthrough attack and all associated movement must be resolved completely and concluded sequentially, before beginning the next pending Armor Breakthrough. In all cases, separate Armor Breakthrough attacks cannot be directed against the same target hex during the same Breakthrough Step.
Pre-Attack Armor Breakthrough Movement
Prior to an Armor Breakthrough attack, an armor and/or mechanized stack may move up to 2 hexes (but never more), or 1 hex if moving from enemy ZOC to enemy ZOC. A General, if present, is irrelevant in this regard, but may accompany the move normally. The armor and/or mechanized stack may temporarily over-stack, if necessary (because stacking limits are not enforced until the end of the current Step), although only as many armor and/or mechanized units as may legally stack in the attacking armor and/or mechanized units’ hex may attack from that attacking hex.
Armor Breakthrough Attacks
After performing Pre-Attack Armor Breakthrough Movement (if any), the armor and/or mechanized stack then conducts the Armor Breakthrough attack (although Pre-Attack Armor Breakthrough movement is not a requisite to conduct an Armor Breakthrough Attack). The attacking player may also attempt a Paradrop into the target combat hex at this time (see [4.1])*. Both the attacker and the defender then contribute Ground Support and/or Naval Bombardment (if allowable) per the normal rules, resolving all interceptions and combat normally.
*If an Armor Breakthrough attack results in an attacker step loss (either due to a failed Armor Breakthrough attack, or as an Advance After Combat Attrition, after a “ ” result), an extant participating paratrooper unit (i.e., after the Paradrop) may be eliminated (not merely depleted) to fulfill one required step loss.
If the Armor Breakthrough attack is successful, the armor and/or mechanized stack may then Advance After Combat normally, and is then eligible to conduct Armor Breakthrough Movement.
Armor Breakthrough Movement
Immediately after a successful Armor Breakthrough attack (whether the armor and/or mechanized stack Advances After Combat or not), the armor and/or mechanized stack is entitled to perform Armor Breakthrough Movement. If no General* is stacked with the armor and/or mechanized stack, the stack may then move 1 hex (regardless of ZOC, in this case). If, however, a friendly General is stacked with the armor and/or mechanized stack, the stack may then move up to the extent of that General’s printed exploitation rating (per the normal movement, supply and weather rules). After Armor Breakthrough Movement, flip the participating General (if any) to its reverse side, indicating that the General cannot contribute any additional movement to the armor and/or mechanized stack during that monthly game-turn. The armor and/or mechanized stack is then marked with an “Active” chit normally.
*Or if General Graziani is stacked with an eligible Axis armor and/or mechanized stack.
NOTE: A moving armor and/or mechanized stack may split up as it moves (within the aforementioned movement limits), even if any particular armor and/or mechanized unit does not actually remain with the actuating General chit (if any). Repeated Armor Breakthrough Attacks If any Breakthrough attack fails to extirpates the target hex (or if the Armor Breakthrough attack is canceled prior to the attack die roll), the surviving armor and/or mechanized unit(s) must repeat the attack again during the Combat Step. Because the repeated attack is occurring during the Combat Step (of the Offensive Phase), other friendly units are eligible to participate in that repeated attack. If a separate attack (by other friendly land units) extirpates that targeted hex before the repeated attack, the surviving armor and/or mechanized unit(s) are then marked with an “Active” chit normally.
Armor Breakthrough Restrictions
An armor and/or mechanized stack that begins the Offensive Phase in a hex that is affected by Mud weather condition cannot conduct a Breakthrough attack. Additionally, a hex affected by Mud weather condition cannot be attacked or entered as a Breakthrough.
An armor and/or mechanized stack that conducts an Armor Breakthrough attack is not eligible to participate in the Exploitation Step of the same Offensive.
No unit may conduct a Secondary Advance after an Armor Breakthrough attack (i.e., during the Breakthrough Step). An armor and/or mechanized stack (that conducted an Armor Breakthrough) cannot move during the normal Land Movement Step. An armor and/or mechanized stack (that conducted a Breakthrough) may, however, conduct a normal land attack during the Combat Step (after which its movement is considered ended for the duration of that current monthly game-turn). If a paratrooper unit participates in a failed Armor Breakthrough attack (i.e., an attack that fails to extirpate the target hex), the paratrooper unit is automatically eliminated. If a paratrooper unit participates in a successful Armor Breakthrough attack (assuming it survives), the paratrooper unit must remain in the target hex (as Activated). It may defend normally (and retreat, if necessary), although it may not move or attack for the duration of the current monthly game-turn.
After concluding the Breakthrough Step of a Land Offensive, any participating General(s) are then flipped to their reverse (ineligible to exploit) sides, regardless of their contribution (or lack thereof) to any Armor Breakthrough.
[5.22] Armor Exploitations
Activated armor and/or mechanized units (with a General) may conduct normal movement and land attacks during the Land Movement Step and the Combat Step of the Offensive Phase, and then Exploitation Movement and/or attacks during the ensuing Exploitation Step. Only armor and/or mechanized units with a circled printed movement rating (with a General) are ever eligible to perform Exploitation Movement and/or attacks.
NOTE: Depleted Italian armor and mechanized units may not perform Exploitation Movement or attacks. As such, their movement ratings are not circled on the depleted side of their chits.
Exploitation Eligibility
During the Exploitation Step of the Offensive Phase (after the Combat Step), any Activated armor and/or mechanized unit(s) with a General may perform Exploitation Movement if all of the following conditions apply:
If there are no adverse weather conditions (W or M) in the hex occupied by the armor and/or mechanized unit and General. If the Activated armor and/or mechanized unit(s) conducted a normal land attack, and successfully vacated the target hex, or conducted no attack(s), but remain in supply after normal movement during the Land Movement Step.
If the armor and/or mechanized unit(s) did not participate during the Breakthrough Step.
If the armor and/or mechanized unit(s) and General began the Exploitation Step stacked together (though they need not have necessarily been stacked together before then).
Exploitation Movement
When beginning Exploitation Movement, all eligible armor and/or mechanized units (stacked with a General) may move up to the extent of the General’s printed exploitation rating*. As with Armor Breakthrough Movement, a moving stack of multiple armor and/or mechanized units may split up as it moves (within the aforementioned movement limits), even if any particular armor and/or mechanized unit does not actually remain with the actuating General chit (if any). All MP costs and movement restrictions apply normally to Exploitation Movement, except as noted below:
*A General’s exploitation rating always supersedes the printed movement rating of any armor and/or mechanized unit(s) it is stacked with (during Exploitation Movement only; this supersedence does not apply during the Breakthrough Step).
NOTE: Any armor and/or mechanized unit(s) that begin their Exploitation Movement as supplied are considered to be in supply for the duration of their movement (and any subsequent Exploitation attacks that they conduct). Supply considerations are only applicable to any participating armor and/or mechanized unit(s) at the beginning of that Offensive and at the end of the current Exploitation Step (see [7.10]).
Exploitation Attacks
After conducting all Exploitation Movement (unlike Armor Breakthroughs, which are resolved sequentially), the exploiting armor and/or mechanized unit(s) may then conduct Exploitation attack(s), if adjacent to an eligible target hex (although Exploitation movement is not a requisite to conduct an Exploitation attack). Each armor and/or mechanized stack may attack a different target hex, or, several armor and/or mechanized stacks may collectively attack the same target hex, if desired. Exploitation attacks are conducted and resolved like normal land combat attacks (which may include participating paratrooper units as an affiliated Paradrop), although Exploitation attacks are not required to be within the command radius of any activating Command Agent. Both the attacker and the defender then contribute Ground Support and/or Naval Bombardment (if available) per the normal rules, resolving all interceptions and combat normally.
NOTE: Any air unit(s) that supported an armor and/or mechanized attack during the Armor Breakthrough Step and/or the Combat Step are also eligible to support an Exploitation attack (see [4.1]).
After resolving each Exploitation attack, the successfully attacking armor and/or mechanized unit(s) may then Advance After Combat normally. Unlike during Breakthroughs, any land unit(s) (if not Activated during a previously Offensive) may conduct a Secondary Advance normally as well (see [5.19]).
Any Exploiting armor and/or mechanized unit(s) may be commanded by any other simultaneously Activated HQ (if within that HQ’s command radius), even if that activated HQ (during the Exploitation Step) is not the original HQ that initiated the Activation of the armor and/or mechanized unit(s) during the previous Combat Step. All normal international cooperation restrictions apply normally, however (see [9.26]).
Exploitations Restrictions
Only armor and/or mechanized units (with a circled movement rating) may perform Exploitation Movement and/or attacks.
Only armor and/or mechanized units (with a circled movement rating) that were Activated during the previous Command Status Step or Land Movement Step may conduct any Exploitation Movement and/or attack(s) during the Exploitation Step. Multiple participating armor and/or mechanized units may only conduct as many Exploitation attacks as is normally permitted by the Command Agent that had initiated the original Activation(s). Multiple accompanying Generals may conduct additional Exploitation Movements, but they cannot conduct any attacks in excess of the original Activating Command Agent(s) normal attack limit (see [5.0]).
PART 6: MOVEMENT PHASE
During the Movement Phase of the current monthly game-turn, any land units that had not been Activated during the Offensive Phase (of the same monthly game-turn) are eligible to move during the current Movement Phase. Additionally, land and air units in a functioning port may be disembarked during the Movement Phase (subject to all normal disembarkation stipulations).
NOTE: No land units may cross a neutral border (i.e., as an invasion) during the Movement Phase.
[6.0] Moving Land Units
All normal land movement rules (as are applicable during the Offensive Phase) also apply during the Movement Phase, although only unactivated land units may be moved during the Movement Phase.
Unactivated land units may move up to the extent of their own printed movement during the Movement Phase. Such land units may occupy (and capture*) enemy-owned hexes (if unoccupied by enemy land units), although no land unit may ever conduct any land attack during the Movement Phase. Unactivated HQs and/or Generals may be moved pick-a-back with any land unit(s) they are stacked with, or they may move alone (with an assumed movement rating of “5”). A General’s own Exploitation Rating is irrelevant in this regard. Lone HQs and lone Generals, however, may never move into any uninhibited enemy ZOC (even if contested).
*Generals and HQs cannot capture any enemy hex(es).
All terrain effects and weather effects (as determined during the Weather Phase) apply normally during the Movement Phase, although terrain and weather effects are never applicable to any moving General’s and/or HQ’s inherent movement rating. All ZOC effects apply normally during the Movement Phase.
NOTE: Any land unit is always eligible to move at least one adjacent land hex (if otherwise eligible), even if the current weather and the terrain in the intended land hex require more MPs (to enter) than the adjacent land unit(s) possess.
Combining Land Units
Depleted land units (of the exact same type) can be combined to form full-strength land units. Because land units exist as either one or two steps, two familial one-step land units (in the same hex) can be combined to form one two-step (i.e., full-strength) unit of the same type. A combination of two depleted land units does not require any movement point expenditure, but may only occur during the Movement Phase.
[6.1] Rail Movement
Any nation or colony with a map-printed RAIL CAP value (and map-printed rail line hexes) is allotted a specific Rail Capacity, which indicates the number of friendly unactivated land units that may be moved (via rail) from and/or into that nation or colony location via that Rail Capacity during the Movement Phase of each monthly game-turn (irrespective of terrain or the railed land unit’s printed movement rating).
Eligible Units
Any unactivated land unit chit (including HQs and/or Generals) - regardless of its type, strength or size - may be moved by rail via the available Rail Capacity of an eligible nation or colony location. Each Rail Capacity point may be used to rail one land unit chit (whether a one or a two step land unit), although HQs and Generals stacked with any railed unit may ride pick-a-back freely.
NOTE: A land unit that is debarked during the Movement Phase is eligible to be railed normally after debarkation (assuming the debarkation location is accessible to a rail line and Rail Capacity, unless that unit’s location is obstructed by enemy ZOC upon its debarkation.
Rail Capacity
During the Rail Movement Step of the Movement Phase, the moving player may rail any land unit(s) from (i.e., from within) and/or to (i.e., into) a friendly-controlled nation or colony with existing Rail Capacity (and accessible rail line hexes). As such, the moving player must specify what unit(s) are being moved via rail, and what friendly-controlled nation’s or colony’s Rail Capacity is to be utilized. That friendly-controlled nation or colony must be either the origin or the destination of the unit(s) to be railed. The moving player may not utilize the Rail Capacity of any nation or colony wherein the railing unit(s) are merely railing through. Any unit(s) to be railed from a particular nation or colony may rail along any path or route of contiguous rail line hexes to any other friendly-controlled rail line hex(es) on the map (not in an enemy land unit’s uninhibited ZOC). Conversely, any unit(s) to be railed to a particular nation or colony may rail along any path or route of contiguous rail line hexes from any friendly-controlled rail line hex(es) on the map. In either case, the path of rail movement may be of any length; there is no maximum or minimum movement requirement for any unit(s) moving by rail (e.g., a unit may rail entirely within the nation wherein it began rail movement). Of course, a unit may not rail from, into or through any nation or colony without a Rail Capacity (whether a Rail Capacity is simply absent, or reduced to zero as a result of enemy bombing; see [2.6]).
A railing unit may rail through any other friendly nation or colony (barring other restrictions, such as obstructing enemy ZOC) via a path or route of contiguous rail line hexes, although rail movement through any particular friendly nation or colony does not ever utilize its Rail Capacity.
EXAMPLE: Germany’s Rail Capacity is “6”. Thus, the German player - utilizing the German Rail Capacity - may rail up to six Axis land units from or to (or within) Germany (or any combination thereof) via any accessible rail line hex(es) on the map (along any path or route of contiguous rail line hexes). As such, a German land unit in the Soviet Union could be railed to Germany via available German Rail Capacity, but not to France. However, a different German land unit within Germany itself could be railed to France via available German Rail Capacity (or via available German controlled French Rail Capacity). Or, a German land unit in the Soviet Union could be railed to France via German controlled French Rail Capacity, and so forth. A German land unit could not be railed from France to the Soviet Union via German Rail Capacity (because the utilized Rail Capacity must be from the origin or destination nation or colony).
NOTE: A nation or colony (and its present Rail Capacity) is considered to remain owned (and utilizable) by the current owning player until it is conquered or liberated by an enemy power.
Rail Movement Procedure
During the Rail Movement Step of the Movement Phase, the railing player may rail any unactivated eligible land unit (or stack) from a friendly rail line hex (that is not within enemy uninhibited ZOC) - via rail movement - to any other linked, friendly controlled rail line hex on the map (also not within enemy uninhibited ZOC). Furthermore, any unactivated eligible friendly land unit (or stack) that is not presently in a rail line hex may be moved (via normal land movement) to a friendly rail line hex (that is not within enemy uninhibited ZOC) and then “entrained” (costing one MP to do so). Any land units already in a rail line hex need not expend an MP to entrain, however, even if they had not used any rail movement during the previous monthly game-turn.
Once “entrained” (on a rail line hex), the railing player may simply move the entrained unit (or stack*) from its current rail line hex along a contiguous path or route of rail line hexes (following the course of the rail line itself) to a desired, friendly destination rail line hex. As it moves, a railing unit or stack may not “hop” non-connected rail lines in adjacent hexes, but must move from its origin hex along a linear path of any utilized rail lines to its destination hex. The path of the rail movement may be of any length; there is no maximum or minimum movement requirement for any unit (or stack) moving via rail.
*When railing a stack of multiple units, stacking limits only apply in the starting and ending rail line hexes. No land unit may ever rail through or into any neutral or enemy controlled, occupied or owned hex, even if the ZOC in such a hex is contested. A land unit may, however, rail into, out of or through any rail line hex that is presently occupied by another friendly land unit, even if within enemy Zone of Control.
Once in a destination rail line hex, no such railing land unit may be moved from that hex via normal movement for the duration of the current monthly game-turn. Railed land units need not be detrained, per se; they simply end their rail movement in the last rail line hex they enter.
Units previously transported via ATP or STP are eligible to move via rail during the same monthly game-turn, unless they had been Activated.
Rail Movement Restrictions
A land unit Activated during an Offensive during the preceding Offensive Phase cannot move by rail.
A land unit cannot move by rail if - at any time - it is within or enters an enemy land unit’s uninhibited Zone of Control (even if contested). This restriction is not applicable if another friendly land unit occupies (i.e., inhibits) the hex wherein the enemy’s ZOC extends.
A land unit moving by rail may enter friendly-controlled (or allied) hexes only.
A land unit is eligible for rail movement only if, at the instant it moves, it may trace an overland line of supply to a legal supply source.
Effects of Conquest upon Rail Movement
A conquered nation will retain an inherent Rail Capacity of 1 (useable by the conqueror), but never more (regardless of its pre- conquest Rail Capacity). For purposes of this rule, Occupied France and Vichy France are considered one nation (i.e., they have a Rail Capacity of 1 between them), unless Occupied France is liberated, or Vichy France is conquered. If Occupied France is liberated separately, or if Vichy France is conquered separately, then each is assumed to possess a Rail Capacity of 1. A conquered nation’s original Rail Capacity is not restored if the nation is subsequently liberated. It remains as 1 Rail Capacity. Domestic Rail Capacity Reduction (after an Invasion)
Any nation that loses its capital (assuming this does not result in a conquest) automatically losses 1 Rail Capacity, except in the case of the Soviet Union (see below). The lost Rail Capacity is regained if the capital is regained (but not if it is a liberation, which does not reconstitute lost Rail Capacity; see above).
Soviet Domestic Rail Capacity Reduction (after an Invasion)
The Soviet Union’s Rail Capacity is automatically reduced if certain Soviet cities are captured by the Axis. These cities and the rail points they imbue are noted on the map, and listed as follows:
Minsk (E 2330) = 1 Rail Value
Moscow (E 1924) = 2 Rail Value
Kazan (E 0465) = 1 Rail Value
If any Western Ally unit traces an overland line of supply within or through the Soviet Union (or any Soviet controlled territory), Soviet Rail Capacity (for that monthly game-turn) is reduced by one per each Western Ally chit doing so. Accordingly, the maximum number of Western Ally units that may trace a line of supply within or through the Soviet Union (or Soviet controlled territory) can never exceed the Soviet Union’s current Rail Capacity.
Axis Minor Partner Rail Deployment Restrictions
Axis minor partners are restricted as to their allowable rail deployments during the war, which applies to rail movement as well, listed as follows:
FINLAND = May rail into or out of the Soviet Union only.
RUMANIA = May rail into or out of Greece, Poland, Yugoslavia and/or the Soviet Union only. HUNGARY = May rail into or out of Germany, Poland and/or the Soviet Union only. BULGARIA = May rail into or out of Albania, Poland, Rumania (through only) and/or Yugoslavia only
Rail Movement to/from the Front Lines
An invading power may rail friendly land units in, out of, or through a nation that is not yet conquered if the invader controls each utilized rail line hex therein. Each utilized rail line hex must not be within uninhibited enemy ZOC, however (even if contested). German Rail Difficulties in the Soviet Union Regardless of the current available Axis Rail Capacity, the Axis player must roll one die (6-sided) per each monthly game-turn (following an Axis invasion of the Soviet Union) to determine the maximum number of Axis units that may be railed into (or out of) the Soviet Union (or Soviet controlled territory) during that same monthly game-turn. As such, the die roll result indicates the maximum Rail Capacity that may be utilized by the Axis. Of course, available Rail Capacity - if less - always supersedes the die roll. Additionally, during the Movement Phase (but prior to rail movement), the Axis player must also roll one die (6-sided) and then subtract 1 from the die roll per each Soviet partisan presently in the Soviet Union (behind the German defined Front), even if the partisan is not in a rail line hex. The Axis Rail Capacity in or out of the Soviet Union may never be reduced below 1 as a result of partisans, however. Nevertheless, Axis units may not rail through any rail line hex(es) presently occupied by any partisan chit(s). The German Rail Difficulties in the Soviet Union automatically ends as of the Summer Seasonal Turn of 1942, even if the Axis and the Soviet Union are not yet at war.
Soviet Foreign Rail Deployment Restrictions
The Soviet player may only rail a maximum of one land unit (during any monthly game-turn) beyond the original Soviet borders. However, this restriction is increased by one per each foreign nation wherein the Soviet Union controls at least one city with a rail line depiction (e.g., if the Soviet Union controls Lvov, Warsaw and Bucharest, the Soviet player would be permitted to rail up to three land units beyond the original Soviet borders; i.e., one allowable foreign rail deployment for Poland, one allowable foreign rail deployment for Rumania, plus the aforementioned inherent Soviet rail allowance).
Soviet Off-Map Rail Allowance
The Soviet player may rail any Soviet land unit(s) off map via hex E 1211, E 1411 and/or E 1811 (during any monthly game-turn), and thereby arrive (during the same monthly game-turn only) in either of the other two Soviet map-edge rail hexes (i.e., hex E 1211, E 1411 and/or E 1811), assuming that the rail hex to be entered is not presently occupied by any enemy land unit, nor is within any enemy land unit’s uninhibited ZOC (even if contested).
NOTE: The Soviet map-edge rail hex E 0818 is not a valid off-map rail hex for purposes of this rule.
Any Soviet land unit that rails off map, and then arrives in any other Soviet map-edge rail hex (i.e., hex E 1211, E 1411 and/or E 1811) must immediately end its rail movement there, and is not eligible to rail or move any further during the same monthly game- turn (i.e., a Soviet land unit that rails off map must end its movement upon re-entry onto the map). No unit may ever rail and remain off a game map.
Soviet Pacific Theater Rail Movement Allowance
If playing a Combined Game, any Soviet land unit(s) that rail to or from the Pacific Theater must exit and/or enter the European map via any of the Soviet map-edge rail hexes (i.e., hex E 0818, E 1211, E 1411 and/or E 1811). No Soviet units may rail to and from the Pacific Theater during the same monthly game-turn.
Swedish Rail Cooperation (with Germany)
In spite of Swedish neutrality (if Sweden is currently neutral), a single German land unit may rail* through Sweden proper (once per monthly game-turn) into any German controlled rail line hex(es) beyond Sweden. Swedish Rail Cooperation is automatically rescinded as of the August monthly game-turn of 1943, unless the UK or the Soviet Union is currently a German conquest. No German land unit may end its movement in a neutral Sweden without violating the neutrality of Sweden.
*In this special case (only) one German land unit may rail directly from the main continent into or from Copenhagen (W 4126) and then directly across to Malmo (W 4127), ignoring the sea hexes (in this one case only), and then through Sweden proper via normal rail movement. If a German unit ends its movement in any Swedish hex, it is considered a violation of Swedish neutrality (see [9.1]).
If a German land unit does violate Swedish neutrality in this way, it is considered an immediate declaration of war upon Sweden (assuming Sweden was not already an Axis minor partner). If a German land unit ends its movement in a neutral Sweden, Swedish units must be set-up according to the normal rules regarding minor-nation deployment (see [9.2]). Of course, no Swedish unit may be set up in the same hex as the German unit, although any Swedish unit(s) may be set up directly adjacent to the German unit (i.e., within that particular German unit’s Zone of Control).
United States’ Rail Deployment
Any one US land unit in the United States Box may be railed to the Panama hex (or vice versa) per each monthly game-turn. This allowance may also apply to the United States Box in the Pacific Theater, if playing a Combined Game. In either case, no more than one US land unit may be railed to or from the Panama hex per monthly game-turn.
United States’ Lend-Lease Trains to the Soviet Union too
If the US has sent at least 15 lend-lease EPs to the Soviet Union during any Seasonal Turn (after the US is at war with the Axis), the Soviet player is then eligible to expend 15 (of the lend-lease) EPs to automatically increase the inherent Soviet Rail Capacity (to a maximum of) +1 Rail Capacity value (i.e., cumulative with the current Soviet Rail Capacity) for one season (i.e., for the duration of the ensuing three monthly game-turns only). The Soviet player may opt to expend lend-lease EPs to increase the Soviet Rail Capacity during any Seasonal Turn that the Soviet Union receives at least 15 lend-lease EPs from the US. The additional Soviet Rail Capacity is therefore considered a normal Rail Capacity value in all respects. The Soviet Union may never accrue more than +1 Rail Capacity during any Seasonal Turn, regardless of the quantity of US lend-lease sent.
PART 7: SUPPLY AND REPLENISHMENT
Supply
All units in the game must be sustained by supply while moving and/or the moment of combat to avoid adverse consequences during play. Furthermore, the supply status of all units in the game must be “audited” during the Supply Step of the End Phase. Replenishment During the Replenishment Step of the End Phase, some eliminated infantry units (if any) will be eligible to become automatically replenished. Some depleted air units will be eligible to be rebuilt, and some destroyed installations will be eligible to be repaired.
[7.0] Supply Sources and Creating Supply
Supply for every land and air unit automatically originates in any friendly home city/resource hex. Any unit(s) that can trace an unobstructed path of passable land hexes to a supply source (which can also be supply chits) is automatically considered to be “in supply”. No other mechanics or game pieces are involved. ATPs and STPs (as well as CL/DD combinations) may possibly be used to ferry supply chits to tenable locations that are not accessible from any supply sources.
Map Supply Sources
Each friendly home city/resource hex in a nation automatically functions as a supply source for all of that nation’s units (if such units can trace an unobstructed path of passable land hexes thereto), unless the city/resource hex is currently “isolated” (see [7.8]). A captured city/resource hex will no longer function as a supply source, until it is liberated (at which time it again functions as a supply source normally). In addition to home city/resource hexes, applicable units of the following nations are eligible to d5raw supply from the locations stipulated below:
France: In addition to home city/resource hexes, French (or Vichy) units in the Middle East may draw supply from Beirut (E 5118), while French (or Vichy) units in North Africa may draw supply from Algiers (W 1316). Additionally, Dakar (W 0904) functions as a supply source for any French (or Vichy) units in the Dakar hex. Furthermore, the fortress (i.e., Maginot) hexes in France (W 2921), (W 3021), (W 3122) and (W 3121) each function as a supply source for one French unit in each respective hex. French supply sources (including Algiers and Beirut) only supply French (or Vichy) units. Italy: In addition to home city/resource hexes, Italian units in Albania may draw supply from Durazzo (W 1932). Soviet Union: In addition to home city/resource hexes, Soviet units may draw supply from the city of Riga (E 1933), if the Soviets capture or liberate Riga. Additionally, the Soviet Supply rail line hexes that meet the east map edge (E 1211), (E 1411) and (E 1811) each function as a supply source for Soviet units. Furthermore, the fortress (i.e., Sevastopol) hex in the Soviet Union (E 3622) functions as a supply source for one Soviet unit in the Sevastopol hex.
UK: In addition to home city/resource hexes, UK units in the Middle East may draw supply from the Iraq Transit Box and/or the city of Mosul (E 4810), while UK units in North Africa may draw supply from Cairo/Suez (E 5721). Additionally, the Capetown hex (W 0306) functions as a supply source for any UK units in South Africa. The Canada Box, Iceland Box and the India Box function as a supply source for any UK units therein. Furthermore, the fortress (i.e., Gibraltar) hex (W 1508) and the fortress (i.e., Malta) hex (W 1128) each function as a supply source for one UK unit respectively. Scapa Flow (W 4717) itself is never considered a supply source, but is always in supply.
US: US units and repatriated UK minor partner units (including the Free French) all draw supply from UK home supply sources as if they were UK units*. Additionally, the United States Box, Canada Box and the Iceland Box function as a supply source for any Western Ally units therein. Panama itself is never considered a supply source, but is always in supply.
*Only UK units may draw supply from the Iraq Transit Box, Mosul (E 4810), Capetown (W 0306) and/or Cairo/Suez (E 5721).
Minor Nations: In addition to home city/resource hexes, any island hex that is owned by a minor nation is never considered a supply source, but is always in supply for any minor nation unit(s) on that minor nation’s island hex. Supply Chits Supply chits serve as portable, temporary supply sources. There are two types of supply chits; Air Supply and Sea Supply. Air Supply chits may be transported by ATPs. Sea Supply chits may be transported via STPs or CL/DD combinations. Supply chits are not built, per se, but are merely freely created in any friendly, supplied* port or airbase hex that currently harbors an STP, CL/DD combination (see [3.27]), and/or ATP chit. Supply chits may not be created in any location without an STP, CL/DD combo or ATP (except in an “isolated” supply source; see [7.8]). What is more, a player may only create as many supply chits as may be legally loaded aboard whatever STP(s), CL/DD combo(s) and/or ATP(s) is in that hex. Players may not create excessive supply chits expressly for the purposes of stockpiling supply chits in any hex. As such, when created, all supply chits must be (and are assumed to be) loaded aboard whatever STP(s), CL/DD combo(s) and/or ATP(s) are in that hex.
*If an unobstructed path of passable land hexes is traceable to a home Map Supply Source.
Supply chits (either Air or Sea) may only be created during the Naval and Air Phase, although they do not cost any EPs, but are free and may simply be created in any port or base that is not currently “isolated” (and also harbors an STP, CL/DD and/or ATP). A player is free to create as many supply chits as can be loaded on whatever transporting vehicles exist in each such hex. Obviously, an STP, CL/DD combo and/or ATP cannot carry more supply chits than their own load capacity permits. Thusly, transporting vehicles with any supply chit(s) already embarked are limited to whatever load capacity remains (if any). As such, no supply chit may ever be created during any other Phase of the game (they may only be created during the Naval and Air Phase). Supply Logistics Any supply chit in a hex may be expended to create another identical supply chit in another hex, provided that an unobstructed path of friendly controlled land hexes exists betwixt each location. For example, if the French player has a supply chit in Marseilles, but an STP in Calais (and an unobstructed path in-between both cities), the supply chit in Marseilles may be expended to create an identical supply chit in Calais.
[7.1] Embarking Supply Chits
ATPs must embark supply in their own starting airbase hex, although STPs and CL/DD combos may move to an eligible supplied functioning port, embark supply (at no additional MP cost), and then continue moving (up to the extent of their own printed movement). As delineated previously, however, Sea Supply chits may simply be embarked in their port of origin, assuming that port of origin is functional (i.e., undamaged) and not “isolated”.
Any Sea Supply chit presently occupying a port that also functions as an airbase may be converted into one Air Supply chit (thus expending the Sea Supply Chit and creating an Air Supply chit) if a transporting ATP is presently based at that airbase. As such, the created Air Supply chit is then considered to be automatically loaded aboard that ATP immediately. A Sea Supply chit may never be created from any Air Supply chit, nor may Each Sea Transport Point (i.e., one STP) or single CL/DD combo may haul one Sea Supply chit. Similarly, each Air Transport Point (i.e., one ATP) may haul one Air Supply chit. A single STP (i.e., point), CL/DD combo or ATP (i.e., point) may never transport a supply chit and any unit concurrently. When embarked, an STP, CL/DD and/or ATP may then be moved normally toward and/or into any legal friendly, functioning port or airbase, respectively.
NOTE: A port or an airbase that is already presently accessible (via an over-land line of supply) to another map supply source (i.e., a city/resource hex) is not considered a legal disembarkation location.
[7.2] Transporting Air Supply Chits
During the Air Movement Step of the Naval and Air Phase, each Air Transport Point may transport one Air Supply chit from its current airbase to a functional destination airbase hex within the ATP’s own printed range. Various ATPs have various printed ranges, but in any case, no ATP may transport an Air Supply chit any farther than its own printed range number (the lower right hand number on the chit). Of course, any applicable inclement weather effects apply normally (see [1.5]). ATPs are subject to air interception and air combat normally. If air combat does occur, all air combat is thus resolved normally. Unlike Bombers, if an ATP is escorted by any friendly Fighter-type air unit(s) - or if any friendly Fighter-type air unit(s) are counter- intercepting an enemy air interception -, the ATP cannot be attacked in air combat unless every friendly present Fighter-type air unit (that is flying as a Fighter) is also concurrently being attacked during that same air combat engagement. When a transporting ATP arrives in a destination airbase, that ATP may immediately return to its previous airbase, although it may - if the owning player prefers - remain at the airbase to where it had been flown (assuming that the airbase would not be over-stacked as a result).
Airbase Supply Capacities
One Air Supply chit may be placed in a hex for each airbase capacity there (e.g., an airbase that may base three air units may also hold up to three Air Supply chits, but not more).
An Air Supply chit cannot be debarked into any port, nor may a Sea Supply chit be debarked onto any non-port airbase or airfield. However, Air and Sea Supply chits (in the same hex) do not otherwise interfere with each other (e.g., a city/resource Major Port is capable of retaining up to three Sea Supply chits and three Air Supply chits; see Player Aid Card “I”).
[7.3] Emergency Air Supply Drops
Ordinarily, Air Supply chits (transported via ATPs) may only be unloaded into a friendly, functioning airbase hex. However, each major power is eligible to conduct an Emergency Air Supply Drop mission, in which one Air Supply chit may be “dropped” into a land hex from an aloft ATP - without the ATP chit being required to land in the drop hex - (during the Naval and Air Phase or Offensive Phase). In doing so, however, the dropping Air Transport Point must be eliminated in the intended drop hex as a result. An Air Supply Drop may only be conducted within the participating ATP’s printed range. Of course, any applicable inclement weather effects apply normally (see [1.5]).
Any such ATP is subject to air interception and air combat normally while en route or in the drop hex. If air combat occurs in the intended drop hex, all air combat is resolved before the supply drop. If there are multiple Air Transport Points in the air combat hex, the owning player must indicate which ATP(s) are actually carrying any Air Supply chit(s). Unlike Bombers, if a participating ATP is escorted by any friendly Fighter-type air unit(s) - or if any Fighter-type air unit(s) are counter-intercepting an enemy air interception -, the ATP cannot be attacked in air combat unless every friendly present Fighter-type air unit (that is flying as a Fighter) is also concurrently being attacked during that same air combat engagement.
Once the participating ATP is in the intended drop hex (assuming it survived air combat thereto, if any), the owning player must then roll one die (6-sided) to determine the Air Supply Drop’s accuracy, resolved as follows:
Die roll of 1 to 3 = Successful Air Supply Drop in ATP’s present hex.
Die roll of 4 to 6 = Drop into an adjacent hex (of the closest enemy player’s choice).
The accuracy die roll may be modified, depending upon the terrain in the intended drop hex: If the intended drop hex is a coastal, forest (or jungle, if in the Pacific), mountain or swamp hex, a +1 die roll modifier (cumulative) is applied. After an Air Supply Drop (whether successful or not), the participating ATP is then immediately eliminated. If the Air Supply chit is “dropped” into a viable hex, one unit (per each Air Supply chit) may draw supply from that chit normally, assuming that unit can trace an unobstructed line of supply (per [7.7]) to it.
If an Air Supply chit is dropped into a hex with a replete supply capacity, it is eliminated instead. Moreover, an Air Supply chit will be automatically eliminated if it lands in any enemy, neutral or all-sea hex. Air Supply chits that are dropped into an all-lake hex are also automatically eliminated, even if the hex is frozen (although lake coastal hexes are always treated as normal coastal hexes). An unintended supply drop within any neutral nation is never considered a declaration of war.
If an Air Supply chit drops into any location that is inaccessible to any friendly units (for whatever reason), it obviously may not impart supply at that time (e.g., if an unobstructed line of supply cannot be traced thereto). In such a case, any Air Supply chit that is “dropped” will automatically be expended at the end of the same monthly game-turn, even if no unit ever draws supply from it.
[7.4] Debarking Sea Supply Chits
During the Naval and Air Phase (only), an STP or CL/DD combo docked in a friendly, functioning port (not merely in a port hex) may debark a Sea Supply chit therein. Sea Supply chits may not be debarked into any hex with a replete supply capacity, nor may a Sea Supply chit be debarked into any location that is already a Map Supply Source (see [7.0]), unless that Map Supply Source is currently “isolated” (see [7.8]).
An STP or CL/DD combo that is carrying a Sea Supply chit cannot enter any port that already contains its maximum capacity of supply chits (see below), even if the STP(s’) or CL/DD combo(s’) remain in that port hex. Of course, a player may voluntarily eliminate any Sea Supply Chit(s) in a port with a replete supply capacity to allow an otherwise ineligible STP or CL/DD combo to enter therein.
Port Supply Capacities
A Coastal City or a Minor Port may each contain a maximum of one Sea Supply chit. A Major Port can contain a maximum of three Sea Supply chits.
A Sea Supply chit cannot be debarked onto any non-port airbase or airfield, nor may an Air Supply chit be debarked into any port. However, Air and Sea Supply chits (in the same hex) do not otherwise interfere with each other (e.g., a city/resource Major Port is capable of retaining up to three Sea Supply and two Air Supply chits; see Player Aid Card “I”).
[7.5] Emergency Sea Supply Debarkation
Ordinarily, Sea Supply chits (transported via STPs) may only be debarked into a friendly, functioning port. However, each major power is eligible to “drop-off” one Sea Supply chit onto any non-port* friendly controlled clear coastal hex once per monthly game- turn (during the Naval and Air Phase or Offensive Phase). In doing so, however, the debarking player must eliminate one STP in that debarkation coastal hex. Emergency Sea Supply Debarkation may never be conducted by any CL/DD combination.
*A Mulberry is considered a port for purposes of this rule.
This allowance is only permitted one time per each monthly game-turn, although Emergency Sea Supply Debarkation cannot be conducted in any hex that already contains another Sea Supply (or Air Supply) chit.
[7.6] Transporting Supply via Submarine
A full-strength (i.e., non-depleted) tactical submarine unit may be used to embark, transport and debark one Sea Supply chit (i.e., placing the supply chit itself under the submarine chit in doing so). While carrying the Sea Supply chit, however, the submarine unit is considered unarmed, and thus cannot attack any naval unit, even if it is intercepted and/or attacked. Obviously, if a supply- laden submarine unit is sunk, both the submarine unit and the supply chit are eliminated. Moreover, if a supply-laden submarine unit becomes depleted, the supply chit is eliminated as a result. U-boat chits (i.e., non-tactical submarine U-boats) may never carry supply.
A submarine unit embarking, transporting and debarking a Sea Supply chit does so in accordance with the same rules governing STPs. As such, an eligible submarine unit may also “drop-off” a Sea Supply chit onto a non-port friendly clear coastal hex (which is considered an Emergency Sea Supply Debarkation for the monthly game-turn). In any case, however, the supply-laden submarine unit must be depleted (i.e., flipped to its depleted side) immediately after debarking the Sea Supply chit, even if it is debarking supply into a functioning port.
A supply-laden submarine unit may never debark supply into any hex with a replete supply capacity, nor may a Sea Supply chit be debarked into any location that is already a Map Supply Source, unless that Map Supply Source is “isolated” (see [7.9]). When the Sea Supply chit has been debarked, however (and immediately after the submarine unit has been depleted), the submarine unit is assumed to be rearmed automatically, and may fight in combat (albeit depleted) per [3.29] normally.
[7.7] Tracing a Line of Supply
Any unit(s) in a legal supply source location are automatically assumed to be in supply (unless “isolated”; see [7.8]). However, all other units must be able to “trace” a “line of supply” to a valid supply source to be considered “in supply” at that moment. A “line of supply” is a contiguous path (of any length and course) of unobstructed friendly land hexes, which is not - at any point - within uninhibited enemy ZOC (even if contested). Friendly land units will automatically inhibit any enemy ZOC in their own hex, although contested ZOC (i.e., two opposing ZOCs into the same unoccupied hex) does not inhibit enemy ZOC. A line of supply cannot enter any foreign swamp hex(es) or through any impassable hexsides (although mountain units can trace supply though mountain-impassable hexsides; see [10.5]).
NOTE: Native units may freely trace a line of supply into or through any swamp hex(es) within their own nation. No units (including friendly allies) may trace a line of supply in or through a swamp hex in any foreign nation (even if conquered or annexed). For example, German units cannot trace supply in or through Finnish swamp hexes, even if Finland is a German minor partner. A line of supply may be traced in or though a foreign swamp hex along a contiguous rail line, however. In such a case, the line of supply may follow along contiguous rail line hexes (through the swamp) and may then - when out of the swamp hex(es) - continue on normally thereafter. Units in a foreign swamp hex must be on an unobstructed rail line hex (traceable to a supply source) to be eligible to trace a line of supply. A line of supply cannot cross water, except via a ferry symbol, or unless “frozen”. A line of supply may never, however, enter or cross an all-lake hex (any lake hex with no land depiction whatsoever, such as hex E 1329 in lake Ladoga), even if frozen. Drawing Supply from Supply Chits Each Sea Supply chit can provide supply to a maximum of four air and/or land units per monthly game-turn, regardless of their size, strength and/or type. Each Air Supply chit can provide supply to a maximum of one air and/or land unit per monthly game- turn, regardless of its size, strength and/or type. If any unit draws supply from any Sea Supply chit, that particular unit is assumed to consume its portion of the chit’s supply capacity. However, if the remaining portion of a Sea Supply chit’s supply capacity remains unused, it is simply lost when the chit is expended during the End Phase.
Combat Posture
Depending on whether they are attacking or defending, land units will consume supply somewhat differently: When defending against an enemy attack, any and all units that can trace a line of supply to any supply chit (even if only one chit) are considered to be automatically in supply during any enemy’s attack. When attacking, however, each participating land unit (i.e., that is attacking) must be able to draw supply (from whatever available supply chit’s supply capacity is existent) to avoid out-of-supply
penalties. For example, if there is only one available Sea Supply Chit (which can supply four units) in a particular locale, then only four land units may conduct an attack without incurring out-of-supply penalties. If more than four land units participate in that attack, the attack must then suffer out-of-supply penalties.
Consumed supply chits are expended during the Supply Step of the End Phase. Any supply chit that provides supply to any air and/or land unit (regardless of its type or size) during that monthly game-turn must be expended (i.e., removed from the map). If any particular supply chit(s) are not utilized to supply any unit, they are thus not consumed.
NOTE: If a unit must draw supply from a supply chit in order to remain in supply, that supply chit must be expended for that purpose. Players may not voluntarily allow any units to become out of supply for the purpose of conserving any supply chits.
Italian Supply Chit Inadequacies
All Axis air and land units (except Italian units) consume double the amount of supply drawn from any supply chit(s) if the supply chit(s) were embarked in any Axis-controlled Mediterranean port.
Embarked Units
Any unit(s) embarked aboard any transporting ATP(s), STP(s) and/or CL/DD combo(s) are considered to be in supply, unless embarked as out-of-supply. The supply status of a transporting ATP or an STP does not affect the supply status of any transported unit(s), and vice versa.
Paradrops Supply Provision
Any paratrooper units conducting a paradrop are assumed to be in supply during the paradrop. Furthermore, if successful (i.e., if all of the defending units were eliminated or retreated), one Air Supply chit is automatically landed* into the paradrop hex with the surviving paratrooper uint (even if the paradrop coincided with a land combat attack. If the paratrooper unit failed to capture the targeted paradrop hex, it is immediately eliminated, and no Air Supply chit is landed. In either case, paratrooper units conducting a paradrop are always assumed to be in supply for the duration of that Offensive Phase.
An Air Supply chit need not be brought along with the paratrooper unit(s). Rather, an automatic Air Supply chit is assumed to exist with the paratrooper units, and is therefore landed automatically, if the paradrop is successful. Units may not be intentionally “marked” as “out-of-supply” to avoid expending any available supply chit(s), although, if there is insufficient supply chits to supply every unit (in a particular hex, area or region), a player may decide which unit(s) will be supplied. Amphibious Assaults Supply Provision Any units conducting an Amphibious Assault are assumed to be in supply during the assault. Furthermore, if successful (i.e., if all of the defending units were eliminated or retreated), one Sea Supply chit is automatically debarked into the assault hex with the surviving land units (even if the Amphibious Assault coincided with a normal over-land attack), in addition to any Air Supply chit landed in that same hex as a result of a paradrop. If the Amphibious Assault failed to capture the targeted assault hex, any surviving assaulting unit(s) are then reembarked, and no Sea Supply chit is debarked. In either case, units conducting an Amphibious Assault are always assumed to be in supply for the duration of that Offensive Phase.
*A Sea Supply chit need not be brought along with the assaulting unit(s). Rather, an automatic Sea Supply chit is assumed to exist with the assaulting units, and is therefore debarked automatically, if the Amphibious Assault is successful. If the Amphibious Assault is successful, all of the surviving assaulting units must draw supply from the debarked Sea Supply chit during the Supply Step of the ensuing End Phase. If an Amphibious Assault is conducted against an unoccupied enemy hex (i.e., with only an Intrinsic Garrison) resulting in a 3/-, 2/- or 1/- result, any surviving assaulting land units (if any) are landed in the targeted assault hex normally, but no automatic Sea Supply chit is landed in the assault hex. Hence, all of those surviving assault units will become “marked” as “out-of-supply” during the Supply Step of the End Phase normally (unless another valid line of supply to the assault hex is subsequently established before then, or unless supplied via an Emergency Air Supply Drop, or an Emergency Sea Supply Debarkation; see [7.3] and [7.5] respectively).
Units may not be intentionally “marked” as “out-of-supply” to avoid expending any available supply chit(s), although, if there is insufficient supply chits to supply every unit (in a particular hex, area or region), a player may decide which unit(s) will be supplied.
[7.8] Isolated Supply Sources
Each home supply source must also automatically draw supply (via an unobstructed line of supply) from at least one other home supply source within the same nation during each monthly game-turn. Inter-nation supply lines (to home supply source from other home supply sources) need not be managed manually, but rather is simply automatic until a particular home supply source cannot trace a line of supply to another home supply source. If, for any reason, a line of supply does not exist to a particular home supply source (during the Supply Step of the End Phase) from another home supply source, that home supply source is then considered “isolated”.
EXCEPTION: Minor nation home supply sources may never be “isolated”. A supply source in any minor nation remains a supply source (for that minor nation’s unit) until it is actually captured, although minor nation units are subject to out- of-supply effects normally if unable to trace an unobstructed line of supply to a valid supply source. Isolation Effects If a home supply source becomes “isolated”, the owning player must roll one die (6-sided) during the Supply Step of the End Phase to determine how much supply capacity still remains in that home supply source hex. The die roll result simply equals the number of Sea Supply chits that are then placed into that home supply source hex, even if that hex is not a port (to be placed during the Supply Step, but before determining if any units are “out-of-supply”, thereby allowing nearby isolated units, if any, to trace a line of supply thereto during that same Supply Step). This die roll is a one time event, only occurring as of the first monthly
game-turn of a home supply source’s “isolation”. For the purposes of placing the Sea Supply chits in an isolated home supply source, supply chit stacking limits are ignored. However, If any other supply chit(s) are landed/debarked into any isolated home supply source hex, the landed/debarked supply chit(s) must not exceed that hex’s supply capacity limit, including the Sea Supply chits placed there as a result of that home supply source becoming “isolated”.
Isolated home supply sources - themselves - cannot provide supply (until a line of supply is reestablished to another valid supply source), although the remaining Sea Supply chit(s) therein will function as a supply source normally (until they are expended). Each Sea Supply chit can provide supply up to a maximum of four air and/or land units per monthly game-turn, regardless of the unit’s size, strength and/or type. If there are insufficient supply chits to supply all of the units in the hex, area or region, the owning player may decide which unit(s) will receive supply. No units, however, may ever be intentionally “marked” as “out-of-supply” to avoid expending any available supply chit(s) in any isolated home supply source. If all of the remaining Sea Supply chits are expended (i.e., consumed), any unit(s) in the isolated hex, area or region are subject to the normal “out-of-supply” effects, unless another valid line of supply to the unit(s) is subsequently established before then, or unless supplied via an Emergency Air Supply Drop, or an Emergency Sea Supply Debarkation; see [7.3] and [7.5] respectively).
NOTE: Home supply source ports cannot be “isolated” unless the port facility is entirely destroyed, unless there is an enemy naval unit presently occupying the port itself (with a gunnery rating of at least “0”), or unless the port is currently “frozen” (see [1.6]).
Permanent fortresses are never subject to isolation, even if a port facility there (if any) is destroyed, blockaded or frozen. No more than one occupying unit, however, may be considered supplied by a Permanent Fortification hex.
Any unit(s) that are to be placed on the map during the Unit Arrivals and Removals Step of the Construction Phase may not be placed in any isolated home supply source hex, even if actually scheduled to arrive in a specific hex (i.e., that is isolated). The presence of any supply chit(s) does not mitigate that placement prohibition. If any particular unit is scheduled to arrive in a specific isolated home supply source hex, its arrival is therefore delayed - indefinitely, if need be - until that home supply source hex is no longer isolated (see [8.11]).
If an isolated home supply source has a line of supply reestablished (at any instant during a monthly game-turn) to another valid home supply source, it is considered to be in supply again (i.e., no longer isolated). As such, any remaining Sea Supply chits there are immediately removed. If the supply source becomes isolated again (even during the same monthly game-turn), it is subject to “isolation” once again (and then subject to another Sea Supply allocation die roll).
[7.9] Artificial Ports (Mulberry Harbors)
The UK player is provided with three “Mulberry” chits, which the UK player may construct on any clear coastal hex for the purpose of debarking Sea Supply chits onto that coastal hex. Mulberry’s do not cost any EPs to construct, although no Mulberry chit may be constructed before 1943.
Mulberry Construction Procedure
A Mulberry may be constructed during the Naval and Air Phase in any clear coastal hex (controlled by the UK or the US). To do so, the UK and/or US player must purposefully sink (i.e., eliminate) three STPs in the intended construction hex. The STPs may be of any nationality (except Soviet), although the STPs must obviously be owned by the UK and/or the US.
NOTE: If the UK player currently retains possession of the French battleship “Courbet” (i.e., after France has been conquered), the UK player may voluntarily sink (i.e., eliminate) the BB Courbet in lieu of two of the STPs needed to construct a Mulberry. No other ship may be used to substitute for STPs. The Courbet chit is denoted with a red “M” as a reminder. The Courbet is not eligible to be salvaged or scrapped after being voluntarily sunk for Mulberry Construction purposes.
After voluntary sinking the required STPs, a Mulberry chit is placed face down in the same coastal hex, indicating that the Mulberry is under-construction there. The intended construction hex need not be in supply, but it must be a friendly controlled hex. Enemy ZOC into a Mulberry hex is irrelevant, however. If a Mulberry construction hex is subsequently occupied by any enemy land unit, the Mulberry is immediately eliminated and permanently removed from the map. A Mulberry is never captured. Mulberry Restrictions Mulberries function solely to allow the debarkation (not embarkation) of supply into the Mulberry’s hex. As such, the following restrictions apply to all Mulberries.
A Mulberry has no port capacity. It functions as a supply debarkation apparatus only.
A Mulberry has no airbase capacity, and cannot function as an airbase or an airfield, nor add to any airbase capacity. A Mulberry possesses no anti-aircraft ability.
A Mulberry has no inherent or projected mines.
A Mulberry does not cause or negate any naval interception modifiers upon STPs or other naval units in the Mulberry hex.
No more than one Sea Supply chit may be stacked in a Mulberry hex at any one time.
No more than one Mulberry may be constructed in any single hex. Moreover, no more than three Mulberries may be built during any game.
A Mulberry cannot be constructed in any city, forest, lake, mountain, swamp, frozen or non-coastal hex, or in the Pacific.
A constructed Mulberry is completed (flipped face up) during the End Phase of that same monthly game-turn (during the Replenishment Step). It is thus considered functional as of the following and subsequent monthly game-turns. Mulberry chits may be attacked via a normal Air Offensive during the Offensive Phase. Mulberry chits possess a target number of “2” (unless that same hex is fortified, in which case a Mulberry’s target number is then “4”), plus any airbase capacity already in that hex. Additionally, Mulberry chits may be attacked by enemy naval units (that enter the Mulberry’s hex) via Naval Bombardment. A Mulberry chit is assumed to possess a target number of “2” with regard to Naval Bombardment as well (unless fortified, in which case a Mulberry’s target number is “4”), plus any airbase capacity in that hex.
If a Mulberry is destroyed, place a “Destroyed Installation” chit atop the Mulberry chit. A destroyed Mulberry chit may be repaired normally thereafter, as if it was a Minor Port.
If a Mulberry is occupied by any enemy land unit, it is automatically (and immediately) eliminated. In such a case, the Mulberry chit is removed from the map permanently (i.e., it is not returned to the force pool).
Weather Effects
If Mud or Winter condition currently exists in any Mulberry’s hex (i.e., in the Severe Zone and/or the Moderate Zone), the Mulberry is subject to possible destruction. Immediately after determining the current weather condition (during the Weather Phase), the UK player must roll one die (6-sided) for each Mulberry within the Severe Zone and/or the Moderate Zone (during Mud or Winter weather). If the die roll is a 2-6, there is no effect. If the die roll is a “1”, however, then that particular Mulberry chit is destroyed. If so, place a “Destroyed Installation” chit atop the Mulberry. It may be repaired normally thereafter.
A Mulberry may be voluntarily and automatically eliminated by the UK or the US player at the end of the Offensive Phase (after all players have “passed”) or at the end of the Movement Phase (after all land movement). No land unit need be present, although the Mulberry must be in a friendly controlled hex to do so. When eliminated, the Mulberry chit is removed from the map and is returned to the force pool (and thus eligible to be constructed again). No STP (nor the “Courbet”) is salvaged as a result.
[7.10] Out-of-Supply Units
During a monthly game-turn, each unit can be subject to two possible out-of-supply conditions, depending upon the type of unit and the present circumstances. Out-of-supply land units are subject to out-of-supply effects as of the instant they become out-of- supply, and additional out-of-supply effects if they actually become “marked” as “out-of-supply” with an “Out-of-Supply” chit. Out- of-supply air and/or naval units, however, are only subject to out-of-supply effects if they actually become “marked” as “out-of- supply” with an “Out-of-Supply” chit. Players must note the substantive difference between units that are out-of-supply and those that are actually “marked” as “out-of-supply” with an “Out-of-Supply” chit (see [7.13]).
Land units that cannot trace a line of supply during the Offensive Phase or the Movement Phase are considered out-of-supply at the instant that such a condition exists (although they are not actually marked as out-of-supply yet). If any unit (i.e., air, land or naval) remains out-of-supply unto the Supply Step of the End Phase, it is then “marked” as “out-of-supply” with an “Out-of-Supply” chit.
Multiple units in the same hex can be subject to different supply statuses, depending on the available supply capacity therein and/or thereto. If insufficient supply exists in any particular hex, area or region, the owning player may designate which unit(s) will receive the available supply. Also, the owning player may (with available supply) alternate the current supply status of different friendly units in the same hex, area or region during each monthly game-turn, thereby preventing all or some of those units from becoming subject to possible depletion (see [7.13]).
Out-of-Supply Effects: Air Units
Out-of-Supply effects only ever apply to air units that are actually “marked” as “out-of-supply” with an “Out-of-Supply” chit, but not to any air units that are only momentarily out-of-supply.
If an air unit is “marked” as “out-of-supply”, it may operate (i.e., fly) over its own current base hex, or into any adjacent hex only. Furthermore, an air unit that is “marked” as “out-of-supply” may only change base to another friendly base (within twice its own printed range, notwithstanding weather effects) during the Offensive Phase (but not during the Naval and Air Phase). An air unit that is “marked” as “out-of-supply” may only change base once (i.e., perform one “hop”) to one other friendly base, until the instant it is no longer out-of-supply.
NOTE: Air units are never subject to out-of-supply depletion.
Out-of-Supply Effects: Land Units
Land units must - at all times - maintain an unobstructed line of supply to a valid supply source throughout a monthly game-turn (to avoid out-of-supply effects). If any land unit(s) cannot demonstrate an unobstructed path of friendly hexes (uncontested and uninhibited by enemy ZOC) to an eligible supply source (at the instant of movement or any attack), the unit(s) are immediately susceptible to the following out-of-supply movement and combat effects:
EXCEPTION: Any out-of-supply land unit(s) presently within any city hex will not suffer any out-of-supply effects (whether attacking or defending), unless actually “marked” as “out-of-supply” with an “Out-of-Supply” chit. Out-of-Supply Movement Effects (Land Units)
Any land unit(s) beginning their movement as out-of-supply (whether during the Offensive Phase or the Movement Phase) will remain affected by all out-of-supply movement effects throughout that current Phase, even if the unit(s) reestablish a line of supply during their movement. Cavalry, commando, infantry, mountain and/or paratrooper units that begin their movement as supplied will immediately become out-of-supply as of the instant it occurs during their movement, and are thus immediately subject to all out-of-supply effects (although a unit’s movement remains as printed; i.e., it is not reduced if the unit began its movement as supplied). Armor and mechanized units that began their movement as supplied (at the start of an Offensive) will
remain supplied throughout the duration of that current Offensive (and their movement), even if they - at any moment - cannot trace a line of supply during the course of their movement. This capability only applies to armor and mechanized units during an Offensive in which they become Activated (i.e., not during the Movement Phase). All normal supply conditions apply to armor and mechanized units at the conclusion of any particular Offensive.
If a particular land unit begins its movement as out-of-supply, its movement allowance is reduced (depending on the type of unit), listed as follows:
All out-of-supply cavalry, commando, HQ, infantry, mountain and paratrooper unit movement is reduced to 2 MPs. If the current weather is Mud or Winter, all out-of-supply cavalry, commando, infantry, mountain and paratrooper unit movement is reduced to 1 MP. HQ movement, however, is not affected by inclement weather, and thus remains at 2 MPs, if out-of-supply. All out-of-supply armor and mechanized unit movement is reduced to 1 MP (which includes pre-Breakthrough, Breakthrough or Exploitation movement). A General’s Exploitation rating cannot be utilized to exceed an out-of-supply movement limitation. General’s inherent movement (i.e., 5 MPs) is not reduced if it is out-of-supply.
NOTE: Any armor and/or mechanized unit(s) that begin their Exploitation Movement as supplied are considered to be in supply for the duration of their movement (and any subsequent Exploitation attacks that they conduct). Supply considerations are only applicable to any participating armor and/or mechanized unit(s) at the beginning and at the end of the current Exploitation Step (see [7.10]).
Out-of-Supply Land Combat Effects (Land Units)
If any land unit conducts an attack while it is out-of-supply, a -2 die roll penalty is incurred (cumulative with all other land combat modifiers). Commandos, however, only suffer a -1 die roll penalty when attacking as out-of-supply, unless attacking with any other out-of-supply (i.e., non-commando) land unit(s).
If any land unit(s) conduct an attack upon any enemy land unit(s) that are out of supply, a +1 die roll bonus is applied (cumulative with all other land combat modifiers). Attacks against out-of-supply enemy commando units, however, do not apply a +1 die roll bonus, unless the commando unit is stacked with other any out-of-supply non-commando land unit(s) at the moment of the attack (assuming the defender chooses to include such units in the defense of that target hex).
Out-of-Supply Effects: Naval Units
If any naval unit, stack or task force is not docked in a supplied, functional port during the Supply Step of the End Phase and is not “refueled” at sea (via EPs; see [3.14]), it will be “marked” as “out-of-supply” with an “Out-of-Supply” chit. Naval units are not subject to out-of-supply effects during any other Phase of a monthly game-turn (unless still “marked” as “out-of-supply” from the previous monthly game-turn). Moreover, naval units that participate in Strategic Warfare (whether attacking or defending) are not subject to supply considerations while so engaged (see [3.14]).
If a naval unit is “marked” as “out-of-supply” with an “Out-of-Supply” chit, it must - at the first movement opportunity - move toward the closest (in movement points) friendly, supplied, functional port. If two (or more) friendly, supplied, functional ports are equidistant, the owning player may choose to proceed to either port. In any case, an out-of-supply naval unit may not deviate from the most direct movement route to the closest (chosen) friendly supplied port. Out-of-supply naval units must move at the fastest possible speed to reach that port, although a task force or a stack of naval units may move together, collectively moving equal to the printed speed of the slowest naval unit(s) with that task force or stack. If any naval unit(s) cannot reach the closest friendly, supplied, functioning port during a Phase of a monthly game-turn, the moving naval unit(s) must simply continue moving during subsequent Phases (and subsequent monthly game-turns, if need be) until reaching the port. If an out-of-supply naval unit, stack or task force is obstructed from moving to any friendly, supplied, functional port, that naval unit, stack or task force must stop and remain in the last eligibly reachable sea hex (as out-of-supply) until any friendly, supplied, functional port subsequently becomes accessible.
No out-of-supply naval unit(s) may attempt any naval interceptions or perform any offensive actions while out-of-supply, although any such naval unit(s) will function and operate normally if engaged by the enemy. A Naval-Air unit aboard an out-of-supply aircraft carrier is also considered to be automatically out-of-supply, and thus is subject to the normal out-of-supply effects pertaining to out0of-supply air units (see above).
If the closest friendly supplied port does not possess enough Port Capacity to harbor some or all of the out-of-supply naval units, the out-of-supply naval units must, therefore, remain in the port’s hex (“marked” as “out-of-supply”) until sufficient Port Capacity becomes available. Any such naval unit(s) may not be moved thereafter, except to actually enter that port facility. If that port is subsequently destroyed, however, the out-of-supply naval unit(s) must then proceed immediately to the next closest friendly, supplied, functional port per the stipulations above.
NOTE: Naval units in any port hex are not considered in port unless actually docked in the port facility itself. “In Port” chits are provided with the game to help all players demarcate naval units that are in a port (from naval units that are merely in the port hex).
Once in a friendly, supplied, functional port, out-of-supply naval units remain “marked” as “out-of-supply” until the end of the same Phase in which they entered that port. Naval units never consume supply or use any portion of any supply chit’s supply capacity; they are automatically assumed to be “in supply” if docked in any friendly, supplied, functional port.
[7.11] Restoring Supply
If a unit is currently out-of-supply, it will immediately be considered back “in supply” at the instant it can trace an unobstructed line of supply to any valid permanent supply source (regardless of the Phase). A unit may also trace a line of supply to a supply chit if that supply chit’s entire supply capacity is not maintaining other units at that moment.
If a unit (“marked” as “out-of-supply” with an “Out-of-Supply” chit) is restored to supply, but then subsequently becomes out-of- supply again (during the same monthly game-turn), it is not “marked” as “out-of-supply” with an “Out-of-Supply” again chit again until (if still out-of-supply) the Supply Step of the End Phase (although the unit itself is still considered to be out-of-supply normally, nonetheless).
[7.12] Destroying and Capturing Supply
Destroying Supply
A player may voluntarily destroy any supply chit(s) currently in his possession during the Supply Step of the End Phase (but never during any other Phase of the game), unless aboard a naval unit. Any Sea Supply chit(s) aboard any STP and/or CL/DD combination may be removed from those ships (i.e., dumping it overboard) at any time during any monthly game-turn, thereby immediately eliminating the Sea Supply chit(s).
Map Supply Sources cannot be destroyed, although neither may their supply copiousness ever be captured or used by any enemy units (although the latter does not apply to liberated Map Supply Sources).
Capturing Supply
If any friendly land unit occupies a hex with any enemy supply chit(s) therein, that unit immediately gains control of the supply chit(s), which may be then used (i.e., consumed) normally (i.e., exactly as if they were supply chits originating from a friendly Map Supply Source). Italian supply chits - if captured by Western Ally or Soviet units - are treated as normal supply chits. In other words, Western Ally or Soviet units do not consume double the normal supply capacity from any captured Italian supply chit(s). Moreover, Axis units that recapture any former-Italian supply chit(s) also do not consume double the normal supply capacity from it.
[7.13] Depleting Out-of-Supply Land Units
If any land unit remains “marked” as “out-of-supply” with an “Out-of-Supply” chit during two or more consecutive Supply Steps (during the End Phase), each out-of-supply land unit chit is susceptible to possible depletion. As of the second consecutive monthly game-turn of being “marked” as “out-of-supply” (during the Supply Step of the End Phase), the owning player must roll one die (6-sided) for each land unit remaining “marked” as “out-of-supply”, resolved and modified (cumulative) as follows:
Die roll of 1 = Two land unit steps are depleted.
Die roll of 2 to 3 = One land unit step are depleted.
Die roll of 4 to 6 = No depletion.
- 1 : If the land unit is presently in a forest, mountain or a swamp hex. - 1 : If there is more than one out-of-supply land unit chit in that same hex (per chit). +1 : If the unit is a US land unit.
+1 : If the unit is in a city.
+2 : If the unit is a commando unit.
Out-of-supply depletion effects, if any, are implemented immediately. Generals and/or HQs are only affected by a depletion result if every land unit in their same hex is eliminated. In such a case, the eliminated General and/or HQ is returned to the force pool normally. Any land unit that is eliminated as result of out-of-supply depletion is not eligible for Replenishment.
[7.14] Replenishment
During the Replenishment Step of the End Phase, Replenishment allows players to automatically (i.e., without EP cost) replace a limited quantity of specified infantry units that had been eliminated (as a result of land combat) within their own home nation during that same monthly game-turn*. No player may replenish any units that had been eliminated outside of their home nation, including annexed and/or conquered territories (exception: Suez Adds Box; see [8.12]), nor after the unit’s home nation had been conquered, even if liberated. Replenishment also allows nations to rebuild depleted air units (via Pilot Recovery; see [7.16]) that had been depleted (as a result of air combat) within the unit’s own home nation. Players may also attempt to repair installations that had been destroyed (see [7.17]).
*Players are also eligible to purchase (via EPs) additional eligibly-replenished infantry chits.
Automatic Infantry Replenishment
Only specified infantry units that were eliminated (i.e., not merely depleted) as a result of land combat may be automatically replenished, listed as follows:
EXCEPTION: If the Soviet Union had received at least 15 lend-lease EPs from the US player (during the preceding Seasonal Turn), the Soviet player is eligible to replenish any eliminated (as a result of land combat) Soviet 4-5 armor units (to a maximum of four) in lieu of any eligible infantry units, provided that the Soviet 4-5 armor unit(s) became eliminated during the current monthly game-turn. Whether the Soviet player chooses to replenish infantry or armor units, the Soviet Union may never replenish more than four infantry or 4-5 armor units (or any combination thereof) during the Replenishment Step of any single monthly game-turn. This allowance does not annul the “United States’ Lend-Lease Trains to the Soviet Union” (see [6.1]) if the Soviet Union had received at least 15 lend-lease EPs from the US player, or vice versa.
GERMANY = Up to 2 eliminated 4-2 Volksgrenadier (only) infantry chits (maximum) anywhere within Germany or East Prussia.
UK = Up to 1 eliminated infantry chit (maximum, but not including a UK “Home Guard” chit) anywhere within the UK or
Northern Ireland.
Soviet Union = Up to 4 eliminated infantry chits (maximum, including 4-5 armor per the aforementioned exception) anywhere within the Soviet Union, subject to the theater in which the chit(s) became eliminated (e.g., chits eliminated in Europe cannot be replenished in the Pacific).
Minor nations = Up to 1 eliminated infantry chit (maximum) anywhere within the minor nation.
Units that are not replenished during the Replenishment Step (of the monthly game-turn in which they became eliminated) are simply returned to the force pool. Any such unit(s) are not eligible to be replenished from the force pool subsequently. Germany, the UK and the Soviet Union are always entitled to the aforementioned automatic (i.e., free) infantry Replenishments (if eligible) regardless of their current EP tally on the EP Track (even if reduced to a zero EP income during any monthly game-turn). Purchased Infantry Replenishments In addition to the automatic (i.e., free) infantry Replenishments, any player may also purchase any number of infantry* chits (of any type) eliminated as a result of land combat (during the same monthly game-turn) with EPs currently cached on the EP Track (per the normal EP cost, as listed on the EP Costs Table). In this case, there is no limit to the number of eliminated infantry chits that a major power may purchase from the Replenishment Box, provided that the purchased infantry chit(s) became eliminated (as a result of land combat) within their own home nation.
*Soviet 4-5 armor units may not be purchased as Replenishments. Soviet 4-5 armor units may only be replenished in lieu of eligible Soviet automatic infantry Replenishments.
Eliminated infantry chits in the Replenishment Box may be purchased with any cached EPs on the EP Track (whether those EPs are in Economic Reserve or not). No deficit spending is ever permitted.
Placing Replenishments on the Map
Whether free or purchased, all replenished chits (including Soviet 4-5 armor units, if any) must be placed in any friendly, supplied home nation hex (exception: Suez Adds Box; see [8.12]), but not within any enemy unit’s ZOC, even if contested or inhibited. If no legal placement is possible, then no Replenishment placement is permitted. In such a case, the eliminated chit(s) must then simply be returned to the force pool (as if eliminated normally), and are not eligible to be replenished subsequently. Replenishment Restrictions
France (or Vichy France) and Italy may not replenish any chits.
Replenished chits cannot be placed aboard any STP or CL/DD combination, in any hex otherwise prohibited to entrance by land units, or in excess of normal stacking limits.
Any chits eliminated as a result of out-of-supply depletion (see [7.13]) cannot be replenished.
Any chits eliminated on any island cannot be replenished. Furthermore, replenished chits cannot be placed on any island (even if eliminated there).
Any chits that had been depleted, but not actually eliminated, cannot be “rebuilt” during the Replenishment Step. Only eligible eliminated chits may be placed into the Replenishment Box. Moreover, eliminated chits must be placed into the Replenishment Box in the exact condition as they were when they became eliminated (i.e., if a depleted unit is eliminated, that unit may only be placed into the Replenishment Box as depleted, and thus may only be replenished as a depleted unit). Any chits in the Replenishment Box that are not rebuilt during the Replenishment Step of the same monthly game-turn (in which they were eliminated) must be returned to the force pool as of the end of that monthly game-turn. A nation is only eligible to replenish chits of its own nationality.
[7.15] UK “Home Guard”
If the United Kingdom proper (which includes Northern Ireland) is physically invaded by any Axis land unit(s), the UK will automatically receive a certain number of UK “Home Guard” units (which are not listed in the UK order-of-battle, but are included in the counter-mix; see counter-sheet #7).
UK “Home Guard” Mobilization
If any Axis land unit(s) actually occupy any UK hex (i.e., a UK homeland hex) during any monthly game-turn, the UK player may (during the Replenishment Step of that same monthly game-turn) roll one die (6-sided) to determine the quantity of UK “Home Guard” infantry steps that will immediately arrive within the United Kingdom (per the normal Replenishment placement stipulations). An automatic +1 die roll modifier will apply, however, per each UK home city/resource hex (including Belfast) that is currently controlled by the UK player. The UK player is entitled to roll for UK “Home Guard” mobilization once per each monthly game-turn in which any Axis land unit(s) occupy any UK homeland hex.
EXAMPLE: If any German land unit(s) physically invade the United Kingdom proper, the UK player may roll one die (6- sided) during the Replenishment Step of that same monthly game-turn. If the UK player rolls a “3”, and currently controls four UK home city/resource hexes, a total of 7 UK “Home Guard” infantry steps will immediately arrive in the UK from the UK counter-mix (i.e., three two-step UK “Home Guard” infantry units, and one half-step UK “Home Guard” infantry unit). If any Axis unit(s) still occupy any UK homeland hex during the following monthly game-turn, the UK player may roll for additional UK “Home Guard” steps, until all UK “Home Guard” units are presently in play (i.e., up to a maximum of eight steps), or until there are no Axis land units remaining anywhere within the UK proper, which ever occurs first.
The UK may not accumulate more than 8 UK “Home Guard” steps (or 4 actual UK “Home Guard” chits, whichever is greater) during any one monthly game-turn. However, the UK player may deploy arriving UK “Home Guard” steps in any grouping or dispersions that he desires (e.g., he may deploy 2 UK “Home Guard” steps as two one-step units or as one two-step unit), keeping in mind that no more than 4 chits may be on the map during any one monthly game-turn. When in play, UK “Home Guard” units cannot be voluntarily eliminated (e.g., to subsequently change their composition or placement).
UK “Home Guard” Deployment
During the Replenishment Step, the UK player may deploy any arriving UK “Home Guard” unit(s) in any friendly, supplied land hex(es) within the United Kingdom proper (including Northern Ireland), but not in any Axis-controlled or Axis ZOC hex(es). Any UK “Home Guard” unit(s) deployed within the UK proper cannot be transported to Northern Ireland, or vice versa (although the UK player may deploy any newly arriving UK “Home Guard” unit or units in either location during the Replenishment Step, including any UK “Home Guard” unit or units that were previously deployed to the opposite location but subsequently eliminated). UK “Home Guard” units function exactly like normal UK infantry units, except that UK “Home Guard” units are not applied against stacking limits. Additionally, UK “Home Guard” units may not be deployed or moved to any hex or location that is outside of the UK proper (including colonies) for any reason.
If any Axis invasion is thoroughly repulsed (i.e., when there are no Axis land units remaining in any UK proper hex), all remaining UK “Home Guard” units are immediately removed from the map and returned to the counter-mix. If the UK is subsequently reinvaded, the UK player is then entitled to receive UK “Home Guard” units again normally.
UK “Home Guard” Restrictions
UK “Home Guard” units may not be purchased or rebuilt via EPs. If eliminated, UK “Home Guard” units are simply returned to the counter-mix.
UK “Home Guard” units may only arrive during the Replenishment Step.
If the United Kingdom is ever conquered, the UK is not eligible to receive any UK “Home Guard” units during any future monthly game-turn, even if the UK is subsequently liberated and/or reinvaded.
[7.16] Pilot Recovery
Any air unit (except an ATP) that becomes depleted (but not eliminated) within its own home nation - if depleted over a friendly- controlled home hex (including over a friendly-controlled home coastal hex) - as a result of air combat* (regardless of the Phase) is eligible for Pilot Recovery during the Replenishment Step of the End Phase of that same monthly game-turn.
*Except any Soviet air unit that conducts a Soviet Aircraft Ramming Attack (see [10.7]).
Procedure
During the Replenishment Step of any monthly game-turn (but not during any Seasonal Turn), a player may opt to “rebuild” any eligible, depleted combat air unit(s) to full-strength (via Pilot Recovery) at a cost of 4 EPs per air unit. Pilot Recovery may only be purchased with available EPs cached on the EP Track (whether these EPs are in Economic Reserve or not). No deficit spending is ever permitted.
[7.17] Repairing Installations (Monthly Game-Turn)
During the Replenishment Step of the End Phase, a player may attempt to repair any destroyed installation(s) - that he owns - if the destroyed installation(s) to be repaired are presently in a friendly hex (whether the installation was destroyed during the current monthly game-turn or during any previous monthly game-turn). Eliminated grass airfields cannot ever be repaired. A destroyed installation may not be repaired if it is presently within any enemy unit’s uncontested ZOC. If an enemy unit’s ZOC into a particular installation hex is contested, a destroyed installation there may be repaired normally. Procedure To repair a destroyed installation (whether a chit or a map installation), the owning player must expend 1 EP (per installation) with available EPs cached on the EP Track (whether those EPs are in Economic Reserve or not), and then roll one die (6-sided), resolved and modified (cumulative) as follows:
Die roll of 1 to 3 = No repair.
Die roll of 4 to 6 = Successful repair.
+1 : If the installation is presently within its home nation.
- 1 : If the installation is any type of fort.
- 1 : If it is currently Mud or Winter weather condition (in any weather zone). - 2 : If the installation hex cannot currently trace a line of supply to any valid supply source. If the specified installation is successfully repaired, it is thus considered repaired immediately. If the specified installation is unsuccessfully repaired, however, that installation is not eligible for another repair attempt until the Replenishment Step of an ensuing monthly game-turn, or until the ensuing Seasonal Turn (see [8.6]), whichever occurs first.
PART 8: SEASONAL TURNS AND INCOME
During each Seasonal Turn, each player must manage his economy and production, attend to present political matters, and plan his military strategy, particularly with regard to the ensuing monthly game-turns, explained as follows:
Command Reassignments
During the Seasonal Turn, each player may automatically remove any or all friendly Generals and/or HQs from the map (regardless of their current location on the map), even if currently isolated or surrounded by enemy hexes and/or units. After removing any or all friendly Generals and/or HQs, the owning player may then freely re-deploy each available General and HQ chit at any time during the Seasonal Turn (ideally after all other arriving units have been placed on the map).
Any HQ chit(s) that had been eliminated in combat during any preceding monthly game-turn(s) are also eligible to be re-deployed during the current Seasonal Turn. Eliminated Generals (if eliminated as a result of combat), however, are permanently removed from the game when eliminated, and cannot ever be re-deployed.
[8.0] Activation of Partners
At the beginning of each Seasonal Turn, the UK and/or the German player may each attempt to “activate” any currently eligible minor nation(s) as partners (listed alphabetically below), regardless of any previous activation attempts. Because of the geopolitics of the time (such as US isolationism, or Soviet pugnacity), no other nations may attempt to activate any other nations. All intended activations (if otherwise eligible) must be declared at the beginning of the current Seasonal Turn, although no particular sequence is required, nor is the UK player required to attempt any activations before the German player, or vice versa. Any minor nation will be automatically Activated, if invaded, during a monthly game-turn (see [9.1]) and thus is not subject to the provisions of these rules. Neither the UK nor Germany may spend EPs to modify any Activation attempt, or to influence the Activation die roll, although all inherent Activation modifiers (see below) are cumulative, unless otherwise noted. Unless conquered or already Activated, each of the following nations may potentially be Activated by the UK and/or Germany: BELGIUM The UK player may attempt to Activate Belgium as a UK ally by rolling a 0 on one die (6-sided), modified (cumulative) as follows:
- +2 : If the French build forts in or adjacent to any hexes along the French-Belgian border (hexes W 3518, W 3418, W 3319, W 3219 and/or W 3120). +1 : If any Western Ally nation ever invaded any neutral nation.
+1 : If any Western Ally nation ever invaded Luxembourg.
- 1 : If Germany ever invaded Denmark.
- 1 : If Germany ever invaded Norway.
BULGARIA
Bulgaria will become a German ally at the start of the Spring 1941 Seasonal Turn (or if invaded, whichever event occurs first). The German player may attempt to Activate Bulgaria early by rolling a 0 on one die (6-sided), modified (cumulative) as follows: +1 : If Germany ever invaded Yugoslavia prior to April 1941.
+1 : If Germany ever invaded Spain.
- 1 : If Turkey is or has ever been a UK ally.
- 1 : If more than three Soviet units occupy Bessarabia (hexes E 3229 to about E 3626). - 2 : If Germany is currently at war with the Soviet Union.
NOTE: Bulgarian units may only ever enter Albania, Poland and/or Yugoslavia. Bulgarian land units may rail through Rumania only. Likewise, Bulgarian air units may fly through Rumania only.
German Transit Permission
Prior to Spring 1941, the German player may attempt to coerce Bulgaria to allow German units (only) to enter Bulgaria, even if Bulgaria is not yet a German minor partner. Any such attempt has no effect upon Bulgaria’s Activation. Beginning in December 1940 (during the Movement Phase) and every following monthly game-turn thereafter, the German player may attempt to coerce Bulgaria to grant German transit permission by rolling one die (6-sided), resolved and modified (cumulative) as follows:
Die roll of 1 to 4 = No transit permission.
Die roll of 5 to 6 = Transit permission granted.
+1 : Per monthly game-turn after December 1940.
+1 : If Hungary has granted transit permission.
+1 : If Rumania has granted transit permission.
- 2 : If the Axis ever invaded Yugoslavia prior to April 1941.
- 2 : If the Axis ever invaded Spain.
- 2 : If the Axis ever invaded Sweden.
Transit permission does not cause an Activation of Bulgaria or allow the German player to deploy any Bulgarian units. It simply permits German (only) units to enter and trace a line of supply in or through Bulgaria. If any German units enter Bulgaria without transit permission (if prior to a Bulgarian Activation), it is considered a German invasion of Bulgaria.
CANADA
Canada is an automatic ally of the UK and is considered to be at war with any nation which is at war with the UK. DENMARK Denmark cannot be Activated.
ESTONIA
Estonia cannot be Activated.
FINLAND
Finland will become an automatic German ally as of the moment that Germany is at war with the Soviet Union (or if invaded, whichever occurs first). If the Soviet Union has not conducted the “Winter War” (see [10.24]), the German player may attempt to Activate Finland as a minor partner by rolling a 0 on one die (6-sided), modified (cumulative) as follows: +1 : If Germany ever invaded Yugoslavia prior to April 1941.
+1 : If France is not conquered.
+2 : If Germany ever invaded Sweden.
- 2 : If Italy is a current Germany ally.
- 2 : If France is conquered.
If Finland is subsequently Activated, no Finnish units may attack Soviet units or enter Soviet territory beyond the Finnish unit’s printed movement rating (i.e., outside of the original Finnish border) until Moscow is conquered. If the Axis have captured the Moscow hex (E 1924), Finnish units may enter the Soviet Union without restriction.
NOTE: Up to two German land units (notwithstanding Generals, but including HQs) may enter Finland before Finland has become an Axis ally. This does not apply to any Italian units (or other Axis minor partners), however. Additionally, Finnish units may never enter any foreign nation, except for the Soviet Union (but only if Germany and Finland are at war with the Soviet Union) per the aforementioned stipulations. German units, however, may never enter the eastern side of the Finnish partition line, until Germany is at war with the Soviet Union.
GREECE
Greece cannot be Activated.
HUNGARY
Hungary will become a German ally at the start of the Spring 1941 Seasonal Turn (or if invaded, whichever event occurs first). The German player may attempt to Activate Hungary early by rolling a 0 on one die (6-sided), modified (cumulative) as follows: +1 : If Germany ever invaded Yugoslavia prior to April 1941.
+1 : If Germany ever invaded Spain.
- 1 : If Turkey is or has ever been a UK ally.
- 1 : If more than three Soviet units occupy Bessarabia (hexes E 3229 to about E 3626). - 2 : If Germany is currently at war with the Soviet Union.
NOTE: Hungarian units may only enter Germany, Poland, and/or the Soviet Union. However, Hungarian units may never stack with Rumanian units.
German Transit Permission
Prior to Spring 1941, the German player may attempt to coerce Hungary to allow German units (only) to enter Hungary, even if Hungary is not yet a German minor partner. Any such attempt has no effect upon Hungarian’s Activation. Beginning in December 1940 (during the Movement Phase) and every following monthly game-turn thereafter, the German player may attempt to coerce Hungary to grant German transit permission by rolling one die (6-sided), resolved and modified (cumulative) as follows:
Die roll of 1 to 4 = No transit permission.
Die roll of 5 to 6 = Transit permission granted.
+1 : Per monthly game-turn after December 1940.
+1 : If Bulgaria has granted transit permission.
+1 : If Rumania has granted transit permission.
- 2 : If the Axis ever invaded Yugoslavia prior to April 1941.
- 2 : If the Axis ever invaded Spain.
- 2 : If the Axis ever invaded Sweden.
Transit permission does not cause an Activation of Hungary or allow the German player to deploy any Hungarian units. It simply permits German (only) units to enter and trace a line of supply in or through Hungary. If any German units enter Hungary without transit permission (if prior to a Hungarian Activation), it is considered a German invasion of Hungary.
IRELAND
The German player may attempt to activate Ireland by rolling a 0 on one die (6-sided), modified (cumulative) as follows: +1 : If any UK land units occupy any hex in Northern Ireland (hexes W 4112 to W 4213). +1 : If any Western Ally nation ever invaded any neutral nation.
- 1 : Per each UK home city occupied by a German land unit.
- 4 : If any German land units occupy Belfast (W 1234).
IRAQ
Iraq is a UK colony, although the German player may attempt to activate Iraq as a minor partner in the Spring Seasonal Turn of 1941 (or later) by rolling a 0 on one die (6-sided), modified (cumulative) as follows:
+2 : If the Axis ever invaded Turkey.
+1 : If the Axis ever invaded Yugoslavia prior to April 1941.
- 1 : If Germany has conquered France and all of the Low Countries. - 1 : If Germany has conquered Denmark and Norway.
- 1 : If Yugoslavia is invaded and conquered by Germany after March 1941. - 1 : If Germany or Italy has conquered Greece.
- 1 : If Germany and Italy are at war with the UK.
- 1 : If Germany and Italy are at war with the Soviet Union.
If Activated, Iraq is considered to be an Axis minor partner. Iraq has no units, but if Activated as a German minor partner, Germany (and/or Italy) is entitled to all of the normal rules with regards to control, transit and basing (unless occupied by enemy land units). Axis units may trace supply to Mosul if Iraq is Activated as an Axis minor partner. If Baghdad (E 5008), Mosul (E 4810) and the Iraqi resource hex (E 5111) are occupied by Soviet and/or Western Ally land units, then Iraq is considered conquered, and no further Activation of Iraq attempt is permitted thereafter (i.e., Iraq remains a German ally unless Baghdad, Mosul and the Iraqi resource hex are conquered by Soviet and/or Western Ally land units).
LATVIA
Latvia cannot be Activated.
LITHUANIA
Lithuania cannot be Activated.
LUXEMBOURG
Luxembourg cannot be Activated.
NETHERLANDS
The UK player may attempt to Activate the Netherlands as a UK ally by rolling a 0 on one die (6-sided), modified (cumulative) as follows:
- +2 : If the French build forts in or adjacent to any hexes along the French-Belgian border (hexes W 3518, W 3418, W 3319, W 3219 and/or W 3120). +1 : If any Western Ally nation ever invaded any neutral nation.
+1 : If any Western Ally nation ever invaded Luxembourg.
- 1 : If Germany ever invaded Denmark.
- 1 : If Germany ever invaded Norway.
NORWAY
The UK player may attempt to Activate Norway by rolling a 0 on one die (6-sided), modified (cumulative) as follows: +3 : If Germany has not invaded Denmark.
+3 : If Germany has conquered Sweden.
+2 : If France has been conquered.
+1 : If Sweden becomes an Activated ally of the Axis.
+1 : If any Western Ally nation ever invaded any neutral nation.
- 1 : If Germany has ever invaded the Netherlands and/or Belgium.
- 1 : If Germany has ever invaded Denmark.
-
- 2 : If the Soviet Union has conquered Finland (not per the Winter War, but rather a complete conquest of Finland). - 3 : If Germany has ever invaded, but not yet conquered, Sweden.
If Norway is Activated, the Vidkun Quisling rule (see [9.6]) is immediately abrogated, and never reinstated. In spite of Norway’s neutrality, Allied naval units may occupy Norwegian coastal hexes to conduct strategic warfare (interdiction of the Iron Ore Route; see [2.26]), which is not considered an Allied declaration of war upon Norway. POLAND Poland is considered to be at war with Germany when the game begins (in September of 1939). Poland is thus a UK and French ally - and as such - France and the UK are automatically considered to be at war with Germany at the start of the game.
PORTUGAL
Portugal cannot be Activated.
As of October 1943, UK and US naval and/or air units may be based at the Portuguese “Azores” island airfield/port located in hex location (W 1902) if Italy has been conquered and if neither the UK or the Soviet Union is conquered. Moreover, Spain must not be an Axis conquest or a German ally. Additionally, Portugal must not be an Axis conquest.
NOTE: These “privileges” represent Portuguese/Western Ally basing agreements in the Azores islands while Portugal remained officially “neutral”.
RUMANIA
Rumania will become a German ally at the start of the Spring 1941 Seasonal Turn (or if invaded, whichever occurs first). The German player may attempt to Activate Rumania early by rolling a 0 on one die (6-sided), modified (cumulative) as follows: +1 : If Germany ever invaded Yugoslavia prior to April 1941.
+1 : If Germany ever invaded Spain.
- 1 : If Turkey is or has ever been a UK ally.
-
- 2 : If more than three Soviet units occupy Bessarabia (hexes E 3229 to about E 3626).
- 2 : If Germany is currently at war with the Soviet Union.
NOTE: Rumanian units may only ever enter Poland, Greece, Yugoslavia and/or the Soviet Union. However, Rumanian units may never stack with Hungarian units.
German Transit Permission
Prior to Spring 1941, the German player may attempt to coerce Rumania to allow German units (only) to enter Rumania, even if Rumania is not yet a German minor partner. Any such attempt has no effect upon Rumania’s Activation. Beginning in December 1940 (during the Movement Phase) and every following monthly game-turn thereafter, the German player may attempt to coerce Rumania to grant German transit permission by rolling one die (6-sided), resolved and modified (cumulative) as follows:
Die roll of 1 to 4 = No transit permission.
Die roll of 5 to 6 = Transit permission granted.
+2 : If more than three Soviet units occupy Bessarabia (hexes E 3229 to about E 3626). +1 : Per monthly game-turn after December 1940.
+1 : If Bulgaria has granted transit permission.
+1 : If Hungary has granted transit permission.
- 2 : If the Axis ever invaded Yugoslavia prior to April 1941.
- 2 : If the Axis ever invaded Spain.
- 2 : If the Axis ever invaded Sweden.
Transit permission does not cause an Activation of Rumania or allow the German player to deploy any Rumanian units. It simply permits German (only) units to enter and trace a line of supply in or through Rumania. If any German units enter Rumania without transit permission (prior to a Rumanian Activation), it is considered a German invasion of Rumania.
NOTE: When Rumanian transit permission is granted (or when Rumania is Activated), Germany will receive +7 EPs to the German EP income (from the Ploesti hex in Rumania), provided that the Ploesti hex (E 3629) is in supply and not within enemy ZOC (see [8.2]).
SOUTH AFRICA
South Africa is an automatic ally of the UK and considered to be at war with any nation which is at war with the UK. SPAIN If France has been conquered, the German player may attempt to Activate Spain if Germany achieves certain territorial conquests, and by rolling a 0 on one die (6-sided), modified (cumulative) as follows:
+4 : If Italy has been conquered.
+3 : If the US is currently at war with the Axis.
+2 : If the Axis are currently at war with the Soviet Union.
+1 : If the Axis ever invaded Yugoslavia prior to April 1941.
- 1 : If Cairo/Suez (E 5721) and Port Said (E 5520) have been captured by the Axis. - 2 : If Gibraltar (W 1508) has been captured by the Axis.
- 3 : If the UK is or has ever been conquered by the Axis.
- 3 : If the Soviet Union is a current conquest of the Axis.
German and Italian tactical submarine units may dock (and be considered supplied) at any Spanish port(s), even while Spain is neutral. This docking privilege will be rescinded, however, when the US enters the war, or if Spain is at war with the Axis.
SWEDEN
The German player may attempt to Activate Sweden by rolling a 0 on one die (6-sided), modified (cumulative) as follows: +2 : If the US is currently at war with the Axis.
+1 : If Germany ever invaded Yugoslavia prior to April 1941.
+1 : If Germany has not conquered Norway.
+1 : If Germany is currently at war with France (not Vichy France). +1 : If there are any Western Ally land or air units in Norway.
-
- 1 : If more than seven Soviet units have entered Finland beyond the Finnish/Soviet partition line (and remain therein at the time of the Activation attempt). - 2 : If Finland is a conquest of the Soviet Union.
-
- 3 : If any Soviet land units end their movement along the Finnish and Swedish border (i.e., adjacent to any Finnish/Swedish border hex). SWITZERLAND Switzerland may never be invaded, Activated or entered by any unit or game piece (nor may any line of supply be traced through Switzerland). For all intents and purposes, anything that enters Switzerland disappears into the Twilight Zone (the 5th dimension). TURKEY Turkey will become an automatic Axis ally if both France and the Soviet Union are conquered by the Axis. Otherwise, the German player may attempt to Activate Turkey by rolling a 0 on one die (6-sided), modified (cumulative) as follows: +3 : If France is unconquered.
+2 : If Germany is at war with the UK.
+2 : If the US is currently at war with the Axis.
+1 : If the Axis invaded Yugoslavia prior to April 1941.
+1 : If Germany is currently at war with the Soviet Union.
+1 : If the island of Rhodes (E 4927) has been captured by the Soviet Union, UK, or the US. - 1 : If Gibraltar (W 1508) has been captured by the Axis.
- 1 : If Moscow (W 1924) has been captured by the Axis.
- 1 : If Cairo/Suez (E 5721) and Port Said (E 5520) have been captured by the Axis.
-
- 1 : If more than eight Soviet units occupy any land hexes along the Soviet/Turkish border (hexes E 3814 to about E 4010). - 1 : If Iraq is an Axis minor partner.
- 2 : If the UK is conquered.
YUGOSLAVIA
Yugoslavia cannot be Activated.
[8.1] Economy (Economic Points)
Each major power in the game possesses an individual economic income, which is assessed as Economic Points (EPs). A nation’s EP income is determined during each Seasonal Turn (see Player Aid Card “Table I”), and is used to build units and installations, purchase offensive capabilities, repair and rebuild damaged installations and units, and/or to refuel ships out at sea (i.e., Keeping Naval Units at Sea).
France and the United Kingdom begin the game at war with Germany, and are eligible to receive an EP income during the first (and any subsequent) Seasonal Turn. Italy and the Soviet Union - though initially not at war - are also eligible to receive an EP income during the first (and any subsequent) Seasonal Turn, although the Soviet Union will automatically receive an EP income augmentation when at war with a major power (unless initiated by the Soviet Union), but not before. Conversely, the United States does not receive any EP income until actually at war (as of the 1942 Winter Seasonal Turn, unless playing a Combined Game). The Seasonal EP income of each eligible nation is tabulated on “Table I” of the order-of-battle Player Aid Cards. A player cannot ever spend EPs in excess of his currently available EP income, for any reason. Players cannot trade EPs among one another, except via the stipulations of Economic Lend-Lease (see [8.3]).
Each major power is provided with up to three types of EP markers (i.e., a 100, 10 and a 1 marker), which are used to enumerate the current tally of EPs for each major power throughout the course of the game. The EP markers are printed as negative numbers on their reverse sides (i.e., -100, -10 and -1) for the purposes of denoting EP deficits caused by Strategic Warfare. Some or all of the EP markers (as needed) are thus placed on the EP Track for each major power, indicating each major power’s current respective EP total.
Combining European and Pacific EP Incomes
If playing a Combined Game, the US and the Soviet EP income are each calculated as the combined total of their AETO and APTO EP incomes, respectively, although US naval construction requirements (in APTO) remain in effect. Nonetheless, EPs may be shifted between either theater during the EP Income Determination Step of any Seasonal Turn (how ever the US and/or the Soviet player prefers). EPs are simply allotted to either theater as the US and/or the Soviet player chooses. Any Offensives that are purchased for either theater, however, can be expended in that theater only; Offensives purchased for Europe cannot be expended in the Pacific, or vice versa. Likewise, supplementary or spare EPs remaining on either theater’s EP Track cannot be spent in the opposite theater (although they may be absorbed during the ensuing Seasonal Turn’s EP Income Determination Step and distributed freely thereafter).
The UK cannot combine its AETO and APTO EP incomes. The UK’s EP income is relegated to each theater as specified.
[8.2] Determining Economic Point Income
When each major power’s EP income for the current Seasonal Turn is determined, each major power’s EP income is marked on the EP Track (after calculating all EP debits as a result of enemy conquests, if any). EP losses inflicted by enemy Strategic Warfare, however, must then be subtracted from the calculated EP income. For example, if Germany received a calculated EP income of 49 EPs, but has incurred a total -9 EP loss total as a result of enemy Strategic Warfare throughout the preceding season, the Axis EP Track is thus marked as 40 German EPs).
Colonies
After marking the adjusted calculated EP income for each major power, add +2 EPs for each colony resource hex currently controlled by that major power (that is currently in supply, and not within any enemy land unit’s uninhibited Zone of Control). A major power, however, never collects any EPs for any resource hexes within its own home borders; such resource hexes are already represented by the major power’s seasonal EP income (e.g., Germany does not collect EPs for any resource hexes within Germany or East Prussia).
NOTE: East Prussia and Northern Ireland are considered part of Germany and the UK respectively, not colonies. Convoy Routes An undefined proportion of the UK EP income is directly predicated upon the continuance of the Atlantic Convoy Routes. As such, no Atlantic Convoy Route may ever be “closed” (although the Arctic Convoy Route may be “closed”; see [2.12]). The Atlantic Convoy Routes do not contribute any incarnate EPs to the UK income (the Convoy Routes are already mathematically represented by the UK’s intrinsic EP income), however, the Atlantic and Arctic (if “open”) Convoy Routes are susceptible to Axis Strategic Warfare, which can potentially eliminate UK EPs during the Strategic Warfare Phase of any particular season. The Arctic Convoy Route may be “opened” for the purpose of sending lend-lease EPs from the UK and/or the US to the Soviet Union. The Arctic Convoy Route is only “opened” at the discretion of the UK or the US player.
NOTE: The northernmost Arctic Convoy Route sea area is only ever opened during the Autumn and/or Winter Seasonal Turn(s), if sending lend-lease EPs (from the UK and/or the US) to the Soviet Union via the Arctic Convoy Route. Iron Ore Route An undefined proportion of the German EP income is directly predicated upon the continuance of the Iron Ore Route from Sweden (as indicated by the blue-dashed and red-dashed lines along the Norwegian and Swedish coasts to Germany). As such, the Iron Ore Route may never be “closed”. The Iron Ore Route does not contribute any incarnate EPs to the German income (the Iron Ore Route is already mathematically represented by the German’s intrinsic EP income), however, the Iron Ore Route is susceptible to Western Ally and/or Soviet Strategic Warfare, which can potentially eliminate German EPs during the Strategic Warfare Phase of any particular season.
Minor Partners and EP-lines-of-supply
Each German minor partner resource hex and UK minor partner resource hex will add +2 EPs Germany and the UK respectively, provided that an unobstructed EP-line-of-supply can be traced from each such resource hex* to a home supply source in Germany and the UK respectively. An EP-line-of-supply (for purposes of receiving EPs only) may be traced through any neutral nation(s) and/or neutral unit(s), however, including through any type of terrain and/or over any all-water hex(es) (or through coastal hexes, if the land portion of each such coastal hex is currently neutral).
*Each minor partner resource hex - itself - must not be within any enemy land unit’s uninhibited Zone of Control, nor can that EP-line-of-supply be traced into or through any enemy hex, unit and/or enemy unit’s ZOC. ATPs, STPs or CL/DD combinations cannot be used to circumvent any obstructed hex.
NOTE: An EP-line-of-supply is only relevant during a Seasonal Turn for the purposes of determining EP incomes. See [9.2] regarding which minor nations are eligible to become minor partners.
EP Income Variations
Each major power is allotted a specific EP income during each Seasonal Turn (typically changing annually). Additionally, each major power’s EP income can also be specifically augmented via the conquest and/or the liberation of enemy resource hexes. Conversely, each major power’s EP income can be lessened via the enemy’s conquest and/or the liberation of friendly resource hexes, tabulated as follows:
NOTE: See the Annual National Economic Point (EP) Incomes (“Table I”) on the order-of-battle Player Aid Cards.
FRANCE
France will gain +2 EPs per each enemy resource hex captured by French land units, if in supply.
France will gain +2 EPs per each friendly resource hex liberated* by French land units, if in supply. France will gain +2 EPs per each friendly colony resource hex in Algeria and Lebanon-Syria.
France will cede -1 EP per each friendly home resource hex captured by enemy land units.
France will cede -3 EPs per each friendly home city/resource hex captured by enemy land units.
*Excluding French home resource hexes.
GERMANY
Germany will gain +2 EPs per each enemy resource hex (non-Soviet) captured by German land units, if in supply. Germany will gain +2 EPs per each friendly resource hex liberated* by German land units, if in supply. Germany will gain +1 EP per each Soviet home resource hex (non-oil field) captured by German land units, if in supply. Germany will gain +3 EPs per each Soviet Caucasus oil field resource hex (hex E 3312, E 3311, E 3410, E 3607 and/or E 3707) captured by German land units, if in supply.
Germany will gain +2 EPs per each friendly minor partner resource hex (non-Ploesti oil field), if in supply. Germany will gain +7 EPs for the Ploesti oil field hex (E 3629), if in supply (once Rumania is Activated or grants transit permission). The +7 EPs inherently includes the resource symbol EP value there, not in addition to it. Germany will cede -1 EP per each friendly home resource hex captured by enemy land units.
Germany will cede -3 EPs per each friendly home city/resource hex captured by enemy land units.
*Excluding German home resource hexes.
ITALY
Italy will gain +2 EPs per each enemy resource hex (non-Soviet) captured by Italian land units, if in supply. Italy will gain +2 EPs per each friendly resource hex liberated* by Italian land units, if in supply. Italy will gain +2 EPs per each friendly colony resource hex in Albania.
Italy will gain +1 EP per each Soviet resource hex (non-Caucasus oil field) captured by Italian land units, if in supply. Italy will gain +3 EPs per each Soviet Caucasus oil field resource hex (hex E 3312, E 3311, E 3410, E 3607 and/or E 3707) captured by Italian land units, if in supply.
Italy will cede -1 EP per each friendly home resource hex captured by enemy land units.
Italy will cede -3 EPs per each friendly home resource or city/resource hex captured by enemy land units.
*Excluding Italian home resource hexes.
UNITED KINGDOM
The UK will gain +2 EPs per each enemy resource hex captured by UK land units, if in supply.
The UK will gain +2 EPs per each friendly resource hex liberated* by UK and/or US land units, if in supply. The UK will gain +2 EPs per each friendly colony resource and/or city/resource hex in Egypt, Iraq and/or South Africa. The UK will gain +2 EPs per each friendly minor partner resource hex, if in supply.
The UK will cede -3 EPs per each friendly home city/resource hex (including Belfast) captured by enemy land units.
*Excluding UK home resource hexes.
UNITED STATES
The US will gain +2 EPs per each enemy resource hex captured by US land units, if in supply.
U.S.S.R.
The Soviet Union will gain +2 EPs per each enemy resource hex captured by Soviet land units, if in supply. The Soviet Union will gain +2 EPs per each resource hex liberated* by Soviet land units, if in supply. The Soviet Union will cede -1 EP per each friendly home resource hex captured by enemy land units.
The Soviet Union will cede -2 EPs per each friendly home city/resource hex captured by enemy land units. The Soviet Union will cede -4 EPs per each Caucasus oil field resource hex (hex E 3312, E 3311, E 3410, E 3607 and/or E 3707) captured by enemy land units.
*Excluding Soviet home resource hexes.
[8.3] Economic Lend-Lease
Only Germany, the United Kingdom and/or the United States may ever send EPs to another friendly major power (known as lend- lease), which may only be allotted during the Lend-Lease Step of a Seasonal Turn. With regard to the United States, lend-lease EPs cannot be sent to the UK or to the Soviet Union until the United States is actually at war with the Axis (the historical pre-war lend-lease is already represented by the economic mechanics of the game system).
Lend-lease EPs are subtracted immediately from the sending player’s EP income, and then simply added immediately to the receiving nation’s EP income (i.e., added onto that nation’s EP Track) during the same Seasonal Turn. Any lend-lease EPs that are sent to a nation during any particular Seasonal Turn must arrive during that same Seasonal Turn. Lend-lease EPs, when sent, may never be saved in limbo. The methods and associated procedures for allotting lend-lease is explained as follows: Western Ally Lend-Lease to the Soviet Union The UK and/or the US may send lend-lease EPs to the Soviet Union during any Seasonal Turn via one or two particular lend- lease routes (three lend-lease routes, if playing a Combined Game). In any case, the Soviet Union must have been invaded by an Axis nation to be eligible to receive any lend-lease. Additionally, the US must be currently at war with the Axis to send any US lend-lease EPs to the Soviet Union.
NOTE: The Soviet Union may never receive any lend-lease if it initiated war with any Axis nation (including Bulgaria, Hungary and/or Rumania; even if not yet an Axis minor partner).
Western Ally lend-lease may be sent to the Soviet Union via the Arctic Convoy Route, which must be traced to either (if non- isolated) Murmansk* (E 0230) or (if non-isolated) Archangel* (E 0626), or via the Persian Route (see below), which must be traced to any non-isolated Soviet homeland city. If playing a Combined Game, Western Ally lend-lease may also be sent to the Soviet Union via the Pacific Route, which must be traced to (if non-isolated) Vladivostok (W 5133) or to any (non-isolated) Soviet controlled port in the Pacific Theater to which an overland line of supply to a Soviet homeland city in the Pacific Theater can be traced.
*With a functioning port.
Lend-lease EPs are subtracted immediately from the EP income of the Western Ally nation(s) that are sending them, and then simply added immediately to the Soviet EP Track (during the same Seasonal Turn only). Any lend-lease EPs that are sent to the Soviet Union during any particular Seasonal Turn must arrive during that same Seasonal Turn.
Arctic Convoy Route
To send lend-lease to the Soviet Union via the Arctic Convoy Route, the UK and/or the US (whoever is sending the lend-lease EPs) must declare the Arctic Convoy Route to be “open”. Normally, only the two southernmost non-hexed Arctic Convoy Route sea areas must be “open” for this purpose; however, if sending lend-lease to the Soviet Union during any Autumn and/or Winter Seasonal Turn(s), the northernmost hexed Arctic Convoy Route sea area must also be “opened”* (i.e., all three Arctic Convoy Route sea areas must be “open”).
*Because of the Winter monthly game-turns occurring amid both seasons.
NOTE: During Autumn and/or Winter Seasonal Turns, Western Ally lend-lease cannot be traced to Archangel via the Arctic Convoy Route (because Archangel is considered to be “frozen”; see [2.12]).
The UK player may send up to (but not more than) 1/4 (fractions rounded down) of the UK’s current net EP income to the Soviet Union as lend-lease (via any eligible route) per Seasonal Turn. As of the US entry into the war (i.e., as of Winter 1942, if not playing a Combined Game), the US player may send up to 1/2 (fractions rounded down) of the US’ current net EP income to the Soviet Union (via any eligible route) per Seasonal Turn.
The Arctic convoy Route may be declared “closed” by the UK and/or the US player during any Seasonal Turn (during the Arctic Route Convoy Status Step).
Western Ally Lend-Lease Limits
The UK may never send more than 1/4 of its net EP income as lend-lease during any single Seasonal Turn, regardless of the route(s). The US may never send more than 1/2 of net its EP income as lend-lease during any single Seasonal Turn (regardless of the lend-lease recipients), regardless of the route(s). If playing a Combined Game, the US - then - may not send more than 1/4 of its combined (i.e., European and Pacific) net EP income as lend-lease (regardless of the recipients), regardless of the route(s). Lend-lease EPs may not be sent to the Soviet Union via the Arctic Convoy Route if both Murmansk and Archangel have been captured (or isolated) by the Axis.
Persian Route
As of 1941, Western Ally lend-lease may also be sent to the Soviet Union (if currently eligible) via Persia (if Persia is not currently an Axis conquest), provided that an unobstructed overland line of supply can be traced through Persia from India to a Soviet Map Supply Source. The Persian Route does not entail any convoy routes (because the Arabian shipping lanes are represented off- map), although the Persian Route is considered to be automatically “closed” if India becomes an Axis conquest. The maximum amount of EPs that may be sent to the Soviet Union via the Persian Route depends upon the current year, tabulated as follows:
1941 = 10 EPs maximum (per Seasonal Turn)
1942 = 15 EPs maximum (per Seasonal Turn)
1943 = 30 EPs maximum (per Seasonal Turn)
1944 = 40 EPs maximum (per Seasonal Turn)
1945 = 15 EPs maximum (per Seasonal Turn)
Any UK and/or US lend-lease EPs sent to the Soviet Union via the Persian Route and/or any other route (per Seasonal Turn) must not exceed the maximum UK and/or US lend-lease limit (see above). If both the UK and the US intend to send lend-lease EPs to the Soviet Union, the Western Ally player(s) must delineate what percentage of that lend-lease (via the Persian Route) are UK and US EPs.
EXAMPLE: If the current game-year is 1944, the US EP income is 174 EPs (of which the US may send a maximum of 1/2 - i.e., 87 EPs - as lend-lease to the UK and/or to the Soviet Union per Seasonal Turn). Of those 87 allowable lend-lease EPs, however, no more than 40 EPs may be sent to the Soviet Union via the Persian Route (see above). In such a case, if the UK is also sending lend-lease to the Soviet Union (i.e., during the same Seasonal Turn), the UK may not send any of its lend-lease via the Persian Route (i.e., if the US is already sending 40 EPs to the Soviet Union via the Persian Route).
NOTE: The Persian Route is never subject to Strategic Warfare.
US Lend-Lease to the UK
US lend-lease may be automatically sent to the UK during any Seasonal Turn, provided that there is at least one friendly, supplied, functional port in the UK proper (assuming the UK is not conquered). US lend-lease to the UK is not subject to Strategic Warfare.
German Lend-Lease to Italy
German lend-lease may be sent automatically to Italy (though not vice versa), provided that an unobstructed overland line of supply can be traced from a German home city to any Italian home Map supply Source during any Seasonal Turn if Italy is at war with the UK, US and/or the Soviet Union. Germany, however, may never send more than 15 EPs as lend-lease to Italy. German lend-lease to Italy is never subject to Strategic Warfare.
NOTE: Italy cannot send lend-lease to Germany.
Lend-Lease Game Pieces
No player may ever confer the game’s designated nationality and ownership (and associated requirements) of any game piece as lend-lease to any other nation. Lend-lease is only permitted in the form of Economic Points. The order-of-battle of certain nations does include various chits of foreign historical origin, although any such chit(s) are not pertinent to the aforementioned “lend- lease” rules, regardless of their historic origin; they are considered to be the nationality as they are printed in every legal respect.
[8.4] Economic Reserve (ER)
During the Economic Income Phase of a Seasonal Turn, a player may allot (up to 20) EPs of a major power’s EP income to Economic Reserve (ER). Any EP(s) allotted to Economic Reserve are immune to any Strategic Warfare effects during the ensuing three monthly game-turns, even if that major power’s current EP tally is reduced to negative numbers. EP deficits are paid during the ensuing Seasonal Turn, although any EP(s) in Economic Reserve will remain exempt from such deficits, thereby allowing a player to retain ER EPs for the purposes of purchasing Combined and/or Impromptu Offensives, Keeping Naval Units at Sea, Pilot Recovery, Purchasing Partisans and/or Repairing Installations during monthly game-turns.
If any ER EPs remain in Economic Reserve until the subsequent Seasonal Turn, any of those EPs may be retained in ER, or expended during that Seasonal Turn normally (i.e., added to the major power’s EP income). Additional EPs may also be added to ER, provided that the total allotted EPs to ER does not exceed 20.
[8.5] The Order-of-Battle and Force Pools
Each of the game’s belligerents (i.e., any nation fielding actual combat units) is assigned a unique order-of-battle, which is tabulated on the Force Pool Player Aid Cards (Table “A” through “I”). Each belligerent’s order-of-battle lists every endemic combat chit it can potentially field during the game, and sequences each chit’s scheduled arrival or eligible construction year. During the Winter Seasonal Turn of every game-year, players must cross-reference the listed combat chits and the current year, and then retrieve those chits from the counter-mix. Such chits must then be placed into the pertinent Force Pool (and are thus eligible for construction), or as specified by the order-of-battle. The Axis, Soviet Union and the Western Allies are each provided with a separate Force Pool (on the map). Neutral nations (especially those that are likely to remain neutral throughout the game) need not be placed in any particular Force Pool, and may be set-up only as needed.
Chits listed under the “START” column of an order-of-battle may be set-up in any legal friendly hex(es), at the option of the owning player per [8.11], unless specified to be set-up in a particular hex or location.
Chits placed into a Force Pool are eligible to be purchased by the owning player, unless specified by the order-of-battle to arrive in a particular hex or location. If any chit is eliminated as a result of combat, it is returned to its own Force Pool again (and is eligible to be repurchased normally), unless that chit is denoted as “(cbr)” on the order-of-battle (or unless optional rule [11.13] is in effect). Any chit denoted as “(cbr)” cannot be rebuilt if eliminated, and thus must be returned to the counter-mix. Any game chit listed with a parenthesized number indicates a corresponding note numerated below the order-of-battle. Most notes expound specific instructions regarding the game chit’s placement, status or condition, although some notes are merely historical commentaries, but not relevant to game play (which will be obvious to the reader). In the former case, all such notes must be rigidly observed.
Often, the order-of-battle of a particular belligerent may denote some chits as free “arrivals”, indicating that those chits are not placed into the Force Pool, but rather arrive free on the game-map. Some free “arrivals” will be specified to arrive during a Seasonal Turn, while others will be specified to arrive during a specific monthly game-turn. In the latter case, the free chit(s) are assumed to arrive at the beginning of that specified monthly game-turn (i.e., before any Phases of that monthly game-turn commence). If a specific hex or location is denoted with any arriving free chit, that chit must arrive in that indicated hex or location.
If any unit cannot be legally placed on the game-map, it is placed in the subsequent Seasonal Turn Box, and then is placed on the game-map during the Unit Arrivals and Removals Step of that Seasonal Turn (per the normal rules). This procedure is repeated indefinitely, if necessary, until the delayed unit can be legally placed on the game-map. However, no unit may be purposefully withheld from placement; if a unit can be placed on the game-map, it must be placed.
NOTE: The parenthetical nomenclature of each air unit chit (e.g., Fw-190) simply identifies the general type of air unit represented by that chit, but has no pertinence to game play.
[8.6] Construction
Construction is the procedure via which players build new units, rebuild depleted units, construct installations, repair destroyed installations, repair damaged naval units, perform specified tasks (e.g., Keeping Naval Units at Sea), and facilitate combat capabilities. Various construction and tasks are effectuated instantly, although some construction and tasks require a “delay”. Each construction and task requires a specified EP cost, although the EP cost of certain construction and tasks will occasionally vary among different nations.
Only major powers are eligible to perform construction and tasks. Minor nations do not possess any EP income, and are thus ineligible to perform construction and/or tasks (nor can any minor nation receive any lend-lease to do so), although an eligible major power is permitted to perform construction and/or tasks for minor partners.
Combat units are eligible to be constructed from their current force pool (as allotted from the contemporary order-of-battle). Installation chits, however, are not considered force pool pieces (to be kept in a general pool), and thus are available to all players in any quantity that each constructing player desires (and can afford). Function chits (such as supply chits, control markers, etc.) are automatically used when applicable, and thus are never purchased or constructed.
EP Costs
The EP cost of each construction and task is tabulated on the map as the EP Costs Table (also, see Player Aid Card “IV”). The German and Italian player must use the Axis EP Costs Table. The French, UK and US player must use the Western Allies EP Costs Table. The Soviet player must use the Soviet EP Costs Table. All EP costs are immutable throughout any game.
NOTE: No deficit spending is permitted. A purchasing player must currently possess available EPs to purchase any units, installations, or to perform any tasks.
Constructing Units
During a Seasonal Turn, each player is eligible to purchase available units for the nation(s) that he officiates (via the Economic Points allotted to the major power or powers that he controls; see [8.1]). Each unit to be purchased must be selected from the owning player’s contemporary force pool and redeemed immediately (deducting the requisite EPs from the purchasing major power’s EP Track). The purchased unit is then placed on the map (see [8.9]), or on the Turn Track if it requires a construction “delay” (see below).
If a purchasable unit is listed with a concurrent construction “delay” (i.e., 1 season, 2 seasons, 3 seasons or 4 seasons), that unit (when purchased) must be placed in a Seasonal Turn Box ahead on the Turn Track a number of seasons (either one, two, three or four subsequent seasons) per the indicated construction “delay”. That unit, therefore, is not eligible to arrive in play (i.e., be placed) until that subsequent Seasonal Turn.
EXAMPLE: If the German player purchases a U-boat unit during the Spring Seasonal Turn, it must be placed in the Autumn Seasonal Turn Box on the Turn Track. Accordingly, that U-boat unit will arrive in play (i.e., placed on the game-map) during the Unit Arrivals and Removals Step of the Autumn Seasonal Turn.
Air Units
Combat air units are two-step units (i.e., two-sided chits); they may be purchased as single-step or as double-step units, although double-step combat air units are generally more potent and survivable. Some air units are, inherently, only one-step air units (i.e., one-sided chits), and may only be purchased and constructed as single-step units. Most Naval-Air units, for example, are single-step combat air units. No combat air unit is ever more than a two-step unit (i.e., chit). Single-step (i.e., depleted) combat air units may never be combined together during a game to form two-step air units. Any depleted combat air unit, however, may be “rebuilt” to full-strength (i.e., to a two-step air unit) during a Seasonal Turn (at the normal EP cost for one air unit step), including those presently assigned as Convoy Duty Escorts.
ATPs (Air Transport Points) exist as points rather than steps (although functionally similar). An ATP chit may be purchased as a 1-point or a 2-point ATP chit; ATP chits cannot exist as any other denomination, although a player may purchase and construct (and operate) multiple 1-point ATP chits and/or couple multiple 1-point ATP chits together as 2-point ATP chits. When constructing multiple ATPs of the same nationality, the owning player must always purchase the shortest-ranged (i.e., range-rated) ATPs presently available in the contemporary force pool before constructing any longer-ranged ATPs. However, players are not required to repurchase a shorter-ranged ATP that was eliminated and then returned to the contemporary force pool.
Land Units
Combat land units are two-step units (i.e., two-sided chits); they may be purchased as single-step or double-step units, although double-step combat land units are generally more potent and survivable. Some combat land units are, inherently, only one-step land units (i.e., one-sided chits), and thus may only be purchased and constructed as single-step units. No combat land unit is ever more than a two-step unit (i.e., chit).
Single-step (i.e., depleted) land units may be combined together with other single-step land units during a game to form two- step land units during the Movement Phase (only) if they are the exact same combat land unit (the removed land unit is returned to the force pool normally, even if optional rule [11.13] is in effect). Two identical single-step combat land units may be combined to form one identical two-step (i.e., full-strength) combat land unit if they are presently occupying the same hex during the Movement Phase. The combination of two identical one-step combat land units does not require any additional MP expenditure, but cannot occur during any other Phase. Additionally, any depleted combat land unit may be “rebuilt” to full- strength (to a two-step combat land unit) during a Seasonal Turn (at the normal EP cost for one step).
Naval Units
Naval units are two-step units (i.e., two-sided chits), although naval units cannot be purchased as single-step units. One-step naval units are considered to be “damaged” (if a named naval unit) or “depleted” (if an unnamed naval unit, representing fewer ships) not merely an even divisor of both sides of the chit). Accordingly, the EP cost of any naval unit is indicative of a full-strength naval unit.
When constructing multiple unnamed combat naval units (CLs, CVEs, DDs, DEs and/or SS’) of the same type, the owning player must always purchase the slowest (i.e., movement-rated) naval units presently available in the contemporary force pool before constructing any faster naval units. However, players are not required to repurchase a slower naval unit that was sunk and then returned to the contemporary force pool.
Damaged named naval units and or depleted unnamed naval units may be “repaired” (see [8.8]) during a Seasonal Turn, but cannot be rebuilt in the same manner as a combat land or air unit.
STPs (Sea Transport Points) exist as points rather than steps (although functionally similar). An STP chit may be purchased as a 1-point or a 2-point STP chit. STP chits cannot exist as any other denomination, although a player may purchase and construct (and operate) multiple 1-point STP chits, and/or couple multiple 1-point STP chits together as 2-point STP chits. Rebuilding Depleted Combat Land and/or Air Units During a Seasonal Turn, any depleted combat land and/or combat air unit (including currently arrived depleted combat land and/or combat air units) is eligible to be rebuilt to full-strength (per the normal EP cost for one step of the same exact unit), unless the depleted unit is currently out-of-supply or presently embarked aboard any transporting naval unit(s). Furthermore, depleted units may not be rebuilt in violation of stacking limits. When rebuilt, a depleted combat land and/or air unit is immediately flipped to its full-strength side, regardless of its current location, even if within enemy ZOC. Units in an isolated location may also be rebuilt as well, provided that the isolated location is not currently out-of-supply (i.e., if there is a supply chit presently extant in the isolated hex).
Constructing Installations
During a Seasonal Turn, each player is eligible to purchase any constructible installation(s) for the nation(s) he officiates (via the Economic Points allotted to the major power he controls; see [8.1]), which must be redeemed immediately (deducting the requisite EPs from the purchasing major power’s EP Track). The purchased installation is then placed on the map as “under construction” (see [8.9]) in any friendly, supplied hex (but not within contested or inhibited enemy ZOC). Up to one installation chit of each type may be constructed in each eligible land hex (i.e., no two installation chits of the same type may ever occupy the same hex). For example, a player may construct up to one airbase, one fortification and one coastal fort (regardless of any map-printed installations) in the same hex, but not two airbases, two fortifications or two coastal forts in the same hex, et cetera.
NOTE: A grass airfield may not be constructed in a hex with any other installation (including any other grass airfield).
Upgrading Coastal Forts
A player may “upgrade” any friendly, supplied (and completed) coastal fort to a regular fortification. To do so, the owning player must expend 1 EP, and place a regular fortification (as under construction) in the same hex (with the coastal fort*). The regular fortification is completed normally during the subsequent Seasonal Turn, and the coastal fort chit is then removed from the map. The coastal fort is considered to be functional normally until then.
*An “under construction” installation that subsequently becomes within an enemy land unit’s uninhibited ZOC (even if contested) is eliminated and removed from the map (and returned to the counter-mix).
NOTE: A regular fort in a coastal hex is not eligible to conduct a Sea Mine Attack, even if upgraded from a coastal fort.
Upgrading Small Airbases
A player may “upgrade” any friendly, supplied (and completed) small airbase to a large airbase. To do so, the owning player must expend 1 EP, and place a large airbase (as under construction) in the same hex (with the small airbase*). The large airbase is completed normally during the subsequent Seasonal Turn, and the small airbase is then removed from the map. The small airbase is considered to be functional normally until then.
*An “under construction” installation that subsequently becomes within an enemy land unit’s uninhibited ZOC (even if contested) is eliminated and removed from the map (and returned to the counter-mix).
NOTE: A small airbase in a forest, mountain or swamp hex may not be upgraded to a large airbase.
Repairing Destroyed Installations
During a Seasonal Turn, a player may opt to automatically repair any destroyed friendly installation(s), if in a friendly, supplied hex, and not within any enemy land unit’s uncontested ZOC. To do so, the owning player must expend 1 EP during the Construction and Repair Step per each destroyed installation (whether a chit or a map installation) that he intends to repair. The intended installation(s) are considered to be repaired immediately.
NOTE: A grass airfield is removed from the map when destroyed, and thus cannot be repaired.
[8.7] Voluntary Installation Demolition
During a Seasonal Turn, a player may opt to voluntarily demolish any friendly, supplied installation(s) if the owning nation is presently at war with a major power. However, at least one supplied friendly combat land unit must presently occupy the specified installation hex, regardless of the quantity of installations that will be voluntarily demolished therein. To voluntarily demolish any installation, the owning player must pay the specified EP cost, listed as follows:
Grass Airfield = 1 EP
Small Airbase = 2 EPs
Large Airbase = 3 EPs
Coastal Fort = 1 EP
Fortification = 2 EPs
Permanent Fort = 6 EPs
Coastal City Port = 3 EPs
Minor Port
= 4 EPs
Major Port* = 5 EPs
*Unlike during a bombardment or bombing mission, a voluntarily demolished major port is not merely reduced to a minor port, but is considered to be completely destroyed.
When any particular installation is demolished, place a “Destroyed Installation” chit atop that installation (although a demolished grass airfield is simply removed from the map). If the hex itself contains multiple installations and/or installation chits (e.g., an airbase with a fortification chit), the owning player must designate which installation(s) will be voluntarily demolished. If all of the installations are installation chits, a “Destroyed Installation” chit is placed under the installation chit(s) that are not demolished. If the hex contains any map-printed installations (e.g., a Major Port, which also functions as a small airbase, or a large airbase if a resource symbol is printed in that same hex), the owning player must maintain an accessible record of which installation is demolished in a particular hex. Otherwise, an effective house-rule is to simply write “port”, “airbase” and/or “fort” on some extra “Destroyed Installation” chits from the counter-mix, and place them as needed. All players are entitled to such information.
NOTE: UK Radar Sites cannot be voluntarily demolished.
The voluntary demolition of any particular installation has no effect upon any other installation(s) in the same hex, even if the destroyed installation also functions as another installation (such as a port, which also functions as an airbase). If the owning player opts to destroy multiple installations in the same hex, he must pay the specified EP cost for each installation.
NOTE: If a resource hex airbase capacity is demolished, the resource symbol itself (and its EP value) is never destroyed. Under Construction Installation Demolition A player may opt to voluntarily remove any friendly-controlled “under-construction” installation chit during the Movement Phase of a monthly game-turn (e.g., in anticipation of an impending capture). However, a removed “under-construction” installation is returned to the counter-mix. Furthermore, the owning player is not credited for any of the EPs he expended to purchase the installation in such a case. Completed installations cannot be removed in this manner; they must be destroyed via Voluntary Installation Demolition (see above).
[8.8] Repairing Naval Units
Damaged named naval units and depleted unnamed naval units (including tactical submarines and U-boats) that are docked in a friendly, supplied, functioning port are eligible to be “repaired” (during the Construction and Repair Step of any Seasonal Turn). To repair any surface naval unit (regardless of the class), the owning player must expend 2 EPs. To repair any tactical submarine unit or U-boat, the owning player must expend 3 EPs.
EXCEPTION: STPs exist as individual “points” rather than steps, and thus are never damaged or depleted. Accordingly, a one-step STP chit represents an individual STP, not a depleted STP. As such, no single STP is ever repairable. Furthermore, one-step naval units (i.e., naval units that are blank on the reverse side of the chit) cannot be repaired.
NOTE: The subsequent status of a port (i.e., whether demolished, destroyed or repaired) has no effect upon any naval unit’s previously commenced repair.
After paying the EP cost to repair each eligible naval unit (but before paying the EP cost to effectuate Hastened Naval Unit Repair, if the owning player desires), the owning player must roll two dice (two 6-sided) to determine the “extent” of that naval unit’s required yard-time, resolved and modified (cumulative) as follows:
Dice roll of 2 = Naval unit repaired immediately
Dice roll of 3 = Naval unit repaired next season
Dice roll of 4 = Naval unit repaired in 2 seasons
Dice roll of 5 = Naval unit repaired in 3 seasons
Dice roll of 6 = Naval unit repaired in 4 seasons
Dice roll of 7 = Naval unit repaired in 5 seasons
Dice roll of 8 = Naval unit repaired in 6 seasons
Dice roll of 9 = Naval unit repaired in 7 seasons
Dice roll of 10 = Naval unit repaired in 8 seasons
Dice roll of 11 = Naval unit repaired in 9 seasons
Dice roll of 12 = Naval unit repaired in 10 seasons
- 5 : If a DE, SS’ or U-boat naval unit.
- 4 : If a DD naval unit.
- 3 : If a CL naval unit.
- 2 : If repair is in the United States Box.
- 2 : For Hastened Naval Repair.
- 2 : If a UK CV (but not CVL or CVE)
- 1 : If a non-UK CV, CVL or CVE.
- 1 : If a US naval unit (cumulative with any ship-class modifier). - 1 : If repair is in a Major Port.
+1 : If a BB.
+1 : If repair is not in a home port.
+3 : If a Sunk in Port (salvageable) naval unit.
After determining the number of seasons required to complete a particular naval unit’s repair, the owning player then places that naval unit on the Turn Track in a Seasonal Turn Box ahead by the exact number of seasons indicated by the net repair dice roll result (unless repaired immediately). Place a “Refit” chit in the port hex itself, indicating where the naval repair is occurring. If an inordinate amount of naval units are undergoing repair, the owning player should keep a confidential record of the ports where each naval unit is undergoing naval repair.
NOTE: Ships that are undergoing repair are not counted against a port’s capacity.
After the repair roll is conducted, that particular naval unit’s repair cannot be reneged. It must remain on the Turn Track until its repair is completed, or until its port (i.e., where the repair is occurring) is captured. In the latter case, if a naval unit’s port is ever captured by any enemy land unit, that naval unit is then immediately eliminated, and may not be salvaged or scrapped. Any naval unit that is undergoing a repair is actually considered to be “in port” (where the repair is occurring) during that repair. As such, that naval unit is still subject to any licit enemy reconnaissance* and Air-Naval attack(s) normally. If any enemy Air-Naval attack(s) are conducted upon that location, that naval unit is temporarily removed from the Turn Track (still as damaged) and presented to the attacking player (as a legitimate naval target). If attacked and sunk, that naval unit is then eliminated, and may not be scrapped in such a case (although it may possibly be “salvaged”; see [8.9]). If that naval unit survives all declared attacks, it is then returned to the Turn Track, and no other effects are incurred.
*The owning player is always obligated to report the presence of any naval unit(s) undergoing repair in a port, as per the normal reconnaissance procedure.
If any enemy naval unit, stack or task force successfully enters a port (see [3.15]) where a naval unit is undergoing repair, that naval unit (undergoing repair) is considered intercepted normally (and automatically; see [3.7]), and is subject to any licit enemy naval combat attack(s) normally. In such a case, that naval unit is temporarily removed from the Turn Track (still as damaged) and presented to the attacking player (as a legitimate naval target). If attacked and sunk, that naval unit is then eliminated, and may not be scrapped in such a case (although it may possibly be “salvaged”; see [8.9]). If that naval unit survives all declared attacks, it is then returned to the Turn Track, and no other effects are incurred.
When a naval unit’s repair is complete, it is returned to the game-map (i.e., returned to the same port where it had undergone repair), and thus functions normally thereafter (i.e., as repaired) in all respects. The “Refit” chit is then removed from the map. Hastened Naval Repair Immediately after determining the extent of a particular damaged naval unit’s required yard-time, the owning player may opt to conduct “hastened naval repair”. To do so, the owning player must expend 4 EPs, and then simply applies a -2 yard-time dice roll modifier (see above) to that naval unit’s existing yard-time repair dice roll. A player is always permitted to see the results of a particular naval unit’s yard-time repair dice roll before opting for a Hastened Naval Repair. A player may apply Hastened Naval Repair to any damaged naval unit(s), or to none at all, although Hastened Naval Repair may never be applied more than once per any single naval unit’s repair dice roll.
NOTE: Hastened Naval Unit Repair may only occur in a friendly, supplied, functional home port.
[8.9] Salvaging Ships Sunk in Port
If any named ship is sunk while it is docked in a friendly, supplied, functional port (unless sunk via a “doubles” die roll result), it may be Salvageable. To determine the salvage eligibility of a particular sunk ship, the owning player must immediately roll one die (6-sided), resolved and modified (cumulative) as follows:
EXCEPTION: Interned French naval unit(s), if sunk, are not eligible to ever be salvaged, and are thus eliminated normally. Die roll of 1 to 3 = Not salvageable.
Die roll of 4 to 6 = Salvageable.
+1 : If sunk in a Major Port.
NOTE: Only one salvage attempt is permitted per each sunk ship (sunk in port) during a game.
A Salvageable ship is thus eligible to be repaired as of the Construction and Repair Step of any Seasonal Turn, and a “Sunk in Port” chit is then placed atop that ship (in that port). To repair any Salvageable named ship (regardless of its class), the owning player must expend 2 EPs if it is sunk in any Major Port, or 3 EPs if it is sunk in any Minor Port or any Coastal City (Limited) Port.
NOTE: Any ship that is marked as “Sunk in Port” is counted against a port’s capacity (e.g., if there are two ships “Sunk in Port” in a Minor Port, then that Minor Port’s capacity is reduced from 15 to 13).
When the owning player chooses to repair a Salvageable ship, he then pays the requisite EPs and rolls a repair dice roll normally (see [8.8] above), although a +3 yard-time dice roll penalty must be applied to that repair dice roll.
After determining the number of seasons required to complete a particular naval unit’s repair (after being salvaged), the owning player then places that ship on the Turn Track in a Seasonal Turn Box ahead by the exact number of seasons indicated by the net repair dice roll result. The “Sunk in Port” chit may be left in the port hex itself, indicating where the naval repair is occurring. All naval repair stipulations (see [8.8]) apply normally.
NOTE: Ships that are undergoing repair (after being salvaged) are not counted against a port’s capacity. When a salvaged ship’s repair is complete, it is returned to the game-map (i.e., returned to the same port where it had undergone repair), and thus functions normally thereafter (i.e., as repaired) in all respects. The “Sunk in Port” chit is then removed from the map.
NOTE: A ship that is not salvageable may not be “scrapped” (see [8.10] below).
[8.10] Scrapping Damaged Naval Units
If the owning player deems the repair dice roll (see [8.8]) of a particular damaged named ship to be particularly bad, he may opt to simply “scrap” that damaged ship instead (during the same Construction and Repair Step) if it is in a friendly, supplied, functional home port (if not isolated). In such a case, the owning player may choose to scrap a badly damaged named ship before expending any repair EPs (i.e., after seeing the results of any repair dice roll), although no naval unit that is presently sunk via a “doubles” result (even if salvageable) may ever be scrapped. When any named ship is declared to be “scrapped”, the owning player then receives EPs for that ship (immediately) as follows:
BB (Battleship) chit = 7 EPs
CV (Fleet Carrier) chit = 4 EPs
CVL (Light Carrier) chit = 2 EPs
CA (Heavy Cruiser) chit = 3 EPs
After any named ship is scrapped, it is immediately removed from the game. EPs gained for scrapping any ship are then added to the owning player’s EP Track. A conquered major power, even if Holding Out in Colonies is never eligible to scrap any ship.
[8.11] Placement on the Map
Any game piece(s) that are eligible to arrive on the game-map (during the Unit Arrivals and Removals Step, the Construction and Repair Step, or during the Replenishment Step) must be “placed” on the map per the following stipulations:
NOTE: Before constructing and/or placing any new units, the player that last controlled the Initiative may, if he desires, compel the enemy player(s) to complete all construction and placements first.
Placing Land Units
Any available cavalry and/or Infantry unit(s) may be placed in any friendly, supplied mainland home nation land hex(es), but not within any enemy ZOC (even if inhibited), or in excess of legal stacking limits. Any armor, commando, mechanized, mountain, paratrooper and/or Soviet 7-4 Siberian Transfer unit(s) can be placed in any friendly, supplied mainland home city and/or home city/resource hex(es), but not within any enemy ZOC (even if inhibited), or in excess of stacking limits.
EXCEPTION: Soviet land units may be placed in any friendly, supplied Soviet home city and/or city/resource hex, even if within enemy inhibited ZOC.
NOTE: Rumanian land and/or air units may not be placed within Bessarabia (hexes E 3229 to about E 3626) until Germany and the Soviet Union are at war, and not until there are no Soviet units presently within Bessarabia. Any available General(s) and/or HQ(s) can be placed in any friendly hex(es), even if out-of-supply, but not within any enemy uninhibited ZOC, even if contested (i.e., a General and/or HQ may be placed within inhibited enemy ZOC). HQ chits cannot, however, be placed adjacent to any other friendly HQ chit (see [5.1]).
NOTE: Specified HQ set-up locations (as indicated on the order-of-battle Player Aid Cards) are only applicable during the initial game set-up (i.e., at the beginning of the game), but are not applicable during subsequent deployments. HQs listed in the order-of-battle without a specified set-up location may be set-up as stipulated above.
Constructed and/or Replenished UK (including Commonwealth) infantry units eliminated in Africa, Asia, on any Mediterranean island, or within three hexes of any port abutting the Mediterranean Sea (including the Adriatic and the Aegean) are eligible to be returned to the UK Suez Adds Box, and can thence be placed in either Baghdad (E 5008), Cairo/Suez (E 5721) and/or Mosul (E 4810) when eligible to be placed on the map, if not within enemy ZOC (even if inhibited), or in excess of stacking limits.
Placing Air Units
Any arriving air unit(s) may be placed in any friendly, supplied home city and/or home city/resource hex(es) (with a functional base), but not within any enemy ZOC (even if inhibited), or in excess of any base(s’) airbase capacity. Additionally, any available Naval-Air unit(s) may be placed directly aboard any friendly undamaged and/or undepleted aircraft carrier(s) - of the same nationality - if not exceeding the aircraft carrier(s’) printed aircraft capacity, and provided that the aircraft carrier(s) are presently docked in a friendly, supplied, functional home port. Any available Naval-Air unit(s) may be placed in any friendly, supplied home city and/or home city/resource hex(es) (with a functional base) normally as well.
Placing Naval Units
Any arriving naval unit(s) must be placed in any friendly, supplied, functioning home port, but not within any enemy ZOC (even if inhibited), or in excess of any port(s’) port capacity.
Any available Admiral can be placed aboard any friendly named naval unit of the same nationality if that named naval unit is presently docked in any friendly, supplied and functioning port (regardless of enemy ZOC) anywhere on the map, even if isolated (but not if isolated and out-of supply).
Placement Allowances
Enemy ZOC across a nation’s border is always ignored during that nation’s initial set-up.
Germany may place a maximum of 1 arriving STP (per each Seasonal Turn) in a non-home German-controlled port, or in a German minor partner’s port, except in the Mediterranean Sea, unless the Axis currently controls Gibraltar (W 1508) and/or every Suez Canal hex (hexes E 5620, E 5520, E 5619 and E 5720).
Any arriving German tactical (SS) submarine unit(s) may be placed in any non-home German-controlled, functioning port(s) or in any German minor partner’s port(s), provided that a valid line of supply exists from a German Map Supply Source (see [7.0]) to the port(s) where the submarine unit(s) are to be placed.
Any arriving German U-boat(s) may be placed in any non-home German-controlled, functioning port(s), provided that a valid line of supply exists from a German Map Supply Source (see [7.0]) to the port(s) where the U-boats are to be placed. No U- boat may ever be placed directly in any Convoy Route sea area.
If playing a Combined Game, the UK may place newly built UK STPs in Canada and/or India (whether in Europe or in the Pacific).
NOTE: East Prussia is considered German home hexes; Sicily is considered Italian home hexes; Northern Ireland is considered UK home hexes; European Turkey (on the Istanbul side of the Marmara Sea) is considered Turkish home hexes; Ev voia island (hexes E 4531, E 4630 and E 4730) is considered Greek home hexes.
Placing Partisans
A partisan - whether arriving during a monthly game-turn or during a Seasonal Turn - may be placed (by the owning player) in any enemy-owned (but not occupied) hex within its own home nation* (e.g., a Polish partisan may be placed in any unoccupied enemy-owned Polish homeland hex). A partisan may be placed in any terrain-type hex (except an all-lake or all-sea hex), although they may never be placed within enemy ZOC, nor placed into a hex with any enemy installation (although a partisan may move there normally, if the installation hex is unoccupied). Furthermore, a partisan cannot be placed adjacent to any airbase or airfield that contains any enemy air unit(s), nor into a hex with any other friendly unit, including any other compatriot partisan.
*If Rumania becomes a German minor partner, the Soviet player may place any Soviet partisan(s) within Rumania (exactly as if in the Soviet Union). Rumania, otherwise, is not eligible for partisan activity, even if invaded (or conquered). If a partisan cannot arrive because of any aforementioned restriction, its current arrival eligibility is disregarded, and it is simply returned to the Force Pool. If none of the aforementioned restrictions are applicable, any arriving or purchased partisan must arrive (as stipulated above). The owning player cannot withhold the placement of arriving or purchased partisans to be placed during any subsequent turn.
Placing Installations
Any purchased installation(s) can be placed in any friendly, supplied land hex(es) as “under construction” (i.e., with the crossed pick and shovel depiction facing up), except as restricted below (e.g., a large airfield cannot be placed in any forest, mountain or swamp hex). After placement, an installation is considered to be under construction (i.e., incomplete and non-functional) until the ensuing Seasonal Turn. During the Unit Arrivals and Removals Step of the ensuing Seasonal turn, that installation is then considered operational (i.e., completed and functional). The installation chit is thus flipped to its “completed” side.
NOTE: When placing an installation on the map, any accessible (see [7.7]) unconsumed Sea Supply (not Air Supply) chit may be used as a supply source to establish a legal placement hex. That Sea Supply chit is therefore entirely consumed (during the current Seasonal Turn), and cannot be used to supply any other installation or unit.
A purchased fortification chit may be placed in any friendly Permanent Fortification hex normally, although the fortification chit does not impart any combat strength if attacked exclusively from across that Permanent Fortification’s hexside(s), unless that Permanent Fortification is presently destroyed.
Relocating Airbases
Any existing small airbase(s) may be “relocated” (i.e., moved) from the present hex(es) that they occupy to any other legal hex(es) at a cost of 1 EP (per airbase). Any existing large airbase(s) may be “relocated” (i.e., moved) from the present hex(es) that they occupy to any other legal hex(es) at a cost of 2 EPs (per airbase). To do so, the existing airbase(s) must be removed from their present hex(es), and then relocated to any other legal friendly, supplied hex(es), if otherwise legal (placed as under-construction normally).
NOTE: No airbase may be relocated if doing so would cause any air unit(s) in the present hex(es) to be without an airbase or over-stacked.
A large airbase cannot be relocated as two small airbases. A grass airfield may never be relocated.
Placement Restrictions
If playing a Combined Game, US units listed under the European order-of-battle cannot be placed in the Pacific Theater, and vice versa (unless specified otherwise by either US order-of-battle).
When placing units on the map, supply chits may not be used as a supply source to establish a legal placement hex. This restriction does not apply to installations, however.
If any unit cannot be legally placed on the game-map, it is placed in the subsequent Seasonal Turn Box, and then is placed on the game-map during the Unit Arrivals and Removals Step of that Seasonal Turn (per the normal rules). This procedure is repeated indefinitely, if necessary, until the delayed unit can be legally placed on the game-map. However, no unit may be purposefully withheld from placement; if a unit can be placed on the game-map, it must be placed.
No large airbase may be placed in any forest, mountain or swamp hex.
No unit or installation can be placed in any hex that is surrounded by impassable hexsides.
No installation may be constructed within contested or inhibited enemy ZOC.
A grass airfield cannot be built by a particular player in any nation (or colony) that is devoid of that player’s (i.e., that nation’s) combat units, disregarding any partisans.
[8.12] Suez Adds Box
Any UK infantry (only) unit(s) that are eliminated within Africa, Asia, on any Mediterranean* island hex, or any land hex within three hexes of any friendly Mediterranean* port may be returned to the Suez Adds Box instead of the Western Ally Force Pool.
*Including the Adriatic and Aegean Sea.
In addition to the provision above, during the Winter Seasonal Turn of any new game-year, up to 1/2 of all UK infantry (including Australian, Greek, Indian and/or Polish infantry) units may be added to the Suez Adds Box, and are thus eligible to be purchased and placed in Baghdad (E 5008), Cairo/Suez (E 5721) and/or Mosul (E 4810) only (not within enemy ZOC, or in excess of legal stacking limits). Conversely, any UK unit(s) presently in the Suez Adds Box may be added to the Western Ally Force Pool during the Winter Seasonal Turn of any new game-year.
If Baghdad, Cairo/Suez and Mosul become Axis-controlled cities, all of the units in the Suez Adds Box must then be immediately removed therefrom and then added to the Western Ally Force Pool Box. No additional units may be added or returned to the Suez Adds Box thereafter (i.e., until Baghdad, Cairo/Suez or Mosul is an Allied-controlled city again). No other nationality’s units (notwithstanding UK commonwealth units, as mentioned above) may ever be added or returned to the Suez Adds Box. UK Replenishment Abroad During the Replenishment Step of the End Phase, the UK player may automatically “replenish” (i.e., without EP cost) up to 1 eliminated (not merely depleted) UK infantry chit* (maximum) that had been eliminated (as a result of land combat) within Africa, Asia, on any Mediterranean* island hex, or any land hex within three hexes of any friendly Mediterranean* port during that same monthly game-turn (in addition to the normal UK “home nation” replenishment eligibility, if applicable; see [7.14]).
*Or an Australian, Greek, Indian or Polish infantry unit.
The UK player is eligible to place an eligibly replenished UK infantry unit in Baghdad (E 5008), Cairo/Suez (E 5721) and/or Mosul (E 4810) only (not within enemy ZOC, or in excess of legal stacking limits). The UK player may not replenish any unit that had been eliminated outside of Africa, Asia, and the aforementioned Mediterranean locations, including annexed and/or conquered territories, nor after Baghdad, Cairo/Suez and Mosul become Axis-controlled cities (i.e., until Baghdad, Cairo/Suez or Mosul is an Allied-controlled city again).
*Including the Adriatic and Aegean Sea.
[8.13] Offensives and Initiative
All combat operations on land require offensive provisions, as do some specified naval and/or air operations. Offensive provisions must be purchased with EPs in the form of “Offensives” (during the Seasonal Turn), which are then recorded numerically on the Offensive Tracks with “OFF” chits. Each major power is provided with a unique (nationally colored) “OFF” chit, to differentiate the quantity of Offensives that are purchased by each player during a Seasonal Turn. Accordingly, the Axis, Western Allies and the Soviet Union are each provided with an individual Offensive Track on the map.
Aside from the combat capabilities provided by Offensives, the quantity of Offensives purchased by each side (i.e., the Axis or the Western Allies and the Soviets, if at war with the Axis) during each Seasonal Turn will automatically determine the “Initiative” for the duration of the ensuing season (i.e., three monthly game-turns). Whoever purchased a preponderance of Offensives during a Seasonal Turn will therefore “control” the Initiative during the ensuing season (i.e., during the ensuing three monthly game-turns until the subsequent Seasonal Turn). The player controlling the Initiative is advantaged in that he may choose (or compel) - during each monthly game-turn - which side (Allies or Axis) may conduct the first operation during the Naval and Air Phase and the Offensive Phase.
Because of the importance of Initiative, players should usually purchase Offensives secretly, thereby denying the enemy player(s) any foreknowledge of offensive intent, and/or the potentiality of controlling the Initiative.
Resetting the Offensives Tracks
During the Seasonal Turn, before any Offensives are purchased, all players must adjust their “OFF” chits on the Offensive Track to indicate “0” Offensives. All Offensives are reduced to zero during the Construction and Repair Step, regardless of the number of unused Offensives still remaining from the previous season. All previously unused Offensives are lost. Purchasing Offensives During the Purchase Offensives Step, each player must decide the quantity of Offensives that he will purchase for each major power that he officiates (to be available for usage during the ensuing three monthly game-turns). If a player intends to conduct many offensive operations, or to vie for control of the Initiative, he should purchase a liberal quantity of Offensives. Partners may discuss this decision with each other, but this information should obviously not be shared with opponents. There is no limit to the number of Offensives that a player may purchase, assuming he can afford all that he purchases.
Of course, a player may never purchase more Offensives than he can afford. No deficit spending is ever permitted, although a major power is always eligible to receive 1 free Offensive, provided that no Offensives were actually purchased for that major power during that Seasonal Turn. Hence, it is nonsensical to ever only purchase one Offensive. If any player purchases two or more Offensives, however, he must pay for them all, including the first.
Inherent Minor Nation Offensives
Each minor nation, if at war, will always automatically receive 2 free Offensives per each monthly game-turn. Minor nations may not purchase or receive additional Offensives from any major power, even if a current minor partner. Additionally, minor nation Offensives may not be saved or accumulated from turn to turn; if a minor nation’s Offensives are not used during any particular monthly game-turn, they are simply lost.
Costs of Offensives
German and Soviet Offensives cost 2 EPs each. French, Italian, UK and US Offensives, however, cost 3 EPs each. During any Winter Seasonal Turns, all Offensive costs are doubled, except for the Soviet Union. Combined Offensive, Joint Offensives and Impromptu Offensives entail additional costs and requirements (see [5.3], [5.4] and [5.5] respectively).
The Offensives Tracks
After all of the players have (secretly) purchased their respective desired quantity of Offensives, they then simultaneously place their “OFF” chits on each of the Offensive Tracks, indicating the exact number of Offensives purchased for each major power. If a particular major power has more than 15 Offensives, place an “OFF +10” chit on the number (on the Offensive Track) to equal the total quantity of Offensives purchased plus 10 (e.g., if a player purchased 22 Offensives, his “OFF +10” chit must be placed on his “12” space on the Offensive Track).
Minor nation Offensives are not recorded on any Offensive Track. Each minor nation, if at war, is simply assumed to possess 2 Offensives per each monthly game-turn.
Determining Initiative
After all Offensives have been purchased during a current Seasonal Turn (and marked on the Offensive Track), the side (i.e., the Allies or Axis) with a preponderance of purchased Offensives controls the Initiative for the following three monthly game-turns, even if the expenditure during that season alters the preponderance of Offensives. For purposes of totaling Offensives, Italy’s and Germany’s Offensives are counted together (if Italy is at war), as are the Soviet’s and Western Ally’s Offensives (if the Soviet Union is at war). If playing a Combined Game, Offensives purchased in the European Theater have no bearing on any Offensives purchased in the Pacific Theater (or vice versa).
NOTE: Italian and/or Soviet Offensives are not considered when determining Initiative if Italy or the Soviet Union is not at war with a major power, respectively. Only a major power that is currently at war (with an enemy major power) is to be considered when counting Offensives for Initiative determination. Of course, Italy and the Soviet Union may purchase Offensives nonetheless.
If the total quantity of purchased Offensives is exactly equal for both sides (i.e., for the Allies and the Axis), then an Allied player and an Axis player must each roll a die, with the higher die roll determining control of the Initiative for the ensuing three monthly game-turns. Moreover, if two or more allied players have purchased an exactly equal quantity of Offensives, then each of those allied players must roll one die: The allied player with the highest die roll is considered to be the final arbiter if any disputes arise as to which player or side may conduct the first operation during the Naval and Air Phase and Offensive Phase. If the UK player applies either of the “Initiative” UK Ultra chits (i.e., with “Initiative” printed on the reverse side of the chit), he may (if he desires) apply one “Initiative” UK Ultra chit, thereby procuring control of the Initiative for the UK and the Allies for the current monthly game-turn. If any disputes arise among the Allies as to which player or side may conduct the first operation during the Naval and Air Phase and Offensive Phase, the UK player is the final arbiter (for that monthly game-turn) after employing an “Initiative” UK Ultra chit.
NOTE: The UK player may wait until after Initiative is determined before applying (and revealing) an “Initiative” UK Ultra chit (thus assuring that the Allies had, in fact, lost the Initiative before the “Initiative” UK Ultra chit is applied and revealed).
PART 9: POLITICS AND PARTNERSHIPS
The following rules encompass minor nations, invasions, conquests and political interactions throughout the game.
[9.0] Minor Nations
All unconquered minor nations are automatically considered to be neutral unless invaded (see [9.1]) or Activated as a “minor partner” (see [8.0]). In either case, each minor nation will automatically* ally with (i.e., becoming a minor partner of) a propitious major power or major powers (as delineated under [9.2]).
*Except France or any Vichy State (see [9.11]).
Inherent Minor Nation Offensives
Each minor nation, if at war, will always automatically receive 2 free Offensives per each monthly game-turn. Minor nations may not purchase or receive additional Offensives from any major power, even if a current minor partner. Additionally, minor nation Offensives may not be saved or accumulated from turn to turn; if a minor nation’s Offensives are not used during any particular monthly game-turn, they are simply lost. Minor nation Offensives are never counted when determining control of the Initiative. Minor Nations and Minor Nation Units When a particular minor nation becomes a minor partner, all of that minor nation’s starting units are then set-up on the map (in accordance with [9.2], and as specified by that minor nation’s order-of-battle), and immediately become friendly to its allying major power(s). If a minor nation is to be invaded, its units must be set-up immediately beforehand.
Minor Nation Units in Combat
Any unit(s) of a minor nation can be Activated via that minor nation’s inherent Offensive(s), or Activated as part of an allied major power’s Offensive(s) normally (see [5.0]).
Minor nation units that are attacked in any hex outside of their own home nation will automatically only defend at 1/2 of their own printed combat strength rating unless provided at least 1 contributory combat strength point from any allied Bomber, Fighter- Bomber and/or Naval-Air unit or units. Inclement weather, ipso-facto, does not necessarily negate contributory support eligibility, except in a case when air is actually grounded. Minor nation units are never halved when they are attacking any enemy units outside of their own home nation, however.
Minor Nation Construction
Minor nations do not possess an EP income, and thus no minor nation’s order-of-battle lists any force pool units (notwithstanding starting units and free scheduled arrivals). Nonetheless, if a particular minor nation’s unit becomes eliminated, it is returned to an allied major power’s force pool, and is thus eligible to be rebuilt (via EPs) by an allied major power normally (unless listed as “cbr”). The EP cost of any minor nation’s unit is always -1 EP from the normal allied major power’s EP cost for the same type of unit. A minor nation’s unit, when placed, must arrive within that minor nation (i.e., per the normal placement rules; see [8.11]). Minor Nation Replenishment One eliminated minor nation* infantry chit (maximum) may be replenished per the normal replenishment rules (see [7.14]).
*Except Vichy France or any Vichy State. Vichy units cannot be replenished.
Minor Nation Supply Sources
Each friendly home city/resource hex in a minor nation automatically functions as a supply source for that minor nation’s units (if such units can trace an unobstructed path of passable land hexes thereto).
Minor nation city/resource hexes are never subject to isolation effects (even if actually “isolated”). A minor nation’s units can never draw supply from any other foreign (or friendly-controlled) nation’s Map Supply Source, although a line of supply can be traced through any other foreign-friendly nation normally (see [7.7]).
Minor Nation EPs
Minor nations possess no inherent EP income, although each minor nation (i.e., minor partner) does automatically contribute +2 EPs per each home resource hex to its primary major power ally (provided that an EP-line-of-supply exists thereto; see [8.2]), except any particular minor nation’s resource hex(es) that are enemy-controlled. If any enemy nation controls any minor nation’s home resource hex(es), that controlling enemy nation will, instead, gain +2 EPs per each minor nation’s home resource hex that it currently controls (see [8.2]).
EXCEPTION: The Rumanian Ploesti oil field hex (E 3629) contributes +7 EPs to the German EP income. An Allied capture of the Ploesti oil field hex thus causes Germany to lose those 7 EPs. However, the Ploesti oil field hex does not contribute +7 EPs to any other (i.e., capturing) nation, although a capturing nation will gain +2 EPs for the resource symbol normally (see [8.2]).
[9.1] Definition of Invasion
Beginning in September 1939, Germany is automatically considered to be at war with France, Poland and the UK (and vice versa). However, all other nations are considered to be neutral unless formally Activated (see [8.0]), Invaded, or until initiating war with another nation. Major powers that begin the game as neutral, such as Italy and the Soviet Union, may declare war on any other nation at any time during the game, unless specifically restricted otherwise (e.g., see [9.5]). The United States cannot initiate war with any nation before 1942, however.
NOTE: An Invasion by any minor partner is also automatically considered to be an Invasion by that minor partner’s major power ally.
An Invasion always instigates a war between the invading nation and the invaded nation, and automatically includes any other major power(s) and/or minor partner(s) currently allied with the invading and/or the invaded nation respectively. Additionally, in some cases, an Invasion will also instigate a war between another nation (or nations), even if conventionally neutral (see [9.2]). In any case, warring nations are considered to be interminably inimical until a conquest or a capitulation occurs (e.g., Italy; see [9.15]). Opposing players are not necessarily prohibited from negotiating informal armistices, cease-fires, truces, et cetera. However, no agreement is ever considered to be inviolate, either legally or de rigueur.
Invasion Definition
Each of the following events - in and of itself - is considered to be an Invasion (i.e., a declaration of war), even if no actual physical invasion transpires or ensues:
A player verbally declares war upon another nation.
A nation’s unit(s) enter another nation’s hex, even if only temporarily.
A nation’s unit(s) attempts Strategic Warfare upon another nation’s economy.
A nation’s unit(s) attack another nation’s infrastructure, installation(s) and/or unit(s).
A nation’s naval unit(s) successfully intercept another nation’s naval unit(s), even if no naval combat occurs. A nation’s Amphibious task force(s) enter another nation’s coastal hex during the Naval and Air Phase or Offensive Phase. Invasion Restrictions All of the following restrictions apply:
A player may not initiate a war on behalf of a nation he does not currently control.
No German land units may physically invade France, the UK, Belgium, Luxembourg, the Netherlands and/or Yugoslavia before Poland is a German conquest, and not until after the “Sitzkrieg” is concluded, unless Germany is presently at war with the Soviet Union, and/or unless the Western Allies initiated a war with Italy (i.e., before Poland is conquered). No land units may cross a neutral border (i.e., as an invasion) during the Movement Phase.
Neutral minor nations may never autonomously initiate a war with any other nation.
Germany or Italy may not initiate a war with any minor nation that is a German minor partner.
Germany may not initiate a war with Belgium, Luxembourg, the Netherlands and/or Yugoslavia while the “Sitzkrieg” is in effect (see [4.5]).
The Western Allies may not initiate war with any nation while the Sitzkrieg is in effect, notwithstanding Germany. Italy may not initiate a war with any nation while the “Sitzkrieg” is in effect.
The Soviet Union may not initiate a war with France, the UK, the US, or any Allied minor partner.
The Soviet Union may not initiate a war with the Axis (or any scheduled Axis minor partner) during 1939. The US may not initiate a war with any nation before 1942*.
*The US is automatically assumed to be at war with the Axis as of December 1941, unless playing a Combined Game.
[9.2] Invading Minor Nations
If any major power (and/or minor partner) intends to invade any (currently) neutral minor nation(s), the player of that invading major power and/or minor partner must announce his intention to invade during the same Phase in which any invading event (see [9.1]) will occur, but always before any such event actually occurs.
NOTE: Previously conquered minor nations are disregarded (see [9.11]).
If an invasion of a neutral minor nation occurs (i.e., as of an announcement of intent to do so), a player (i.e., an enemy of the invader) must be designated to officiate control of that minor nation, and must then set-up the minor nation’s game pieces in accordance with the order-of-battle, if stipulated, and per [8.11]. A minor nation’s game pieces must be set up within that minor nation’s home borders (defined on the map with a specific color), per any deployment deemed to be strategically viable by the officiating player, but observing stacking and base capacity limits. The officiating player must set-up at least one combat land unit (but not a lone General) in that minor nation’s capital city hex (except for Denmark, Vichy France or any Vichy State, which are exempt from this stipulation). Furthermore, all minor nation naval unit(s) - if any - must be set-up in any home port(s).
NOTE: No more than one Greek land unit may be set-up on Crete.
Each friendly home city/resource hex in a minor nation automatically functions as a supply source for that minor nation’s units (if such units can trace an unobstructed path of passable land hexes thereto).
If a player announces his intention to invade a minor nation, war is considered effectuated and intractable, even if no physical invasion of that minor nation ensues.
Minor Nation Invasion Effects
When any major power (and/or any major power’s minor partner) invades any neutral minor nation, that invaded minor nation’s political alignment (pursuant to the circumstances of the invasion) is stipulated as listed below:
NOTE: Canada, Iceland, India, Panama, South Africa and Switzerland may never be invaded.
BELGIUM (gray border)
If invaded by an Axis nation, Belgium will become an automatic French, Dutch and UK ally. If invaded by a non-Axis nation, Belgium will become an automatic Axis ally.
BULGARIA (light yellow border)
An invasion of Bulgaria is considered an automatic and immediate invasion of Germany. If invaded by a non-Axis nation, Bulgaria will become an automatic German ally. If invaded by an Axis nation, Bulgaria will become an automatic Soviet ally. DENMARK (purple border)
If invaded by an Axis nation, Denmark will become an automatic French and UK ally. If invaded by a non-Axis nation, Denmark will become an automatic Axis ally.
ESTONIA (pink border)
An invasion of Estonia is considered an automatic and immediate invasion of the Soviet Union. If invaded by an Axis nation, Estonia will become an automatic Soviet ally. An invasion of Estonia (i.e., by the Soviet Union) before a German occupation of Warsaw (W 3533), or a conquest of Poland (whichever occurs first) is considered an automatic and immediate invasion of Germany. A Soviet invasion of Estonia has no political effect otherwise.
FINLAND (light blue border)
An invasion of Finland west of the Finnish partition line (hexes E 0231 to about hex E 1331) is considered an automatic and immediate invasion of Germany. If invaded by a non-Axis nation, Finland will become an automatic German ally. If invaded by an Axis nation, Finland will become an automatic Soviet ally, even if the “Winter War” is currently (or had been) effectuated..
NOTE: An invasion of Finland east of the Finnish partition line (i.e., east of the partition line) by the Soviet Union (only) is not considered an invasion of Germany, nor will Finland become a German ally in such a case (see [10.24]). GREECE (blue border)
If invaded by an Axis nation, Greece will become an automatic French and UK ally. If invaded by a non-Axis nation, Greece will become an automatic Axis ally.
HUNGARY (light blue border)
An invasion of Hungary is considered an automatic and immediate invasion of Germany. If invaded by a non-Axis nation, Hungary will become an automatic German ally. If invaded by an Axis nation, Hungary will become an automatic Soviet ally. IRELAND (green border)
If invaded by an Axis nation, Ireland will become an automatic French and UK ally. If invaded by a non-Axis nation, Ireland will become an automatic Axis ally.
LATVIA (white border)
An invasion of Latvia is considered an automatic and immediate invasion of the Soviet Union. If invaded by an Axis nation, Latvia will become an automatic Soviet ally. An invasion of Latvia (i.e., by the Soviet Union) before a German occupation of Warsaw (W 3533), or a conquest of Poland (whichever occurs first) is considered an automatic and immediate invasion of Germany. A Soviet invasion of Latvia has no political effect otherwise.
LITHUANIA (light green border)
An invasion of Lithuania is considered an automatic and immediate invasion of the Soviet Union. If invaded by an Axis nation, Lithuania will become an automatic Soviet ally. An invasion of Lithuania (i.e., by the Soviet Union) before a German occupation of Warsaw (W 3533) or a conquest of Poland (whichever occurs first) is considered an automatic and immediate invasion of Germany. A Soviet invasion of Lithuania has no political effect otherwise.
LUXEMBOURG (green border)
If invaded by an Axis nation, Luxembourg will become an automatic Belgian, French, Dutch and UK ally. If invaded by a non-Axis nation, Luxembourg will become an automatic Axis ally.
NETHERLANDS (light orange border)
If invaded by an Axis nation, the Netherlands will become an automatic Belgian, French and UK ally. If invaded by a non-Axis nation, the Netherlands will become an automatic Axis ally.
NORWAY (pink border)
If invaded by an Axis nation, Norway will become an automatic French and UK ally. If invaded by a non-Axis nation, Norway will become an automatic Axis ally.
POLAND (orange border)
Poland begins the game at war with Germany, and currently allied with France and the UK.
PORTUGAL (light yellow border)
If invaded by an Axis nation, Portugal will become an automatic French and UK ally. If invaded by a non-Axis nation, Portugal will become an automatic Axis ally.
RUMANIA (brown border)
An invasion of Rumania is considered an automatic and immediate invasion of Germany. If invaded by a non-Axis nation, Rumania will become an automatic German ally. If invaded by an Axis nation, Rumania will become an automatic Soviet ally. SPAIN (yellow border)
If invaded by an Axis nation, Spain will become an automatic French and UK ally. If invaded by a non-Axis nation, Spain will become an automatic Axis ally.
SWEDEN (light pink border)
If invaded by an Axis nation, Sweden will become an automatic French and UK ally. If invaded by a non-Axis nation, Sweden will become an automatic Axis ally.
TURKEY (brown border)
Unless an Agreed Partition of Turkey is negotiated (see [9.8]), if invaded by an Axis nation, Turkey will become an automatic French and UK ally. If invaded by a non-Axis nation, Turkey will become an automatic Axis ally.
YUGOSLAVIA (light yellow border)
If invaded by an Axis nation before April 1941, Yugoslavia will become an automatic Soviet ally (although it is not considered an invasion of the Soviet Union). If invaded by an Axis nation after April 1941, Yugoslavia will become an automatic French and UK ally. If invaded by a non-Axis nation, Yugoslavia will become an automatic Axis ally.
VICHY STATE(S) (blue border)
Each Vichy State (if and when Vichy France is established by the German player) will remain neutral until conquered. Each Vichy State (i.e., Vichy France, Morocco, Algeria, Tunisia and Lebanon-Syria) is considered a politically sovereign entity, and therefore does not affect the political status (e.g., neutrality) of any other Vichy State(s), if invaded.
NOTE: The island of Corsica is considered part of Vichy France proper, and governed by any effects pertaining to Vichy France. Similarly, the Dakar hex (W 0804) and all Vichy French units there are considered to be part of French Morocco, and governed by any effects pertaining to French Morocco.
Vichy State Reaction
Each Vichy State, if invaded, will either react unfavorably or favorably to that invasion. As such, when in invasion of any particular Vichy State(s) occur, the invading player must immediately roll one die (6-sided) to determine the “reaction” of all Vichy units presently within that Vichy State (see [9.12]), resolved and modified (cumulative) as follows:
Die roll of <1 = Vichy land and air unit(s) fight invader until eliminated. Naval unit(s) fight invader until eliminated. Die roll of 2 to 4 = Vichy land and air unit(s) fight invader for one turn, and then disband: Naval unit(s) fight invader for one turn, and then scuttle.
Die roll of 5 = Vichy land and air unit(s) immediately disband. Naval unit(s) immediately scuttle.
Die roll of 6+ = Vichy land and air unit(s) immediately join invader. Naval unit(s) immediately ally with Western Allies. +2 : If invading Vichy France proper (i.e., not Morocco, Algeria, Tunisia or Lebanon-Syria). +2 : If Vichy France proper (i.e., not Morocco, Algeria, Tunisia or Lebanon-Syria) is or ever was an Axis conquest. +1 : If any Free-French land unit(s) are participating in the invasion.
- 1 : If any UK unit(s) are participating in the invasion.
- 1 : If the invader violated any Vichy State’s neutrality during any previous monthly game-turn. - 1 : If invading Lebanon-Syria.
- 3 : If any Free-French naval unit(s) are participating in the invasion.
NOTE: By definition, if any foreign unit(s) attack into and/or enter any particular Vichy State’s hex, or if any foreign naval unit(s) attack any installation(s), contribute Naval Bombardment support, or engage in combat within any Vichy State’s location or hex, they are considered to be “participants”.
If the die roll decrees the Vichy unit(s) to fight an invader, a player (i.e., an enemy of the invader) must be designated to officiate control of the fighting Vichy unit(s).
NOTE: Fighting Vichy units may not ever conduct any land combat attack at less than a 1-1 combat odds ratio. Each Vichy State is considered conquered when every city, city/resource hex and resource hex within that Vichy State has been captured by enemy land units (see [9.10]).
[9.3] Invading the United States
The United States proper cannot be physically invaded, although all of the other normal Invasion definitions (see [9.1]) apply to the US normally*.
*Any Axis Strategic Warfare attack upon the US Coastal Water Convoy Route sea area is considered to be an invasion of (i.e., a declaration of war upon) the United States.
If not yet at war, the United States is automatically assumed to be at war with the Axis as of December 1941 (thus becoming a Western Ally) unless playing a Combined Game. If playing a Combined Game, the US is not considered to be at war with any Axis nation until the Axis initiates war with the US, or until Japan initiates war with Australia, the Dutch, UK and/or US.
NOTE: When the US enters the war, all of the US units listed under the “AT WAR” column of the US order-of-battle are then set-up on the map (as specified by the US order-of-battle). Additionally, all of the US units listed under the 1942 column of the US order-of-battle are then placed into the Western Ally Force Pool Box (unless specified otherwise).
[9.4] Invasion of Poland (The Molotov-Ribbentrop Pact rule)
At the beginning of any game, Germany and Poland are automatically considered to be at war. Poland is divided by a gray-dotted partition line (hex E 2432 to about E 3131), which bisects Western Poland from Eastern Poland. In accordance with the Molotov- Ribbentrop Pact, Germany is slated to invade Western Poland, while the Soviet Union is thereupon slated to invade Eastern Poland (i.e., after Warsaw has been occupied by any German land unit, or after Poland is conquered, whichever occurs first). If any German or Soviet unit occupies any Polish city on the other side of the Polish partition line, it will be considered an immediate declaration of war upon the other major power (i.e., either Germany or the Soviet Union), thereby precipitating the Russo-German war (with all pertinent consequences and/or effects).
After Germany’s initial invasion of Poland, German units may enter Eastern Poland (i.e., east of the gray-dotted Polish partition line), although if any such unit(s) remain across the partition line (i.e., on the east side) beyond the end of the September monthly game-turn in 1939, they will immediately be considered out-of-supply (unless initiating the Russo-German war). If any German unit(s) still occupy any Polish hex(es) east of the Polish partition line (hex E 2432 to about hex E 3131) during the Replenishment Step of the September 1939 monthly game-turn, they are then “marked” as “out-of-supply” (unless they are actually invading across the Polish partition line). Any such unit(s) must, at the earliest opportunity, move back across to the west side of the Polish partition line (unless actually invading across the Polish partition line).
Soviet units may never cross the Polish partition line, unless to actually initiate war with Germany (or until at war with Germany).
[9.5] Sitzkrieg (The Phony War rule)
Immediately after Poland is conquered by Germany, the “Sitzkrieg” is automatically in effect, provided that Poland is conquered before 1940. Accordingly, the Sitzkrieg immediately institutes the following effects:
Italy cannot initiate a war with any nation.
German land units cannot attack any units or enter any hexes within Belgium, France, Luxembourg, the Netherlands, the United Kingdom and/or Yugoslavia.
Neither France or the United Kingdom can instigate a war with Italy.
Allied land units cannot attack or enter any hexes within Germany.
The “Sitzkrieg” (and its effects) automatically end as of the April 1940 monthly game-turn, and is never reinstated thereafter. Precipitated Conclusion of the Sitzkrieg During the Weather Determination Step of any Sitzkrieg monthly game-turn (but after determining the weather and air effects), the German and/or the UK player may attempt to precipitously end the Sitzkrieg (i.e., before April 1940) via the expenditure of two (non-impromptu) Offensives (although, only one Offensive if a UK attempt). To end the Sitzkrieg, the attempting player must roll two dice (6-sided), resolved and modified (cumulative) as follows:
Dice roll of < 2 = Sitzkrieg Ends
Dice roll of 3 to 12 = No effect.
- 2 : If Germany invaded Denmark (UK attempt only).
- 3 : If Germany invaded Norway (UK attempt only).
- 4 : If Germany invaded Sweden (UK attempt only).
-
- 5 : If any fortification chit(s) are constructed (whether completed or not) within France proper (German attempt only). - 6 : If Germany and the Soviet Union are at war (German attempt only). Germany and the UK may each attempt to precipitously end the Sitzkrieg once per monthly game-turn. If Germany and the UK intend to attempt to precipitously end the Sitzkrieg during the same monthly game-turn, the nation that currently controls the Initiative must roll first.
[9.6] German Invasion of Norway (The Vidkun Quisling rule)
As of an initial German invasion of Norway (during the same monthly game-turn), the German player may declare one German Amphibious Assault upon an eligible Norwegian coastal hex to be “unopposed”, thereby possibly nullifying the normal -4 die roll penalty for an “Axis Amphibious Assault”. Nonetheless, any German Amphibious Assault upon Norway requires an expended Land Offensive normally (i.e., even if the intended assault hex is declared to be “unopposed” by the German player). There are two different “assault” methods that the German player can institute to execute the “Vidkun Quisling rule”, listed as follows:
NOTE: This rule is never applicable if Norway has become an Activated ally of the UK during any preceding Seasonal Turn (i.e., Vidkun Quisling is assumed to have no influence upon the Norwegian military, in such a case).
[ A ] If the intended declared German assault hex is presently unoccupied by any Norwegian land unit or fortification, the assaulting German land unit(s) may then debark ashore (with a “Sea Supply” chit) in that Norwegian coastal hex; no land combat die roll is necessary (i.e., the assault hex does not possess any intrinsic garrison).
[ B ] If the intended German assault hex is presently occupied by any Norwegian land unit(s), one die (6-sided) is then rolled: If the die roll result equals or exceeds the total Norwegian combat strength (including a coastal fort and/or the Norwegian air unit, if it is present) in the assault hex, the Norwegian land unit(s) in that assault hex must be automatically moved from that assault hex to any other adjacent Norwegian land hex (i.e., to a hex of the Norwegian player’s choice). The assaulting
German land unit(s) may then simply debark ashore (with one “Sea Supply” chit) in that declared assault hex. However, if the die roll result is less-than the total Norwegian combat strength in that intended assault hex, the assaulting German land unit(s) must then conduct a normal Amphibious Assault upon that declared assault hex (incurring the standard -4 die roll penalty for an Axis Amphibious Assault normally). Any other applicable land combat modifiers apply normally as well. The German player is only eligible to effectuate the “Vidkun Quisling rule” once, and only during the first monthly game-turn of an initial German invasion of Norway. The “Vidkun Quisling rule” is only applicable to the declared German Amphibious Assault (upon an eligible Norwegian coastal hex), not to any other attack or die roll, even if conjunctive with that Amphibious Assault.
[9.7] Italian Forced Entry into the War (The Benito Mussolini rule)
The UK player (only) may opt to force Italy’s entrance into the war (if specific events occur), despite the disfavor of the Italian (and/or the German) player (representing Mussolini’s jealousy of Hitler’s successes, and Mussolini’s premature entry into the war). Determination Procedure During the End of Turn Step of any monthly game-turn(s) - if Italy is not currently at war with the Western Allies -, the UK player may opt to roll one die (6-sided) if any of the following events have occurred:
If Paris is currently an “open city” (i.e., defined as at least one German land unit currently adjacent to Paris - if Paris is not Axis-controlled -, and if Paris is presently unoccupied by any Western Allied land unit)
If Paris (W 3118) is currently occupied by any German unit(s).
If any German land unit(s) occupy or are currently adjacent to Bordeaux (W 2714), Lyon (W 2619), Marseilles (W 2319) and/or St. Nazaire (W 3013).
Die roll of 1 to 4 = Italy is at war against the Western Allies.
Die roll of 5 or 6 = No effect.
- 1 : If Germany invaded Yugoslavia (even if after April 1941).
- 2 : If Germany invaded Greece.
The UK player may opt to roll to force Italy’s entrance into the war during the End of Turn Step of any monthly game-turn.
[9.8] Invasion of Turkey
Notwithstanding a German Activation of Turkey, Turkey will remain neutral unless invaded. If invaded, however, the current status of the game (i.e., the war) will determine Turkey’s political alignment, explained as follows:
[ A ] If Germany and the Soviet Union are currently at war, Turkey will become an automatic UK ally if Turkey is invaded by the Axis, although Turkey and the Soviet Union are eligible to cooperate per the same stipulations of [9.26].
[ B ] If Germany and the Soviet Union are currently at war, Turkey will become an automatic German ally if Turkey is invaded by the Soviet Union.
[ C ] If Germany and the Soviet Union are not at war, Turkey will become an automatic UK ally if Turkey is invaded by the Axis. In such a case, an invasion of Turkey by the Axis is assumed to be construed as a palliation of the Molotov-Ribbentrop Pact, and would be considered an Axis Sneak Attack upon Turkey (see below).
[ D ] If Germany and the Soviet Union are not at war, Turkey will remain neutral* if Turkey is invaded by the Soviet Union (that is to say, Germany will not go to war with the Soviet Union prematurely, and thus will not accept any alliance with Turkey). In such a case, an invasion of Turkey by the Soviet Union is assumed to be construed as a palliation of the Molotov-Ribbentrop Pact, and would be considered a Soviet Sneak Attack upon Turkey (see below).
*Although the German player may initiate war with the Soviet Union (per [9.1]) at any time, and thereby become allied with Turkey immediately.
Sneak Attack upon Turkey
If either the Axis or the Soviet Union invade Turkey prior to a Russo-German war, it is considered a “sneak attack upon Turkey”. In such a case, Turkey is considered to be at war with the invader, but is also eligible to become pseudo-allied with the other (non-invading) camp. As such, the other camp (i.e., the non-invader) may react to that “sneak attack upon Turkey” by way of a counter-deployment of units to any unconquered hex(es) in Turkey without actually triggering a Russo-German war. Accordingly, the reactant’s units are permitted to enter any unconquered Turkish hex(es) exactly as if they are friendly, including any hex(es) occupied by any Turkish unit(s) and/or installations.
The invader and the reactant must adhere to all normal movement and supply rules when deploying units to Turkey. The invader must adhere to all normal invasion and conquest rules, although the reactant’s units are permitted to enter into any Turkish hex(es) as if they are friendly. Moreover, the reactant may utilize any Turkish installation(s).
Any Turkish hex(es) entered by either the invader’s or the reactant’s land unit(s) immediately become controlled by the entering land unit(s), and are considered owned by their major power thereafter (even if vacated) until captured by any enemy land unit(s). Turkish units may unrestrictedly intermingle with the reactant’s units (in fact, all of the Turkish units are to be controlled by the reacting player). However, Turkey is considered pseudo-allied with the reacting major power inasmuch as it is not actually considered to be a minor partner of that reacting major power (i.e., the invader may attack Turkish units without triggering a war with the reacting camp). If, though, the invading major power attacks any Turkish unit(s) in a hex that is occupied and/or owned by the reacting camp, a war is then immediately provoked between the Axis and the Soviet Union. An encroachment of any Turkish
hex that is occupied and/or owned by the reacting camp (even if occupied by Turkish units/installations) will immediately trigger a Russo-German war. In such a case, the intruding player is considered the instigator. The occupation of any Turkish city or cities by the reactant’s unit(s) does not alter the normal conquest requirement of a minor nation (i.e., Turkey) per [9.10], even if the occupation of any Turkish city or cities by the reactant’s unit(s) prevents any possible conquest of Turkey by the invader per [9.10].
NOTE: If the Axis and the Soviet Union are not at war, the invader’s land units do exert ZOC normally, except into any Turkish hex(es) entered by the reactant’s land units (unless the reactant’s land units are actually entering a hex that is owned by the invader…which will automatically trigger a war). However, the reactant’s land units do exert a ZOC upon all adjacent Turkish hexes (although not upon Turkish units), including into any Turkish hex(es) that are occupied and/or owned by the invader. ZOCs (and their effects) - in and of themselves - do not ever trigger war, however. Additionally, Turkish units are not affected by any reacting unit’s ZOC (or vice versa), although ZOC applies normally among Turkish units and the invader’s units.
If Turkey cannot be conquered because of the arrival and deployment of any reactant’s units, Turkey is considered to be at war with the invader indefinitely, even while Turkey is contested by an invader and a reactant camp. Turkey will remain pseudo-allied with the reactant camp until a Russo-German war is triggered (at which time Turkey will become a minor partner of the reactant camp).
Until a Russo-German war is triggered, Axis and Soviet units may coexist within Turkey, even if Turkey is legally conquered, in which case the conquest stipulations of [9.11] do not apply to any hex(es) that are owned by the reactant camp. Either camp may opt to initiate a Russo-German war in Turkey (within the parameters of all normal rules) at any time, which is then considered to be a full-blown war between the Axis and the Soviet Union normally. Turkey then becomes allied with (i.e., a minor partner of) the reactant camp, in such a case.
Agreed Partition of Turkey
Prior to a Russo-German war, the German and Soviet player may mutually agree to partition Turkey (similar to Poland). To do so, the German and the Soviet player must negotiate to delineate a specific partition hexline within Turkey, thereby dividing Turkey into two halves (although not necessarily equal halves). If the German and Soviet player cannot agree where and how to partition Turkey, then no Agreed Partition of Turkey is permitted, and any attack upon Turkey is therefore governed by the aforementioned stipulations.
When a mutually agreed partition hexline in Turkey has been delineated, either Germany or the Soviet Union (but not both) must be designated as the invader. Turkey is then subject to the normal conquest rules (see [9.10]) by that designated invader. Turkey and all Turkish units are thus controlled by a player whom is an enemy of the designated invader. Accordingly, all Turkish units are considered hostile to the designated invader (only), but not to the partitioning non-invader, even if the partitioning non- invader’s units are entering Turkish-owned hexes and/or attacking Turkish units! Turkey is not considered to be a minor partner of the partitioning non-invader, however (and thus not entitled to utilize any Turkish-owned installations, et cetera, until Germany and the Soviet Union are at war; see below).
An Agreed Partition of Turkey will effectively nullify the aforementioned Sneak Attack upon Turkey rules. Moreover, Turkey cannot then be Activated by the UK if Germany and the Soviet Union subsequently go to war. However, Turkey will then automatically become Activated as a minor partner of the non-invader (i.e., whomever was not designated as the invader) unless Turkey is conquered, in which case Turkey’s political alignment is irrelevant.
NOTE: The UK (or even US) player may protest any Agreed Partition of Turkey, threatening to withhold lend-lease or other cooperation, although any Agreed Partition of Turkey is solely decided amongst the German and the Soviet player. As with the Molotov-Ribbentrop Pact (see [9.4]), the partitioning non-invader may not enter Turkey until Ankara has been occupied, or Turkey is conquered, whichever occurs first (or unless any of the designated invader’s units have entered and remained across the opposite side of the delineated partition line).
NOTE: Per the normal minor nation conquest rules, Turkey will become conquered when at least three of Turkey’s cities are captured, and there is at least one supplied invading land unit adjacent to (or occupying) the capital (i.e., Ankara; E 4322). Ergo, when delineating a partition hexline in Turkey, the partition should be configured so as to accord the designated invader the ability to conquer Turkey (i.e., the ability to capture three cities and have a supplied combat land unit adjacent to - or occupying - Ankara).
If any Axis or Soviet unit occupies any Turkish city on the opposite side of the Turkish partition line, it is considered an immediate declaration of war upon the other major power (i.e., either Germany or the Soviet Union), thereby precipitating the Russo-German war (with all pertinent consequences and effects).
After an invasion of Turkey, the invader’s units may cross over the Turkish partition hexline, although if they remain across the partition hexline beyond the end of the same monthly game-turn, they will immediately be considered out-of-supply (unless initiating the Russo-German war). If any invading unit(s) still occupy any hex(es) across the Turkish partition hexline during the Replenishment Step of that same monthly game-turn, they are then “marked” as “out-of-supply” (unless they are actually invading across the partition hexline). Such units must, at the earliest opportunity, move back across to their own side of the Turkish partition line.
[9.9] Surrender
An owning player may voluntarily declare the surrender of any major power or minor nation(s)* that he officiates (at any time during any turn). Upon surrendering, a surrendered major power and/or minor nation is considered to be immediately conquered (per the normal conquest rules). When declared, a surrender is considered to be permanent. The effects of surrender are identical to the effects of conquest (see [9.11]) in every respect.
*Only the owning player of an allied major power may voluntarily declare the surrender of any minor partner.
[9.10] Conquest
Conquest of a Major Power
A major power is considered immediately conquered when every city/resource hex within that major power has been captured by enemy combat land units. France and Italy are excepted, explained as follows:
France can be conquered normally (per above), although the German player may enforce an early conquest of France by establishing Vichy France. The German player may declare his intent to establish Vichy France if any German supplied combat land units capture Paris (W 3118) and at least two other (i.e., other than Paris) French home cities (i.e., in France proper). See [9.12].
NOTE: If France is conquered normally (i.e., if Vichy France is not established by the German player), France is then subject to the normal conquest effects (e.g., Disposal of Naval Units). See [9.11].
Italy can be conquered normally (per above), although Italy will capitulate early if Rome (W 2025) is captured by any UK and/or US combat land unit(s), or possibly if any UK or US supplied combat land unit (with a printed combat strength of at least “3”) presently occupies at least one Italian mainland (i.e., not including Sicily or Sardinia) hex. However, there must not be any non-paratrooper Italian combat land unit remaining in Sicily, North Africa or the Middle East. See [9.15]. Major Power Colonies Each colony is considered conquered when every city, city/resource and resource hex within that colony territory (if any) has been captured by enemy combat land units.
Conquest of a Minor Nation
Unlike a major power, a minor nation is considered immediately conquered when at least half (rounded up) of that minor nation’s home* city and/or city/resource hexes are captured by enemy combat land units. Additionally, at least one supplied enemy combat land unit must occupy (or have occupied) or presently be adjacent to that minor nation’s capital (if connected by land). Non-city resource hexes are ignored when factoring the conquest of any minor nation.
*Colony and/or island city and/or city/resource hexes are ignored when factoring a conquest of any minor nation.
NOTE: The Polish cities east of the Polish partition line (Vilna, Brest-Litovsk and Lvov) are ignored when factoring a German conquest of Poland.
If a minor nation contains no cities (e.g., Lithuania), only the land hex(es) that are actually (i.e., physically) occupied, or within the uninhibited ZOC of the invading combat land unit(s) are considered to be “conquered”. Any such hex(es) will then remain enemy- owned until physically reoccupied by any opposing land units.
Vichy States
Each Vichy State is considered to be conquered when every Vichy city therein is captured by enemy land units, or per the circumstances noted under [9.2] (see Vichy State Reaction).
[9.11] Effects of Conquest
When any nation is conquered, the following effects immediately occur:
NOTE: Vichy States are excepted (see [9.2]).
All of that nation’s chits are removed from the Force Pool (permanently), and returned to the counter-mix. All of that nation’s land and air units are removed from the game (except French Evacuations; see [9.12]), unless Holding Out in Colonies (see [9.23]).
All of the installations and hexes within that conquered nation (including its colonies, if any) become friendly to the conqueror*, unless Holding Out in Colonies, in which case the installations and/or hexes in that nation’s colony remain owned by any unit(s) that are Holding Out in Colonies (see [9.23]).
*Although any installation(s) and/or hex(es) that are still controlled by any other nationality in the conquered nation remain controlled by that nationality until captured, including unoccupied installations behind a demonstrated “Front” (see [5.12]).
All of that nation’s non-sunk naval units are subject to Disposal of Naval Units (except French naval units, if Vichy France is established; see below).
A conquered nation will retain an inherent Rail Capacity of 1 (useable by the conqueror), but never more (regardless of its pre-conquest Rail Capacity). See [6.1].
The conquering nation will gain +2 EPs per each (conquered) supplied resource hex within that conquered nation. Disposal of Naval Units When any nation (except France, if Vichy France is established) is conquered, each stack of that nation’s non-sunk naval units presently on the map (i.e., in play) is subject to a possible repatriation or scuttling.
NOTE: Any naval unit(s) of a conquered nation that are stacked with any unconquered allied nation’s naval unit(s) (as of the instant that the conquest occurs) are separately subject to a Disposal of Naval Units dice roll, unless presently docked in an allied nation’s port (in which case they are then automatically considered owned by that allied nation). Roll two dice (6-sided) for each separate stack, resolved and modified (cumulative) as follows:
Dice roll of 2 to 5 = The naval unit stack allies with an enemy of the conqueror (i.e., repatriated).
Dice roll of 6 to 9 = The naval unit stack becomes eliminated (i.e., scuttled).
Dice roll of 10 to 12 = The naval unit stack allies with the conqueror (i.e., repatriated).
+2 : Italian naval units.
+1 : If the naval unit(s) are presently docked in a port within that conquered nation. - 1 : If the naval unit(s) are presently part of a stack or task force owned by an enemy of the conqueror. - 2 : If the naval unit(s) are presently in a port that is controlled by an enemy of the conqueror. - 3 : Soviet naval units.
- 3 : If no legal sea route or access to any port controlled by the conqueror exists. - 7 : UK naval units.
NOTE: If any conquered nation’s naval unit(s) become allied with Germany (per a Disposal of Naval Units roll) the naval unit(s) may, instead, become Italian-controlled naval units (if the German player prefers), even if Italy is not currently at war (which does not affect Italian neutrality, in such a case).
If any particular naval unit(s) ally with any other nation, their change of ownership is considered immediate. If any naval unit(s) ally with an enemy of the conqueror, the owning nation is to decide which particular enemy nation the naval unit(s) will ally with. In any case, any repatriated naval unit(s) are subject to all standard rules normally. The new owning player may pay EPs to refuel the repatriated naval unit(s) at sea normally (see [3.14]) as of the same monthly game-turn, if desired.
Disposal of French Naval Units (Historic Fleet Deployments)
If Vichy France is established by Germany (see [9.12]), all non-sunk French naval units (i.e., remaining in play) are then automatically re-deployed to specified ports (see below). As such, the remaining French naval units are not actually moved to the specified ports, but rather are automatically removed from their present hex or location (as of the instant Vichy France is established), and then simply set-up (in their present condition) in the ports as specified below, and are considered “docked” in their respective ports.
As of a conquest of France (and the establishment of Vichy France), deploy all remaining non-sunk French naval units as follows:
Marseilles (W 2319) = Colbert; Dupleix; Foch; Algerie; Joffre; 1 x CL; 2 x 0(2)-6-47 DDs; 1 x SS; All STPs (all Vichy).
Dakar (W 0804) = Richelieu; 1 x CL; 1 x 0(2)-9-46 DD (all Vichy).
Oran (W 1312) = Bretagne; Dunkerque; Provence; Strasbourg; 1 x 0(2)-6-46 DD (all Vichy).
Alexandria (E 5623) = Lorraine; Suffren; Tourville; Duquesne; 1 x CL (all interned).
Casablanca (W 1204) = Jean Bart (damaged); 1 x 0(1)-4-45 DD; 1 x 0(2)-6-48 DD; 1 x SS (all Vichy).
UNITED STATES BOX = Bearn, without a Naval-Air unit (interned).
Southampton (W 3515) = Paris (The “Paris” automatically becomes a UK owned ship).
Plymouth (W 3514) = Courbet (The “Courbet” automatically becomes a UK owned ship).
Bizerte (W 1323) = 1 x 0(2)-6-38 DD; 1 x SS (all Vichy).
Algiers (W 1316) = 1 x CL (Vichy).
Beirut (E 5118) = 1 x 0(1)-7-38 DD; 1 x SS (all Vichy).
Saigon (PTO - W 2919 ) = 1 x 0-4-44 DD (Vichy).
If there are insufficient French CLs, DDs and/or SS’ left to complete the aforementioned deployment of non-named French naval units, then the French player must then deploy whatever non-sunk CLs, DDs and/or SS’ still remain in play, prioritizing the ports in the order listed above.
EXAMPLE: Marseilles (being the first port listed above) must be the first port to harbor whatever remnant of French CLs, DDs and SS’ remain in play (up to the fulfillment of Marseilles’ listed deployment). After Marseilles, then Dakar, followed by Oran and Alexandria (in that order), and so forth.
NOTE: If Vichy France is established (thus enforcing the Historic French Fleet Deployments), but is then subsequently conquered, any remaining French naval unit(s) are not then subject to a Disposal of Naval Units conquest effect. Instead, the French naval unit(s) must then abide by the stipulations of [9.2] (see Vichy France).
French Fleet Political Status
Any French naval units listed above as “Vichy” are governed by the Vichy neutrality/belligerency stipulations (see [9.2]). Any French naval unit(s) listed above as “Interned” must remain in the indicated location, and may not move until either Italy is conquered, or until France proper is liberated (e.g., the French naval units in Alexandria - listed as interned - cannot move from the port in Alexandria until Italy has been conquered, or until France proper is liberated). The presence of any other units (including other French units) in a location with any interned French naval unit(s) has no effect upon their internment. Any Interned French naval unit(s) may be attacked normally (i.e., while interned). If attacked, all interned French naval units in that same hex are eligible to participate in that combat engagement normally, although combat has no effect upon their internment. If any interned French naval unit(s) are damaged or sunk, they may not then be scrapped or salvaged. If any enemy land unit occupies a port hex with any interned French naval units therein, that occupation automatically causes any such interned French naval unit(s) to be sunk (and ineligible to be salvaged or scrapped).
If Italy becomes conquered, or if France proper is liberated, all interned French naval units are then considered to be Free- French naval units (and thus are considered to be UK-owned naval units automatically), and function normally thereafter. The French ships Paris and Courbet (deployed to Southampton and Plymouth respectively) are considered to be UK-owned naval units, and may be controlled by the UK player as if they are normal UK naval units, in all respects.
[9.12] Establishing Vichy France
The German player may enforce an early conquest of France by declaring the establishment of Vichy France. The German player may establish Vichy France if any German supplied combat land units capture Paris (W 3118) and at least two other (i.e., other than Paris) French home cities (i.e., within France proper). If the German player intends to do so, he must declare the establishment of Vichy France during the same Phase whereupon all such conditions exist, or forever forgo the opportunity. Vichy France If Vichy France is established, all French hexes north and west of the gray-dotted temporary border in France proper immediately become German-controlled (i.e., conquered) hexes, although all French hexes south and east of the gray-dotted temporary border (and including the island of Corsica) become Vichy France (and immediately neutral). Vichy France is thus considered to be a (new) minor nation, and is therefore governed by the stipulations of [9.0], except when noted otherwise. When Vichy France is established, any Western Ally and/or Axis units remaining within Vichy France must attempt to expediently exit Vichy France as soon as possible. If non-Vichy unit(s) remain within Vichy France after the same monthly game-turn (i.e., in which Vichy France was established), they are then immediately considered “out-of-supply”. Moreover, non-Vichy unit(s) within Vichy France cannot be supplied (or be Activated for any Offensives) while therein. Any non-Vichy air unit(s) within Vichy France must rebase immediately (unsusceptible to any enemy air interception as they do so). If any non-Vichy air unit (in Vichy France) is unable to rebase, it is eliminated instead.
NOTE: Any Axis hex(es) that were captured by any French unit(s) prior to the establishment of Vichy France revert to the control of the previous Axis owner upon the establishment of Vichy France.
After all non-Vichy units have exited Vichy France, Vichy neutrality will temporarily remain inviolate until the subsequent Winter Seasonal Turn. As of the subsequent Winter Seasonal Turn, however, Vichy neutrality (though still in effect) is no longer inviolate (i.e., Vichy France is subject to invasion normally; see [9.2]). Vichy France will thus remain neutral until conquered, even if France proper is liberated.
French Evacuations
If Vichy France is established, France is conquered normally, although French General DeGaulle and four 4-3 French infantry units are automatically “evacuated”, and thus arrive in the UK order-of-battle (representing refitted Free-French units). French General DeGaulle will arrive free (see below), although the French 4-3 infantry units are purchasable normally by the UK (at the normal cost of 3 EPs per step).
General DeGaulle
French General DeGaulle chit will automatically arrive free as a UK controlled General as of the Spring 1942 Seasonal Turn (placed per the stipulations of [8.11]), provided that it had not been (permanently) eliminated hitherto (i.e., during the battle for France). French General DeGaulle is subject to all of the stipulations of [5.10] normally.
Vichy Colonies
If Vichy France is established, each French colony immediately becomes an independent Vichy State (and immediately neutral). Each Vichy colony is thus considered to be a (new) minor nation in all respects, and is therefore governed by the stipulations of [9.0], except when noted otherwise (e.g., Vichy units cannot be built, rebuilt or replenished). All French colony hexes (including Dakar) become Vichy hexes (and immediately neutral), even if previously captured by any Axis units, and are therefore governed by the stipulations of [9.0], except when noted otherwise. When Vichy France is established, any non-Vichy Western Ally and/or Axis units remaining within any Vichy colony must attempt to expediently exit the Vichy colony. If any non-Vichy unit(s) remain within any Vichy colony after that same monthly game-turn (in which Vichy France was established), they are then immediately considered “out-of-supply”. Moreover, non-Vichy unit(s) within any Vichy colony cannot be supplied (or be Activated for any Offensives) while therein. Any non-Vichy air unit(s) within any Vichy colony must rebase immediately (unsusceptible to any enemy air interception). If any non-Vichy air unit (in a Vichy colony) is unable to rebase, it is eliminated. After all non-Vichy units have exited each Vichy colony, each Vichy colony’s neutrality will temporarily remain inviolate until the subsequent Winter Seasonal Turn. As of the subsequent Winter Seasonal Turn, however, Vichy neutrality in that Vichy colony (though still in effect) is no longer inviolate (i.e., that Vichy colony is subject to Invasion normally; see [9.2]). Vichy colonies will thus remain neutral until conquered, even if France proper is liberated (or even if Vichy France is conquered).
Vichy Garrisons
When France is conquered, all French land units are removed from the game per the normal conquest effects (notwithstanding French Evacuations; see above). However, if Vichy France is established, each of the following locations automatically fields an inherent garrison, which is to be set-up immediately as follows:
ALGERIA = 2 x 4-3 infantry (both depleted); 1 x 2-5/0 (SB2U) Naval-Air. Set-up one infantry in Algiers (W 1316);
Set-up one infantry and the 2-5/0 (SB2U) Naval-Air in Oran (W 1312).
Dakar (W 0804) = 1 x 2-5/0 (SB2U) Naval-Air.
FRENCH MOROCCO = 1 x 4-3 infantry (depleted); 1 x 2-5/0 (SB2U) Naval-Air. Set-up both in Casablanca (W 1204).
LEBANON-SYRIA = 1 x 4-3 infantry. Set-up in Beirut (E 5118).
Marseilles (W 2319) = 1 x 4-3 infantry.
TUNISIA = 1 x 4-3 infantry (depleted). Set-up in Bizerte (W 1323).
NOTE: Any other French air and/or land units deployed to any French colony (prior to a conquest of France proper) do not augment any aforementioned inherent Vichy garrison if Vichy France is established. Any such unit(s) are removed from the game normally per [9.11].
Vichy units may never be built, rebuilt (i.e., from depleted status) or replenished. If any Vichy unit(s) become repatriated, they are then considered to be normal units (i.e., owned by the repatriating major power), and are eligible to be rebuilt (from depleted status) normally. Vichy units that are repatriated may never be replenished or rebuilt if eliminated, however.
[9.13] The Free-French
Any French land unit listed as a purchasable unit in the UK order-of-battle, listed as an arrival in the UK, or “repatriated” as a UK allied unit per [9.2] is considered to be a UK-controlled and owned unit (i.e., Free-French) in every respect (whether or not France is “Holding Out in Colonies”; see [9.23]), except that no Free-French unit, if eliminated, may be rebuilt.
EXCEPTION: The 10-5 Free-French armor unit (see the UK order-of-battle) may be rebuilt normally (by the UK) if it is eliminated, unless optional rule [11.13] is in effect.
[9.14] Dismantling the Maginot Line (The Atlantic Wall rule)
If France is conquered (whether Vichy France is established or not) Germany then automatically receives a total of six free coastal forts to be successively constructed within occupied France (representing the redeployment of material from the Maginot Line). Dismantlement Procedure As of the ensuing Seasonal Turn after a German conquest of France, the German player is then eligible to place (during the Construction Phase) one (free) coastal fort (as under-construction) in any German-controlled coastal hex within occupied France* (to be completed normally as of the subsequent Seasonal Turn). Thereafter, the German player is eligible to place (during the Construction Phase) one (free) additional coastal fort chit in any other German-controlled coastal hex within France proper during each ensuing Seasonal Turn (until all six allotted coastal forts are on the map). Until then, each remaining allotted coastal fort (i.e., pending placement) should be placed in an appropriate Seasonal Turn Box ahead on the Turn Track corresponding to its scheduled arrival. When placed, each allotted German coastal fort is completed normally (i.e., as of the following Seasonal Turn), and is then considered a normal coastal fort in all respects.
*Not in any Vichy French coastal hex, even if Vichy France is not established, or an Axis conquest.
The Maginot Line permanent fortifications technically remain extant (as an entirety) until the last allotted German free coastal fort is present on the map, at which time the Maginot Line is considered permanently eliminated. The dismantlement of the Maginot Line has no effect upon the Siegfried Line, or any other installation(s) in any hex(es).
After dismantlement, the Maginot Line fortifications cannot ever be repaired or rebuilt. As such, the dismantlement of the Maginot Line is a one-time occurrence during any single game.
NOTE: Only Germany is eligible to dismantle the Maginot Line.
[9.15] Early Capitulation of Italy (The Victor Emmanuel III rule)
If the US is currently at war with Italy, Italy will automatically capitulate if Rome (W 2025) is captured by any UK and/or US combat land unit(s), regardless of any other conquest stipulations.
Moreover, Italy is subject to a possible precipitous capitulation if any UK and/or US supplied combat land unit (with a printed combat strength of at least “3”) presently occupies at least one Italian mainland (i.e., not including Sicily or Sardinia) hex. However, there must not be any non-paratrooper Italian combat land unit remaining in Sicily, North Africa or the Middle East. As of the instant that such conditions exist, the Italian player must roll one die (6-sided) per each such monthly game-turn, resolved and modified (cumulative) as follows:
Die roll of 1 to 6 = No effect.
Die roll of 7+ = Italy immediately capitulates.
- +1 : Per each Italian mainland hex occupied by a supplied UK and/or US combat land unit (with a printed combat strength of at least “3”). - 1 : If the Axis currently control Moscow (E 1924).
- 2 : If the Axis currently control London (W 3616).
The Italian player must roll for a possible Italian capitulation during each monthly game-turn in which the aforementioned conditions exist. If Italy does capitulate, Italy is then considered to be conquered normally (see [9.11]). If Italy is currently garrisoned by any German unit(s), in such a case, all non-German-occupied hexes within Italy that are not behind a demonstrated “Front” immediately become friendly to the Western Allies. Any Axis unit(s) may still trace a line of supply through such hexes normally during that same monthly game-turn (unless occupied by Italian partisans), although no Axis line of supply may be traced through any such hex(es) as of any subsequent monthly game-turn. Any unit(s) that become out-of-supply as a result will incur the standard out-of- supply effects normally (see [7.10]).
Surrendered Italian Resource Hexes
If Italy capitulates, all Italian resources hexes (except for any Italian resource hex or hexes behind a demonstrated Axis Front, or if controlled by the Axis) are then considered to be friendly to the Western Allies, and thus contribute +2 EPs each* (see [8.2]).
*Surrendered Italian resource hexes contribute EPs to the UK and/or the US in any apportionment agreed upon by the UK and the US player. If the UK and the US player cannot agree, then the UK player is the final arbiter.
[9.16] Republic of Salo (RSI)
If Italy capitulates early (see [9.15]) but is not conquered in the normal manner, some Italian units will remain in play as German- controlled Axis units (i.e., despite Italy’s capitulation), representing Italian re-formed units that continued to fight for the Axis (colloquially known as the RSI, or the Republic of Salo). Republic of Salo units are recruited as follows: During the Seasonal Turn immediately after an early Italian capitulation, the following Italian units may automatically arrive in any German-controlled (if in supply) Italian home city and/or city/resource hex(es), but not within enemy ZOC, or in excess of legal stacking limits:
1 x 4-4/2 Fighter (MC.200).
1 x 1-3 Paratrooper unit.
1 x 3-5 Armor (depleted).
All other remaining Italian units are then immediately subject to the stipulations of [9.11] normally. RSI units are thence considered to be German units in all regards*. As such, RSI land units do not suffer the Italian Apathy Penalty when conducting any land combat attacks, or when subject to any enemy land combat attacks. RSI units are Activated as if they are German units (i.e., via German Command Agents and/or Offensives), and must draw supply as if they are German units (and thus do consume double the amount of supply drawn from any Italian supply chit or chits). The Italian 4-4/2 Fighter (MC.200) is eligible for Pilot Recovery over Germany only (i.e., not Italy).
*Although, RSI units are not eligible to be rebuilt if eliminated.
[9.17] Italian Surrender (After Germany’s Defeat)
If Italy is presently unconquered after a conquest of Germany, the Italian player must then (i.e., as of a conquest of Germany) immediately roll one die (6-sided), resolved as follows:
Die roll of 1 to 4 = Italy remains a belligerent until conquered. Die roll of 5 or 6 = Italy immediately surrenders.
If Italy surrenders (or capitulates; see [9.15]) after Germany is conquered, the game (i.e., the war in Europe) is instantly concluded.
[9.18] Early Capitulation of Axis Minor Partners
As of 1942, If an Axis minor partner nation is physically invaded (i.e., within its home border), it is subject to a possible precipitous capitulation (representing the ardent proclivity of an Axis minor partner to acquiesce to an outright invasion by an embittered Allied major power, especially if its obvious that the Axis will - sooner or later - lose the war).
As such, If any supplied Allied combat land unit occupies any Axis minor partner nation’s home* land hex, the invading Allied player may roll (once) one die (6-sided) to determine if that Axis minor partner nation capitulates early (during that initial monthly game-turn only), resolved and modified (cumulative) as follows:
*Bessarabian hexes (hexes E 3229 to about E 3626) are not considered Rumanian home land hexes with regard to this rule. Die roll of 1 to 4 = Axis minor partner nation remains a belligerent until conquered or until Germany and Italy become conquered (whichever occurs first). Die roll of 5 or 6 = Axis minor partner nation immediately capitulates.
+1 : Per each Allied combat land unit presently within that Axis minor partner nation. - 1 : Per each German combat land and/or air unit presently within that Axis minor partner nation. - 1 : If the current game-year is 1942 or 1943.
- 3 : If the Axis minor partner nation is Finland.
If an Axis minor partner capitulates (or surrenders) it is then considered to be conquered and immediately subject to the stipulations of [9.11] normally. Accordingly, that (conquering) Allied major power will gain +2 EPs per each resource hex within that (conquered) Axis minor partner per [8.2], unless currently occupied or subsequently captured by any Axis land units(s).
[9.19] Early Capitulation of Belgium and the Netherlands
If the French player constructs any fortification chits in or adjacent to any hex(es) along the French/Belgian border (i.e., hexes W 3518, W 3418, W 3319, W 3219 and/or hex W 3120), Belgium and/or the Netherlands are each subject to a possible precipitous capitulation (representing the assumption that Belgium and/or the Netherlands - if strategically-abandoned by the French prior to an imminent German invasion - may be disposed to capitulate easily).
As such, during the Minor Partner Activation Step of each Seasonal Turn after the construction of any Allied fortification chits along the French/Belgian border (even if not yet completed), the German player may roll one die (6-sided) to determine if Belgium will automatically capitulate, and one die (6-sided) to determine if the Netherlands will automatically capitulate. If a die roll is less than the number of Allied fortification chits within France along the French-Belgian border (whether completed or not), that nation (i.e., Belgium or the Netherlands) will automatically (and immediately) capitulate.
An early capitulation of Belgium and/or the Netherlands is considered to be a normal German conquest of Belgium and/or the Netherlands respectively in all regards, and entails the stipulations of [9.11] normally.
[9.20] Axis Minor Partner Surrender (After Germany’s Defeat)
If any Axis minor partner is presently unconquered after a conquest of Germany (if Italy remains a belligerent), the German player must immediately (i.e., as of a conquest of Germany) roll one die (6-sided) per each unconquered Axis minor partner, resolved as follows:
Die roll of 1 to 2 = The Axis minor partner nation remains a belligerent until conquered or until Italy capitulates or surrenders (whichever occurs first). Die roll of 3 or 6 = The Axis minor partner nation immediately surrenders. If an Axis minor partner surrenders (or capitulates early; see [9.18]) after Germany is conquered, that Axis minor partner is then considered to be conquered, and immediately subject to the stipulations of [9.11] normally. In such a case, that Axis minor partner is considered to be a conquest of whichever Allied major power demonstrates a preponderance of combat land units (i.e., chits) closest (i.e., in hexes) to that conquered Axis minor partner nation’s capital hex.
[9.21] Enforced Finnish Neutrality (The Finlandization rule)
As of 1944, the Soviet player can automatically enforce Finnish neutrality (i.e., Finlandization) again (permanently)*, if all of the Finnish hexes on the east side of the Finnish partition line (hexes E 0231 to about E 1331) are currently Soviet-owned hexes.
*Regardless of Finland’s status as an Axis minor partner.
If the Soviet player opts to enforce Finnish neutrality, all of the Finnish units are then immediately removed from the game (as if conquered), regardless of their location on the map, and returned to the counter-mix. Moreover, any other Allied and/or Axis units presently within Finland (i.e., on the west side of the Finnish partition line) are automatically removed from the map and then placed into their respective Replenishment Box (even in excess of any units already there), and are then redeployed during the ensuing Replenishment Step normally (i.e., in accordance with the normal Replenishment rules; see 7.14]), regardless of the type of unit(s), or their normal replenishment prohibition.
NOTE: For purposes of this rule, any Western Ally, Soviet and/or Axis unit(s) on the east side of the gray-dotted Finnish partition line (hexes E 0231 to about hex E 1430) are not considered “within Finland”. As such, they are not removed from the map in the above case.
If Finnish neutrality has been enforced, Finland’s neutrality is thereafter considered inviolate. Finland then can never be invaded, Activated or entered by any unit or game piece (nor may any line of supply be traced through Finland). The eastern side of the gray-dotted Finnish partition line is not considered Finland for purposes of this rule, however.
[9.22] Conquest Effects (U.K.)
If the UK becomes conquered, the following effects immediately occur:
All Convoy Route sea areas (including the Arctic Convoy Routes) are immediately (and permanently) considered inactive automatically (and thus no Axis Strategic Warfare is possible therein, even if the UK is Holding Out in Colonies). If the UK is not Holding Out in Colonies, the UK’s base monthly income is 12 EPs (representing Canada), and +2 EPs per each resource hex controlled by the UK, although the UK does not receive any EPs from allied minor partners (if any)
NOTE: UK player is still eligible to receive lend-lease EPs normally from the US (if at war with the Axis), although US lend-lease EPs are sent automatically to the UK player via Canada, and are never susceptible to Strategic Warfare.
All UK land units are removed from play normally (but not those being transported aboard ships at sea), except any UK land unit(s) currently in an unconquered UK colony or commonwealth nation (i.e., Canada, Egypt, Iceland, Iraq, Palestine, Persia, Saudi Arabia, South Africa, Transjordan, the India Box and/or the Iraq Transit Box), or any UK land unit(s) presently in the Pacific Theater (i.e., if playing a Combined Game). Any UK land unit(s) that are presently aboard any STP(s) and/or CL/DD combo(s) - at sea, not docked in port - may be repatriated as US owned units, or may remain as UK-controlled units (as the UK player prefers). However, any UK land unit(s) aboard any STP(s) and/or CL/DD combo(s) that are presently docked in any UK home port(s) are removed from play normally.
Any UK air unit(s) possessing sufficient transfer range* (i.e., double the printed range on the air chit) to reach the Iceland Box
- within three hops of their current location hex - may immediately evacuate to the Iceland Box. Stacking in the Iceland Box is ignored for the purpose of receiving evacuated UK air units, as they are then automatically moved from the Iceland Box to the United States Box (and marked as “Previously Committed”), regardless of how many “hops” occurred to actually reach the Iceland Box. Any evacuating UK air unit(s) need not fly in any particular air Phase, or via any Air Offensive; they may simply evacuate to Iceland (if within transfer range) as of the instant of the UK’s conquest. Furthermore, evacuating UK air units cannot be intercepted as they are evacuated. All other UK air units are removed normally (but not those being transported aboard ships at sea), except any UK air unit(s) currently in an unconquered UK colony or commonwealth nation (i.e., Canada, Egypt, Iceland, Iraq, Palestine, Persia, Saudi Arabia, South Africa, Transjordan, the India Box and/or the Iraq Transit Box), or any UK air unit(s) presently in the Pacific Theater (i.e., if playing a Combined Game). Any UK air unit(s) that are presently aboard any STPs - at sea, not docked in port - may be repatriated as US owned units, or may remain as UK- controlled units (as the UK player prefers). However, any UK air unit(s) aboard any STPs that are still docked in any UK home port(s) are removed from play normally.
*Because of the map’s cartography, no land-based air unit with a printed movement range of 6 or less can ever possibly reach the Iceland Box.
EXAMPLE: A UK 4-10 (Hampden) Bomber is presently based at Scapa Flow (W 4717) when the UK becomes conquered. As such, it may immediately evacuate to Iceland as one “hop” (i.e., Iceland is within double the 4-10’s printed range, which is 20). In doing so, the 4-10 Bomber first launches and flies into the hexed sea area just north of Scapa Flow, expending three movement points to enter hexes W 4816, W 4815 and W 4915. The 4-10 Bomber cannot be intercepted (because this is an “evacuation” mission). Then, the 4-10 Bomber expends 10 movement points to enter the non-hexed large sea area adjacent to the Iceland Box (with “MP = 10” printed therein). After entering that non- hexed large sea area (thus far expending 13 movement points), the 4-10 Bomber may then expend 1 movement point to enter the Iceland Box (for a total of 14 movement points), which is within the 4-10’s allowable transfer range of 20 hexes. Immediately thereafter, the 4-10 Bomber is automatically placed into the United States Box, and then marked as “Previously Committed”.
Any UK naval unit(s) presently at sea may be repatriated as US-owned naval units, or remain as UK-controlled naval units (as the UK player prefers). However, any UK naval unit(s) that are presently docked in any UK home port(s) are considered automatically sunk; they may not be scrapped or salvaged. Any UK Naval-Air unit(s) presently aboard any UK aircraft carrier(s) share the same fate as their parent aircraft carrier(s).
All UK installations within the UK proper immediately become owned by the conquering nation (except UK Radar Sites). However, any UK installation(s) outside of the UK proper remain UK-controlled if the UK is Holding Out In Colonies (see [9.23]), until captured.
NOTE: If the UK is not Holding Out in Colonies, any UK installation(s) outside of the UK proper that have not been captured are considered to be owned by whatever unit(s) - and the nationality - that last controlled them. All of the UK’s chits are removed from the Western Ally Force Pool and the Suez Adds Box* (permanently), and returned to the counter-mix, except any two UK combat land units (of the UK player’s choice), which are then immediately placed into the Canada Box. During the subsequent Winter Seasonal Turn of each successive game-year, the UK player may then add two additional combat land units (for free) of the UK player’s choice from the contemporary UK counter-mix to the Canada Box (without EP cost). All such units function and operate normally and in accordance with all pertinent rules, except that the Canada Box is thence considered to be a legal proxy of the UK with regards to Construction, Placing Units on the Map, Map Supply Sources, creating supply and Economic Point Income.
*Unless the UK is Holding Out in Colonies (see [9.23] below).
Triggered US War Entry
If not playing a Combined Game, and if the US is not already (i.e., currently) at war with the Axis, a conquest of the UK may automatically cause the US to immediately declare war upon the Axis, even if before December of 1941 (and even if the UK is Holding Out in Colonies). As such, the US player must immediately roll one die (6-sided) per each Seasonal Turn after the UK became an Axis conquest, resolved and modified (cumulative) as follows:
NOTE: If playing a Combined Game, a conquest of the UK will not cause a triggered US war entry.
Die roll of 1 to 4 = No US war entry.
Die roll of 5 or 6 = The US immediately enters the war.
+4 : If Germany is at war with the Soviet Union.
+3 : If Italy is not at war with any major power.
+2 : If Vichy France is not established.
+1 : If the Axis invaded Yugoslavia prior to April 1941.
- 1 : If Spain is a German minor partner.
- 1 : If Turkey is a German minor partner.
- 1 : If Germany controls Stalingrad (E 2515).
- 2 : If Germany controls Moscow (E 1924).
NOTE: The US is automatically assumed to be at war with the Axis as of December 1941, if not playing a Combined Game.
When the US enters the war, all of the US units listed under the “AT WAR” column of the US order-of-battle are then set-up on the map (as specified by the US order-of-battle notes). Additionally, all of the US units listed under the 1942 column of the US order of battle are then placed into the Western Ally Force Pool Box (unless specified otherwise by the US order-of-battle). Until 1943, the US EP income is 57 EPs per Seasonal Turn, if at war before then.
[9.23] Holding Out in Colonies
After a conquest of the United Kingdom proper, the UK player may declare the UK to be “Holding Out in Colonies”, provided that the UK retains possession of at least one UK colony (and at least one combat land unit therein) outside of the United Kingdom proper to which an unobstructed line of supply (from a valid UK Map Supply Source) can be traced (see [7.0]). If so, the UK EP income is to be calculated per the following formula:
12 EPs base (representing Canada).
+2 EPs per each enemy resource hex captured by UK land units, if in supply.
+2 EPs per each friendly resource hex liberated by UK and/or US land units, if in supply. +2 EPs per each friendly colony resource and/or city/resource hex in Egypt, Iraq and/or South Africa. The UK retains its normal force pool and receives any scheduled arriving units normally, except any UK unit(s) that cannot arrive on the map as a direct result of the UK’s conquest (i.e., any units that must arrive, or are scheduled to arrive in any UK home hex). Any UK unit(s) that cannot arrive are considered to be eliminated (permanently), ad returned to the counter-mix. The UK may still receive lend-lease EPs (from the US, as of the US entry into the war), all of which are sent directly from the US to the UK player via Canada, and are thus never subject to Axis Strategic Warfare.
The UK player may rebuild any infantry units from the Suez Adds Box (see [8.10]). Any such units may arrive in either Baghdad (E 5008), Cairo/Suez (E 5721) or Mosul (E 4810) if not within enemy ZOC, or in excess of legal stacking limits. France Holding Out in Colonies If Germany has not established Vichy France, France is also eligible to be “Holding Out in Colonies”, provided that France retains possession of at least one French colony (and at least one combat land unit therein) outside of France proper to which an unobstructed line of supply (from a valid French Map Supply Source) can be traced (see [7.0]).
If so, the French EP income is to be calculated per the following formula:
4 EPs base.
+2 EPs per each enemy resource hex captured by French land units, if in supply.
+2 EPs per each friendly resource hex liberated* by French land units, if in supply.
+2 EPs per each friendly colony city/resource hex in Algeria and Lebanon-Syria .
France, however, is not eligible to receive lend-lease, nor any new units under any circumstances (notwithstanding Free French).
NOTE: No other nation (i.e., aside from France and/or the UK) is ever eligible to be Holding Out in Colonies.
[9.24] Liberation
A conquered nation is considered to be “liberated” when all of that conquered nation’s home city/resource hexes are controlled by any enemy (or enemies) of the original conqueror. A liberation does not resurrect that conquered nation, but is considered akin to a second conquest, except as stipulated below:
When a conquered nation is liberated, all of the hexes within that liberated nation (except colonies) become friendly to the liberator (although, any installations and/or hexes still owned by any other nationality in the liberated nation remain controlled by that nationality until captured). A conquered nation’s original Rail Capacity is not restored, although a conquered nation (even after Liberation) does retain a Rail Capacity of 1 (per the normal conquest rules), regardless of its pre-conquest Rail Capacity. Liberated Resource Hexes A liberated nation never regains its former EP income, although the liberator will gain +2 EPs per each friendly, supplied resource hex liberated by the liberator’s units (see [8.2]).
Post-Liberation Unit Arrivals
A liberated nation will never regain its former force pool or units, although a liberated nation is entitled to receive one free land unit* from that nation’s contemporary counter-mix per Winter Seasonal Turn of each successive game-year (thus eligible to arrive in any home city/resource hex within that liberated nation (if in supply), but not within enemy ZOC, or in excess of legal stacking limits. Each arriving unit must abide by all normal placement stipulations (see [8.11]), and is subject to international cooperation restrictions normally, if applicable.
*Except any General, HQ or partisan.
NOTE: If a liberated nation is subsequently re-conquered, any post-liberation unit(s) are removed from the game (per [9.11]) normally. If a re-conquered nation is subsequently re-liberated, the aforementioned stipulations apply again.
[9.25] German Garrison Requirements: Soviet Union
As of the second Seasonal Turn after a conquest (by the Axis) of the Soviet Union, Germany is required to garrison the Soviet Union so as to maintain the Soviet Union’s conquered status. As such, Germany must retain at least 20 combat land units (of any types, but discounting any Generals and/or fortifications) within the Soviet Union proper, occupying each of the following Soviet home city hexes:
Archangel (E 0626) Kazan (E 1515) Minsk (E 2330) Sevastopol (E 3622)
Baku (E 3707) Kharkov (E 2722) Moscow (E 1924) Stalingrad (E 2515)
Batumi (E 3814) Kiev (E 2827) Murmansk (E 0230) Tbilisi (E 3712)
Dnepropetrovsk (E 3023) Leningrad (E 1429) Odessa (E 3326) Tula (E 2123)
Grozny (E 3411) Maikop (E 3318) Rostov (E 3012) Voronezh (E 2320)
The German Garrison Requirement remains in effect for the duration of the game, but does not resurrect the Soviet Union if it subsequently becomes remiss, although, the following consequences will then result:
Remiss German Garrison
If the German Garrison Requirement is remiss during the Supply Step of any particular monthly game-turn, each aforementioned Soviet home city/resource hex that is not physically occupied by at least one German combat land unit will then not contribute any EPs to Germany as of the ensuing Seasonal Turn (unless subsequently reoccupied before then).
Furthermore, one Soviet 4-3 infantry unit will automatically arrive on the map (during the Replenishment Step of that same and each ensuing monthly game-tun) in or adjacent to each aforementioned Soviet city that is not legally garrisoned (even if within enemy ZOC). Any such 4-3 infantry unit must draw supply from (i.e., trace a line of supply to) any unoccupied Soviet Map Supply Source*, which may include the Soviet map-edge supply sources (hex E 1211, E 1411 and/or E 1811), unless obstructed by any foreign unit(s). The Soviet Union will then receive 2 free inherent Offensives, exactly as if the Soviet Union is a minor nation (and is thus governed by the same stipulations). As such, the Soviet Union will receive 2 free inherent Offensives at the beginning of each monthly game-turn thereafter, until there are no Soviet units remaining in play (i.e., on the map).
*Any such Soviet Map Supply Source is exempt from becoming isolated with regard to this rule only.
If the German Garrison Requirement is subsequently reinstated, any extant Soviet 4-3 infantry unit(s) remain in play normally (until eliminated), and thus function per the stipulations of [9.0], but are otherwise governed by all normal rules.
[9.26] Partnerships and International Cooperation
A nation’s particular political status will determine the stipulations via which each nation may cooperate with any other nation(s) during the war. Aside from the following restrictions, all units within a particular partnership or alliance may operate together freely. A single Offensive may Activate land units from two different partnerships, provided that at least half of those land units are the same nationality as the activating Offensive (except in the case of Air Offensives, which may only Activate units of the same nationality as the activating Offensive).
Political Definitions
The term “Axis” refers to Germany and Italy (once at war) and any colonies and/or minor partner nation(s) allied with the Axis (including repatriated units). The term “Soviet Union” refers to the Soviet Union and any (though unlikely) minor partner nations allied with the Soviet Union. The term “Western Allies” refers to France (not Vichy France), the United Kingdom and the United States (once at war) and any colonies and/or minor partner nation(s) allied with the Western Allies (including repatriated units).
NOTE: UK commonwealth units are defined as any non-US Western Ally unit. Free-French (or repatriated Vichy French) units are considered to be UK commonwealth units in all respects.
Axis Minor Nation Cooperation Restrictions
Aside from their home nations, the following Axis minor nations may enter hexes only in the territories listed as follows:
Finnish Units = In or through the Soviet Union only (however, Finnish units that enter the Soviet Union may not move beyond
their own printed movement rating - in MPs - from any pre-Winter War Finnish/Soviet border hex, unless the Moscow hex (E 1924) is currently an Axis-controlled hex).
Hungarian Units = In or through Poland, Greece, Yugoslavia and/or the Soviet Union.
Rumanian Units = In or through Germany, Poland and/or the Soviet Union.
Bulgarian Units = In or through Albania, Poland and/or Yugoslavia, or through Rumania via rail movement.
NOTE: Rumanian units may never stack with Hungarian units, and vice versa.
German-Finnish Cooperation Restrictions
Prior to Finland becoming Activated as a German minor partner, a maximum of 2 German units may enter Finland (as well as any German Generals and/or HQs).
German-Italian Cooperation Restrictions
Prior to Italy becoming a German ally, no Italian units may enter any German controlled hex or territory, nor may any German units enter any Italian controlled hex or territory.
All non-Italian Axis units consume double the amount of supply if the supply chit(s) originated in any Italian supply source (i.e., any supply chits created in any Italian Map Supply Sources; see [7.7]).
French-British Cooperation Restrictions
French and UK units (including any UK commonwealth units) may not be Activated via the same Offensive. UK Offensives may not Activate French units, nor may French Offensives Activate UK units. Combined (French/UK) Offensives are permitted normally, however (see below).
French and UK air units may not share the same hex while aloft (although they may occupy the same large airbase. If any such airbase is subject to an attack, however, only one of the nationalities based there - French or UK - may be launched in defense at any one time).
French and UK land units cannot be stacked together on land as of the end of any Step. However, French land units may move through any UK hex(es) without restriction, and vice versa.
French units may not occupy any UK homeland hex.
France and the UK may conduct a Combined Offensive (i.e., as a French/UK Combined Offensive), although both France and the UK must spend 1 EP (of the 2 required) for that Combined Offensive.
NOTE: The aforementioned restrictions do not apply to repatriated Vichy French, or Free-French units. Soviet-Western Ally Cooperation Restrictions
The Soviet player and the Western Ally player(s) must regard each other as neutral powers (i.e., no cooperation between them is permitted) until the Soviet Union is at war with the Axis.
When the Soviet Union is at war with the Axis, the UK and/or the US may then send lend-lease EPs to the Soviet Union. The Soviet Union, however, may never send lend-lease to the UK or the US.
When the Soviet Union is at war with the Axis, Soviet land units may enter and move through any unoccupied* Western Ally- owned hexes (with the permission of the owning Western Ally player). Likewise, Western Ally land units may enter and move through any Soviet-owned hexes (with the permission of the Soviet player). In either case, however, the moving land unit(s) do not effect control of any hex(es) that they move through (though a unit is always assumed to control the hex it occupies).
*Unoccupied by any air and/or land unit (including fortifications).
When the Soviet Union is at war with the Axis, Western Ally units may trace an overland line of supply within or through the Soviet Union or Soviet-controlled territory (with the permission of the Soviet player). However, the Soviet Rail Capacity (for that monthly game-turn) is therefore reduced by -1 per each Western Ally unit (i.e., chit) tracing a line of supply within or through the Soviet Union or Soviet-controlled territory. Thus, the Soviet Union’s current Rail Capacity is the maximum number of Western Ally units that may trace a line of supply within or through the Soviet Union or Soviet-controlled territory. Soviet supply sources (including supply chits originating within the Soviet Union) never qualify as valid supply sources for any Western Ally units. Likewise, Western Ally supply sources never qualify as valid supply sources for Soviet units. Soviet units may also trace an overland line of supply within or through Western Ally territory (with permission of the owning Western Ally), although Soviet units do not utilize any Western Allies’ Rail Capacity when tracing supply through any Western Ally territory.
Soviet air units may not base at Western Ally bases. Likewise, Western Allied air units may not base at Soviet bases. Soviet air units may not contribute any combat strength or air superiority die roll bonus to any land combat that is involving any Western Ally land unit(s). Western Ally air units may not contribute any combat strength or air superiority die roll bonus to any land combat that is involving any Soviet land unit(s).
Soviet and Western Ally air units may not share the same hex while aloft.
Soviet and Western Ally land units may never share the same hex, even if only temporarily (such as during movement or a retreat).
Soviet and Western Ally land unit Zone of Control does impede the other’s movement, exactly as if moving in an enemy ZOC (except in the case of retreats; a retreating Soviet land unit may enter a Western Ally ZOC during that retreat, and vice versa). Soviet land units may never enter any airbase or airfield hex that is occupied by a Western Ally air unit, and vice versa.
NOTE: Western Ally land units may occupy any hex with an unoccupied Soviet installation (with permission of the Soviet player), although the Soviet installation is still considered owned by the Soviet Union, and must be vacated immediately upon demand of the Soviet player. Likewise, Soviet land units may occupy any hex with an unoccupied Western Ally installation (with permission of the owning Western Ally player) although the Western Ally installation is still considered owned by the owning Western Ally, and must be vacated immediately upon demand of the owning Western Ally player. Soviet and Western Ally units may not be Activated via the same Offensive. Soviet Offensives cannot Activate Western Ally units, nor may Western Ally Offensives Activate Soviet units. Moreover, Soviet and Western Ally units may not be Activated together as a Combined Offensive (except via an “Initiative” Ultra chit; see [11.22]).
Soviet naval units may not dock in any Western Ally port(s), although Western Ally naval units (with permission of the Soviet player) may dock in any Soviet port(s) normally, provided that they do not exceed the port(s’) Port Capacity.
Soviet naval units may not be “refueled” (i.e., Keeping Naval Units at Sea; see [3.14]) via the expenditure of any Western Ally EPs, nor may any Western Ally naval units be “refueled” via the expenditure of any Soviet EPs.
Eligible Soviet naval units may be assigned as Convoy Duty Escorts, although only in the Arctic Convoy Route(s).
Soviet and Western Ally units may never engage in combat or capture either’s hexes or territory.
[9.27] Victory (Winning the Game)
The Allied players will collectively be considered the victors of the game if Germany and Italy become conquered before the end of the May 1945 monthly game-turn. If either Germany or Italy remains unconquered after May 1945, but before the end of the September 1945 monthly game-turn, then the game is considered to be a draw. If either Germany or Italy remains unconquered after September 1945, then the Axis players will collectively be considered the victors of the game.
If utilizing the End of the Game: Extension optional rule (see [11.5]), any Allied player(s) may opt to extend the above timeframes in which to conquer the Axis.
PART 10: SPECIAL RULES
[10.0] Commando Units
A commando unit functions like a normal infantry unit (although a commando unit is never applied toward land stacking limits). Additionally, a commando unit possesses the following capabilities:
Movement
A commando unit may move from one enemy ZOC directly to another ZOC (exactly like an armor or a mechanized unit; see [5.13]), although a commando unit moves like a normal infantry unit in all other respects (e.g., a commando unit’s movement is reduced to 2 MPs if out-of-supply, except during Mud weather condition, in which case a commando unit’s movement is reduced to 1 MP).
Capabilities
An Activated commando unit, if occupying any installation hex, is eligible to automatically destroy any one installation* in that hex during the Offensive Phase - at no MP cost - (even if the commando unit is merely moving through that hex). No EP cost is required to do so, and neither the commando unit or the installation is required to be in supply.
*Except a Permanent Fortification.
If out-of-supply (whether “marked” as “out-of-supply” or not), a commando unit only suffer a -1 land combat die roll penalty when conducting any land combat attack (rather than the normal -2 penalty) unless attacking with any other out-of-supply (non- commando) land unit(s). Additionally, any enemy land combat attack(s) upon an out-of-supply commando unit does not gain the standard +1 out-of-supply land combat attack die roll bonus, unless that commando unit is presently stacked with any other out- of-supply (non-commando) land unit(s) if the defending player opts to defend with the other unit(s).
A commando unit is subject to out-of-supply depletion effects normally, although a (marked) out-of-supply commando unit is entitled to a +2 depletion check die roll bonus (see [7.13]).
[10.1] German Armor Advantages
As of January 1944 (and every monthly game-turn thereafter), German armor units receive a +1 land combat die roll bonus when conducting any land combat attack in any clear terrain hex. Any such attack, however, must consist of at least 50% German armor combat strength points of the total attacking German land combat strength points (including Generals, if any) to qualify for this bonus. Conversely, any enemy land combat attack upon a defending German stack (in a clear terrain hex) consisting of at least 50% German armor combat strength points will suffer a -1 land combat die roll penalty. The ’44 German Armor Advantage modifier is cumulative with all other appropriate land combat die roll modifiers (if any). German mechanized units are not considered armor units with regard to this rule.
[10.2] German Blitzkrieg Bonus
The first and second monthly game-turns of a physical German invasion of any enemy nation (except the UK) are considered to be Blitzkrieg Turns, and afford a Blitzkrieg Bonus to specified German units, explained as follows:
EXCEPTION: Vichy France, if established, or any Vichy State is not subject to the German Blitzkrieg Bonus.
NOTE: Until a physical German invasion of an enemy nation occurs, the Blitzkrieg Bonus is not considered to be in effect, even if German units attack any enemy units outside of their home nation. A “physical German invasion” is defined as the moment when any German combat unit enters any home, colony and/or “annexed” (not merely “captured”) territory hex that is currently owned by that invaded enemy nation, if during the Naval and Air Phase and/or the Offensive Phase. However, the German player may declare that any forays by German air (only) units into an enemy nation to not initiate the Blitzkrieg Bonus, if he prefers (e.g., if any such forays are occurring during a monthly game-turn before the intended Blitzkrieg Turn).
Blitzkrieg Bonus (Land Combat Attacks)
During the first monthly game-turn of a physical German invasion of any enemy nation (except the UK), all German (only) land units are entitled to a +2 land combat attack die roll bonus when conducting any land combat attack(s) against any of that nation’s land units (even if not presently in their home nation when attacked). A Blitzkrieg Bonus land combat attack may involve other non-German Axis land units, although the land combat attack must consist of at least 50% German combat land unit strength points (to be entitled to apply the Blitzkrieg Bonus).
During the second consecutive monthly game-turn of a physical German invasion of the same enemy nation, all German (only) land units are entitled to a +1 land combat attack die roll bonus when conducting any land combat attack(s) against any of that nation’s same land units (even if not presently in their home nation when attacked). As stated above, any such attack may involve other non-German Axis land units, although the land combat attack must consist of at least 50% German combat land unit strength points (to be entitled to apply the Blitzkrieg Bonus).
EXCEPTION: The Blitzkrieg Bonus is never applicable against any US units during a second Blitzkrieg Turn. Blitzkrieg Bonus (Land Combat Attacks) Considerations A Blitzkrieg Bonus die roll modifier is cumulative with any other applicable land combat die roll modifier(s). A land combat result of [-/1] upon a fortified hex (or a Soviet home city) is not backfired if the Blitzkrieg Bonus is applicable, and is thus considered to be a normal -/1 result instead (i.e., a defender step loss).
Though the US cannot be physically invaded by Germany, the first monthly game-turn that any German land unit(s) attack any US land unit(s) (anywhere on the map) is considered to be a Blitzkrieg Turn upon the US. As such, any German land combat attack(s) against any US land unit(s) during that same monthly game-turn are entitled to a +2 land combat attack die roll bonus normally. However, the Blitzkrieg Bonus does not apply against any US units during a second Blitzkrieg Turn. Blitzkrieg Bonus (Air Combat Attacks)
If any German Fighter-type air unit engages in air combat during the first monthly game-turn (but not the second monthly game- turn) of a German invasion of any nation (except the UK and US) when the Blitzkrieg Bonus is in effect, each German Fighter-type air unit will automatically receive a -1 air combat die roll bonus to its own air combat attack die rolls during both air combat rounds. A nation’s air units may not evacuate while that nation is subject to the Blitzkrieg Bonus (see [4.14]).
Blitzkrieg Bonus (Air-Naval Attacks)
The German 2-5/1 (Ju-87) Naval-Air unit is entitled to a +1 Air-Naval attack die roll bonus (in addition to all other applicable die roll modifiers, if any) when conducting any Air-Naval attack(s) during the first Blitzkrieg Turn (only; i.e., never the second). Blitzkrieg Bonus (Paradrops)
Any German paratrooper unit is entitled to a +1 Paradrop modifier (in addition to all other applicable die roll modifiers, if any) when conducting any Paradrop(s) during the first Blitzkrieg Turn (only; i.e., never the second).
Blitzkrieg Restrictions
The Blitzkrieg Bonus is never applicable against any all-UK or Vichy stack of units (regardless of their location on the map), although any UK land unit(s) that are presently stacked with other susceptible land units are liable to any combat result attributed to the applied Blitzkrieg Bonus.
The Blitzkrieg Bonus is only applicable against US land units during one Blitzkrieg Turn (as a +2 land combat attack bonus). The Blitzkrieg Bonus is never applicable during the Strategic Warfare Phase or to any Strategic Warfare attacks. The German player may not withhold application of the Blitzkrieg Bonus for use during a later monthly game-turn. The Blitzkrieg Bonus is only applicable during a valid Blitzkrieg Turn, as stipulated above.
The Blitzkrieg Bonus applies for the duration of both Blitzkrieg Turns (unless stipulated to be applicable during the first Blitzkrieg Turn only), but is never reinstated again (upon that same nation) thereafter during the same game.
[10.3] German Naval Evasion (The Channel Dash rule)
As of the Winter Seasonal Turn of 1940, the German player receives an allotment of “Evasion” chits, which may be applied to specified German naval units, stacks or task forces to automatically “evade” successful enemy interceptions. Allotment During the Force Pool Additions Step of the Winter Seasonal Turn of 1940 (only), the German player must roll one die (6-sided) to determine the quantity of “Evasion” chits that Germany will receive, resolved as follows:
Die roll of 1 = 2 allotted “Evasion” chits
Die roll of 2-4 = 3 allotted “Evasion” chits
Die roll of 5-6 = 4 allotted “Evasion” chits
When the German player has received the prescribed allotment of “Evasion” chits, he is then entitled to apply each chit (as stipulated below) once during any monthly game-turn (at any time throughout the game), except as restricted below:
Application
After any successful enemy air search or naval interception upon any particular individual German naval unit, stack or task force*, the German player may declare the application of one “Evasion” chit, which therefore prohibits any enemy air attacks and/or naval interception attempts upon that naval unit, stack or task force (throughout the duration of that current Phase), except as restricted below. As such, the German player must then immediately place the applied “Evasion” chit atop the designated naval unit, stack or task force (i.e., on the map). That “Evasion” chit will thus remain with that German naval unit, stack or task force throughout the duration of the current Phase (only), even as it is moved.
*For purposes of this rule, a German stack or task force is defined as any stack or task force comprising at least 50% (i.e., half) German naval gunnery points. If that stack or task force includes the German aircraft carrier “Graf Zeppelin”, the “Graf Zeppelin’s” Naval-Air unit’s combat strength is applicable in such a case. If that stack or task force includes the Italian aircraft carrier “Aquila”, the “Aquila’s” Naval-Air unit’s combat strength is applicable in such a case, as well. Only one “Evasion” chit may be applied to any individual German naval unit, stack or task force. Accordingly, if an evading German naval stack or task force splits off into multiple naval units, stacks and/or task forces, that “Evasion” chit is therefore only applicable to one of them. As such, the German player must immediately (i.e., before the naval stack or task force actually splits off) designate and declare which individual German naval unit, stack or task force is retaining application of that “Evasion” chit. The designated naval unit, stack or task force therefore remains immune to any enemy air attacks and/or naval interceptions normally for the duration of the current Phase, although the other naval unit(s), stack(s) or task force(s) are not thereafter benefited by that “Evasion” chit. If available, however, the German player may subsequently declare the application of any other “Evasion” chit(s) as needed, if he desires.
At the end of the current Phase (in which any “Evasion” chit is applied), the applied “Evasion” chit(s) are removed from the map (permanently), and returned to the counter-mix. They are never eligible to be procured again during that same game. Evasion Restrictions
“Evasion” chits are never applicable in any large sea area.
“Evasion” chits are never applicable within one hex of any UK home coastal hex. If an evading German naval unit, stack or task force subsequently moves within one hex of any UK home coastal hex, the “Evasion” chit’s effects are then immediately abrogated, and that “Evasion” chit is removed from the map (permanently).
“Evasion” chits may not be applied to submarine units.
“Ultra” chits have no effect upon “Evasion” chits. If an “Ultra” chit is applied to achieve a successful air search or naval interception, the application of an “Evasion” chit abrogates the “Ultra” chit, but expends it normally. The expended “Ultra” chit is thus returned to the Ultra counter-mix.
[10.4] USSR Winter Effects (the German winter-provisions deficiency rule)
After Germany invades the Soviet Union, the German player must roll one die (6-sided) during the Replenishment Step of the first ensuing (consecutive) Winter weather monthly game-turns to determine the effect of winter upon the German Army within the Soviet Union, resolved as follows:
Die roll of 1 = The German player must deplete 2 German armor units.
Die roll of 2 = The German player must deplete 4 German infantry units.
Die roll of 3 = The German player must deplete 1 German armor unit.
Die roll of 4 = The German player must deplete 3 German infantry units.
Die roll of 5 = The German player must deplete 2 German infantry units.
Die roll of 6 = The German player must deplete 1 German infantry unit.
The German player may choose any particular German (i.e., never Axis-allied) land unit(s), although any such land unit(s) must be presently within the Soviet Union during the occurring Replenishment Step. The German player cannot deplete any mechanized unit in lieu of an armor unit. Furthermore, the German player may not deplete any commando, mountain or paratrooper unit in lieu of an infantry unit, although the German player is permitted to deplete a German cavalry unit in lieu of an infantry unit. The German Army (within the Soviet Union) is only susceptible to the aforementioned winter effect during the first ensuing (consecutive) Winter monthly game-turns after an initial German invasion of the Soviet Union. As of the first non-Winter weather monthly game-turn thereafter (possibly as early as March), the winter effect is nullified, and never reinstated thereafter.
[10.5] Mountain Units
A mountain unit functions like a normal infantry unit. Additionally, a mountain unit possesses the following capabilities: Movement A mountain unit may move into any mountain hex at a cost of only 1 MP (rather than the normal 2 MP infantry cost). Additionally, unlike other land units, a mountain unit may cross any mountain-impassable hexside (e.g., hex E 4015), and trace a line of supply across any mountain-impassable hexside (although a mountain unit cannot move or trace a line of supply across any non- mountain impassable hexside). Nonetheless, if a mountain unit moves across any mountain-impassable hexside, it must expend +1 additional MP to do so (i.e., a total of 2 MPs). A mountain unit may not, though, attack across any impassable hexside, nor does a mountain unit exert a ZOC into any mountain hex, or across any impassable hexside.
Capabilities
If a mountain unit participates in any attack against any enemy land unit(s) presently occupying a mountain hex (even if other non- mountain units are participating in that attack), no -1 land combat die roll penalty applies (even if the defending unit is also a mountain unit).
Any mountain unit that is occupying a mountain hex will automatically defend at double its current printed combat strength (in addition to any other presently applicable combat strength variations, such as fortifications, Generals, Ground Support and/or Naval Bombardment).
[10.6] Partisans
Specific nations are subject to possible partisan activity if invaded by any enemy power (but not before). Partisan activity is interminable, even after the invaded nation has been conquered. Partisans are represented by specific chits, which (if eligible) will arrive on the map (in their own invaded nation) during the Replenishment Step of the End Phase. An invaded nation that is eligible for partisan activity is subject to a specified partisan limit, indicating the maximum number of partisan chits that may exist in that nation at any one time. Furthermore, the partisan limit is increased in any nation that is entered by any German SS General (i.e., General Hausser and/or Dietrich) and/or any German SS land unit (see below). Nations that are eligible for partisan activity (and associated partisan limits) are listed as follows:
-
FINLAND = 1 Partisan : Finland is not eligible for partisan activity unless invaded beyond the gray-dotted border.
-
FRANCE = 3 Partisans : French partisans cannot enter Vichy France unless Vichy France is invaded by the Axis.
-
GREECE = 1 Partisan : A Greek partisan cannot be deployed on Crete.
-
IRELAND = 1 Partisan : A Pro-Axis Irish partisan cannot arrive in Northern Ireland, but may enter Northern Ireland.
-
ITALY = 2 Partisans : Allied Italian partisans can arrive in Axis occupied (areas of) Italy proper, if Italy is conquered.
-
NORWAY = 1 Partisan : An Allied Norwegian partisan that is occupying Narvik does not interdict the Iron Ore Route.
-
POLAND = 1 Partisan : Polish partisans can arrive and/or enter either side of the gray-dotted partition border.
-
SOVIET UNION = 6 Partisans : The Soviet partisan limit increases to 9 (not double) if any SS unit enters the Soviet Union.
-
SWEDEN = 2 Partisans : Pro-Allied Swedish partisans may interdict the Iron Ore Route per CONDITION 7 (see [2.26]).
-
TURKEY = 2 Partisans : Turkish partisans have no effect upon enemy naval movement between the Turkish straits.
-
YUGOSLAVIA = 3 Partisans : A +1 Partisan Arrival die roll bonus automatically applies to Yugoslavia, if invaded. Partisan Arrival During the Replenishment Step of each monthly game-turn, the pertinent player(s) must roll (once) for any possible Partisan Arrival per each eligible nation (as listed above) that has been invaded (or conquered) until the partisan(s) equal the partisan limit in any such nation(s). As such, the pertinent player(s) must roll one die (6-sided), resolved and modified (cumulative) as follows:
Die roll of 1 to 4 = No partisan arrival.
Die roll of 5 = 1 partisan arrives.
Die roll of 6 = 2 partisans arrive.
+1 : Yugoslavia.
+1 : Per each EP spent by an abetting major power.
+1 : If an Atrocity has occurred.
- 1 : The Soviet Union prior to 1942.
Seasonal Limits
During each season, the arrival of partisans is somewhat limited, depending upon the current game-year. Before 1942, regardless of the maximum partisan limits, no more than 1 partisan may arrive in any eligible nation per season. During 1942, regardless of the maximum partisan limits, no more than 2 partisans may arrive in any eligible nation per season. As of 1943 (and after), no more than 3 partisans may arrive in any eligible nation per season. Seasonal Limits never apply to the Soviet Union or Yugoslavia. Furthermore, Seasonal Limits are automatically abrogated in any nation where an Atrocity occurs. The “SS” and Atrocities An Atrocity will automatically occur in any nation that is invaded (or conquered) by Germany, and is entered by any German SS land unit (including SS General Hausser and/or Dietrich, even if not stacked with any SS land unit). Any German SS land units moving completely via rail through (i.e., not stopping within) a nation do not cause any Atrocity therein, however. Any German SS land units will cause an Atrocity in any nation (if invaded by Germany) that they enter via normal movement, even if no actual combat occurs therein, or even if only temporarily entering therein, and then immediately exiting.
If an Atrocity occurs in any particular eligible nation, place an “Atrocity” chit somewhere within that nation to indicate the Atrocity status there. When an Atrocity occurs in a particular nation, it remains in effect for the duration of the game, and cannot ever be abrogated, although subsequent entrances by any German SS chit(s) have no further effect.
An Atrocity has the effect of negating partisan Seasonal Limits, doubling maximum partisan limits (except within the Soviet Union, which is only increased to “9”), and automatically applying a +1 die roll modifier to each monthly Partisan Arrival die roll in that nation.
Atrocity effects never apply outside of the nation wherein they occur.
Purchasing Partisans
In addition to the partisan(s) that may possibly arrive during each monthly game-turn (within any eligible invaded nation), partisans may be also purchased by any unconquered abetting major power* during a Seasonal Turn. An abetting major power may purchase any number of partisans for any eligible invaded nation (even if conquered) up to the maximum partisan limit (but including any presently extant partisans within any such nation).
*An invaded nation may be an abetting major power for its own partisans.
The cost to purchase (i.e., construct) each partisan chit is 2 EPs, regardless of the partisan’s nationality. When purchased (during a Seasonal Turn) the partisan(s) must be placed on the map (see below) during that same Seasonal Turn, although the placement of any partisan(s) must occur after the placement of all other normal units (i.e., all purchased partisans are always placed on the map last).
Partisans may not be purchased during any monthly game-turn, although a pertinent player may spend EPs to modify a Partisan Arrival die roll.
Placing Partisans
A partisan - whether arriving during a monthly game-turn or during a Seasonal Turn - may be placed (by the owning player) in any enemy-owned (but not occupied) hex within its own home nation* (e.g., a Polish partisan may be placed in any unoccupied enemy-owned Polish homeland hex). A partisan may be placed in any terrain-type hex (except an all-lake or all-sea hex), although they may never be placed within enemy ZOC, nor placed into a hex with any enemy installation (although a partisan may move there normally, if the installation hex is unoccupied). Furthermore, a partisan cannot be placed adjacent to any airbase or airfield that contains any enemy air unit(s), nor into a hex with any other friendly unit, including any other compatriot partisan.
*If Rumania becomes a German minor partner, the Soviet player may place any Soviet partisan(s) within Rumania (exactly as if in the Soviet Union). Rumania, otherwise, is not eligible for partisan activity, even if invaded (or conquered). If a partisan cannot arrive because of any aforementioned restriction, its current arrival eligibility is disregarded, and it is simply returned to the Force Pool. If none of the aforementioned restrictions are applicable, any arriving or purchased partisan must arrive (as stipulated above). The owning player cannot withhold the placement of arriving or purchased partisans to be placed during any subsequent turn.
Partisan Movement
Each partisan may move a maximum of one hex per monthly game-turn (during the Movement Phase only). A partisan may never be moved during the Offensive Phase under any circumstances. Furthermore, a partisan may never move beyond its own home nation*, enter any all water hex, cross any strait, or cross any impassable hexside. Additionally, a partisan may not move via rail movement, or be transported via any ATP, STP or CL/DD combination. A partisan, however, may always ignore supply considerations, terrain MP costs, weather effects, and any enemy ZOC when moving.
*Except a pro-Axis Irish partisan, which may enter Northern Ireland.
If a partisan enters any hex that is occupied by any friendly land and/or air unit (or vice versa), that partisan is immediately eliminated as a result. The owning player may do so purposefully (e.g., to eliminate a particular partisan so that it may potentially arrive in a different location during a subsequent turn).
A partisan may not enter a hex containing any fortification or land unit (including any lone HQ or General), although a partisan may enter any other type of unoccupied (i.e., unoccupied by any enemy land unit) enemy non-fortification installation hex (including any enemy airbase or airfield presently basing any enemy air unit or units; see below).
Partisan Effects
A partisan causes any hex it presently occupies to become friendly to itself and any allied power. Additionally, a partisan will inhibit enemy ZOC into its own hex exactly as if it is a normal land unit.
A partisan will not reduce or affect any nation’s Rail Capacity, although no enemy unit(s) may ever rail into or through any rail line hex presently occupied by a partisan.
EXCEPTION: See [6.1]; German Rail Difficulties in the Soviet Union.
No enemy line of supply may ever be traced into or through any hex presently occupied by an enemy partisan. An intrinsic garrison is considered to be automatically negated if that hex is occupied by an enemy partisan. However, an intrinsic garrison is only negated while occupied by that partisan. If that partisan exits that intrinsic garrison hex, the intrinsic garrison is then automatically (and immediately) extant therein again.
Partisans have no combat ability (as signified by the “X” combat rating on all partisan chits), nor may they be Activated during any Offensive (or moved during the Offensive Phase). However, if any partisan enters an enemy airbase or airfield hex with any enemy air unit(s) only (i.e., but not with any enemy land units), the enemy air unit(s) presently based there must immediately be transferred (up to 1 “hop”) to any other valid base(s) within air transfer range (see [4.7]). Such a transfer is not subject to enemy air interception, although, if no alternate base is available (or if inclement weather prevents the transfer), the displaced air unit(s) are simply eliminated.
A partisan never affects any enemy (or friendly) airbase or port it occupies, although a partisan may (if the owning player desires) automatically destroy any enemy airfield (i.e., grass airfield) it occupies (thereby returning it to the counter-mix).
If an Allied partisan occupies any Rocket Site hex (if unoccupied by any Axis land unit), that Rocket Site is then immediately eliminated and returned to the Axis Force Pool.
Eliminating Partisans
Any enemy land combat attack (during the Offensive Phase) upon any partisan will automatically eliminate it (with no loss to the attacker). No land combat attack die roll is ever required when conducting a land combat attack upon any partisan. Any enemy combat land unit’s movement (during the Movement Phase) into any partisan’s hex will automatically eliminate it (with no loss to the moving combat land unit). To do so, however, the moving enemy combat land unit must enter the partisan’s hex, and expend an additional +1 MP therein to eliminate that partisan. As such, the moving enemy combat land unit must possess enough Movement Points to both enter the partisan’s hex and pay the additional +1 MP to eliminate it. All normal movement rules and restrictions apply.
A partisan will be automatically eliminated if its home nation is “liberated” (see [9.24]) and if there are presently no enemy land units, air units or installations (including Rocket Sites) existing within that partisan’s home nation (proper). A liberated nation will be eligible for partisan activity normally, however, if subsequently reinvaded.
[10.7] Soviet Aircraft Ramming Attacks (The “Teran” Rule)
During air combat, the Soviet player may opt to conduct Ramming Attacks against aloft Axis Bomber and/or Fighter-Bomber units (with eligible Soviet air units; see below) intercepted within the Soviet Union proper. The Soviet player may never conduct any Ramming Attacks, however, if the Soviet Union initiates war with the Axis.
Eligibility
Any Soviet Fighter unit with a quality rating of “0” is eligible to conduct a Ramming Attack (in lieu of a normal air combat attack) against any Axis Bomber or Fighter-Bomber unit (i.e., but not against any Axis ATP, Fighter or Naval-Air unit), assuming the Soviet Fighter unit successfully intercepted an aloft Axis Bomber or Fighter-Bomber unit. Soviet Fighter units with a quality rating of “1” or greater are never eligible to conduct a Ramming Attack.
Ramming Attack Procedure
If a successful cognate air interception has occurred, the Soviet player may declare a Ramming Attack (before air combat begins). To do so, the Soviet player must nominate any Axis Bomber or Fighter-Bomber unit(s) in the interception hex as the target(s) of the intended Ramming Attack(s), and then nominate the ramming (if eligible) Soviet Fighter unit(s) accordingly. Each eligible nominated Soviet Fighter unit may ram one targeted Axis Bomber or Fighter-Bomber unit per conjunctive air interception. Per the normal air combat procedure, a ramming Fighter may not ram an Axis Bomber or Fighter-Bomber that has already been attacked (or rammed) during the current air combat round unless every opposing air unit (in that same air engagement) has already been attacked (or rammed) at least once.
NOTE: A ramming Soviet Fighter cannot ram and also conduct a normal air combat attack during the same combat round. During the first round of air combat (only), each nominated ramming Soviet Fighter unit may conduct a Ramming Attack (upon a targeted Axis Bomber or Fighter-Bomber unit in that interception hex) in lieu of a normal air combat attack (even if that ramming Soviet fighter was “hit” during that same air combat round). Each declared Ramming Attack automatically depletes the targeted Axis Bomber or Fighter-Bomber unit and the ramming Soviet Fighter unit (or eliminates the target and/or ramming air unit, if already depleted). No die roll is required when resolving a Ramming Attack.
NOTE: A Ramming Attack is never permitted during the second round of air combat.
Any ramming Soviet Fighter and targeted Axis Bomber and/or Fighter-Bomber unit that is depleted as a result of a Ramming Attack is aborted normally (unless eliminated during that air combat round).
After concluding any declared Ramming Attack(s), any other unaborted air units (if any) then resolve air combat normally, after which any surviving and unaborted air units (if any) may then continue their intended mission, if otherwise eligible to do so.
NOTE: Any Soviet Fighter that conducts a Ramming Attack is not eligible for Pilot Recovery.
[10.8] Soviet Armor Advantages
As of January 1944 (and every monthly game-turn thereafter), Soviet armor units receive a +1 land combat die roll bonus when conducting any land combat attack in any clear terrain hex. Any such attack, however, must consist of at least 50% Soviet armor combat strength points of the total attacking Soviet land combat strength points (including Generals, if any) to qualify for this bonus. Conversely, any enemy land combat attack upon a defending Soviet stack (in a clear terrain hex) consisting of at least 50% Soviet armor combat strength points will suffer a -1 land combat die roll penalty. The ’44 Soviet Armor Advantage modifier is cumulative with all other appropriate land combat die roll modifiers (if any). Soviet mechanized units are not considered armor units with regard to this rule.
Soviet armor units only lose 1 MP during Winter weather conditions, rather than 1/2 (see [1.4]).
[10.9] Soviet Belomor Canal
Any Soviet destroyer (DD) unit(s) and/or submarine (SS) unit(s) that begin the Naval and Air Phase and/or the End Phase docked in the Archangel Minor Port may be automatically transferred to the Leningrad Minor Port, and vice versa (representing the Belomor Canal between the White Sea and Lake Ladoga, which is not physically depicted on the map). In either case, the destination port must currently possess sufficient Port Capacity to harbor any transferred destroyer and/or submarine unit(s). An automatic transfer does not require any specific MP cost, although a transferred destroyer and/or submarine unit is not eligible to move again during that same Phase.
NOTE: The Belomor Canal is considered frozen (i.e., not navigable) during any Winter monthly game-turn. If any Axis land unit(s) presently occupy Leningrad, Archangel, hex E 1328, E 1227, E 0928 or E 0828, the Soviet player may not then transfer any destroyer and/or submarine unit(s) from Leningrad to Archangel, or vice versa. Additionally, no Soviet destroyer and/or submarine unit(s) may be transferred to Leningrad or Archangel if Leningrad or Archangel is presently occupied by any enemy surface naval unit(s).
No Western Allied destroyer or submarine unit(s) may ever be transferred from Leningrad to Archangel, or vice versa, regardless of the Soviet player’s consent or permission.
The Belomor Canal is considered destroyed if Leningrad’s and/or Archangel’s port is destroyed, though automatically repaired if the destroyed port(s) are repaired.
[10.10] Soviet City Defender Bonus
Any land combat attack upon any Soviet land unit(s) presently occupying a Soviet home city hex automatically suffer a -1 land combat die roll penalty. In addition, a [-/1] land combat result against any Soviet land unit(s) occupying a Soviet home city hex is automatically backfired as a 1/- result instead (i.e., an attacker step loss*). The Soviet City Defender Bonus modifier is cumulative with all other appropriate land combat die roll modifiers (if any).
*Except during a Blitzkrieg Turn (see [10.2]).
[10.11] Soviet Convoy Escorts
Any Soviet DD(s) may also be assigned as Convoy Duty Escorts in any of the Arctic Convoy Route sea areas per the normal rules, and may be stacked together with other Western Ally naval unit(s) there normally. However, Soviet DDs may never be employed as escorts in any other Convoy Route sea area.
This allowance, however, only applies before a conquest of the Soviet Union (i.e., in Europe).
[10.12] Soviet Détente
The Soviet Union may never invade any Western Ally nation or any Western Ally minor partner, even after a conquest of the Axis.
NOTE: Vichy France (or any Vichy State) is not considered to be a Western Ally nation or a Western Ally minor partner.
[10.13] Soviet Free Fortifications (The Civilian Mobilization rule)
If the Soviet Union is invaded by the Axis, the Soviet player is then eligible to receive an allotment of free fortification chits, which may be constructed in the Soviet Union normally (i.e., without EP cost). The Soviet player is not eligible to receive any free fortification chits if the Soviet Union initiates war with the Axis, however.
Acquirement Procedure
During each Seasonal Turn after the Axis initiates war with the Soviet Union, the Soviet player is eligible to roll one die (6-sided) to determine the quantity of free fortifications* that may be placed (as “under construction”) on the map by the Soviet player in any friendly, supplied hex within the Soviet Union proper (per the normal installation and construction rules). As such, each placed fortification chit is completed normally during the following Seasonal Turn. The Soviet player may purchase (per the standard EP cost) and construct fortifications normally as well (see [8.6]).
*The Soviet player may never receive coastal forts for free.
NOTE: If playing a Combined Game, the Soviet player may not place any free fortification chits in the Pacific Theater. After an Axis invasion of the Soviet Union, the Soviet player is eligible to receive free fortification chits until he rolls an acquirement die roll of 6 (but always excluding the first die roll), or until 1943, whichever occurs first.
[10.14] Soviet General Zhukov
The Soviet General Zhukov chit is unique among General chits inasmuch as it lacks a standard combat strength rating and an exploitation rating. However, the General Zhukov chit possesses a special +2 combat strength rating, which is applicable to attacking and defending Soviet land units within the command radius of Zhukov’s adjutant HQ, explained as follows:
NOTE: The Soviet General Zhukov chit cannot participate in any breakthrough or exploitation.
If General Zhukov is stacked with any Soviet HQ chit, Zhukov’s +2 combat strength rating is automatically projected to every stack of Soviet land units within the printed command radius of Zhukov’s adjutant HQ chit (including any Soviet land units stacked with the HQ and the General Zhukov chit itself). Accordingly, each stack of Soviet land units within that HQ’s command radius receives a +2 combat strength bonus (i.e., per stack, not per unit), whether defending or attacking (even if not actually Activated by Zhukov’s HQ). Any Soviet land unit stack (even if only a single land unit*) within the command radius of Zhukov’s adjutant HQ will receive Zhukov’s +2 combat strength bonus (in addition to the added combat strength rating of any other single Soviet General that is stacked in the same hex).
*General Zhukov’s combat strength rating is not regarded when calculating combat strength doubling limits (see [5.14]).
NOTE: Supply status(es) do not effect the application of General Zhukov’s +2 combat strength rating.
General Zhukov’s +2 combat strength rating cannot be applied to any unoccupied fortifications, lone HQs, intrinsic garrisons, partisans or non-Soviet units.
NOTE: General Zhukov’s +2 combat strength rating is applied after decreasing or increasing any Soviet land unit stack’s combat strength or a result of other strength point variations (e.g., forts, rivers, et cetera). See [5.14]. If General Zhukov is subject to a combat elimination die roll, the General Zhukov chit is eliminated (permanently) on a die roll of “1” only (see [5.20]).
[10.15] Soviet Improved HQ Advent
If a Russo-German war occurs before the January monthly game-turn of 1941, the Soviet player may opt to receive an allotment of Soviet 1942-HQs from the Soviet order-of-battle (i.e., before 1942), explained as follows:
Procedure
If Germany is at war with the Soviet Union before January 1941 (regardless of which nation initiated the war), the Soviet player may roll one die (6-sided) during the Unit Arrivals and Removals Step of each Seasonal Turn prior to 1942. The die roll result indicates the quantity of random Soviet 1942-HQs that the Soviet player may receive (during the current Seasonal Turn) from the Soviet order-of-battle (i.e., from those HQs listed under the 1942 column of the Soviet order-of-battle). The Soviet player may opt to roll for an allotment of Soviet 1942-HQs during each Seasonal Turn until every Soviet 1942-HQ is in play, or until 1942 (whichever occurs first). Any remaining un-allotted Soviet 1942-HQs (as of 1942) then arrive normally as of the 1942 Winter Seasonal Turn. See Soviet order-of-battle note (29).
[10.16] Soviet Mandatory Border Garrison (Stalin’s Paranoia rule)
The Soviet player must maintain a land unit border garrison along its western border prior to a war with any Axis major power (or pre-1941 scenarios). As such, at least twenty Soviet 4-3 infantry units must garrison (i.e., occupy) every Soviet western border hex (from hex E 3426 to hex E 1830 and hex E 1531) until at war with the Axis. Prior to a war with any Axis major power, any of the garrisoning Soviet 4-3 infantry unit(s) may be moved from their garrison hex(es) to enter either: Estonia, Latvia, Lithuania, Poland and/or Bessarabia (when legal to do so; see [10.17] below) if desired, although any such unit(s) may then not exit the aforementioned nation(s) until the Soviet Union is at war with the Axis (except to reoccupy the former garrison hex or hexes along the Soviet western border). If any Soviet 4-3 infantry unit(s) do enter Estonia, Latvia, Lithuania, Poland and/or Bessarabia, they may stack or deploy freely therein (i.e., they are not required to maintain a border garrison within Estonia, Latvia, Lithuania, Poland or Bessarabia).
The Soviet Mandatory Border Garrison is abrogated as of the instant that the Soviet Union is at war with the Axis (regardless of which nation initiated the war), and is never reinstated thereafter.
[10.17] Soviet Military Occupations
The Soviet Union (i.e., Soviet units) may occupy the following nations per the stipulations below, without triggering a war with the Axis, stipulated as follows:
Poland
When Warsaw (W 3533) is captured by any German land unit(s), or when Poland is conquered by Germany (whichever occurs first), Soviet units are eligible to legally enter and occupy East Poland (hexes E 2432 to about E 3131) on the eastern side of the gray-dotted partition line (expending at least one Offensive to do so) without triggering a war with the Axis. When the Polish cities Vilna (E 2231), Brest-Litovsk (E 2733) and Lvov (E 3032) are occupied by any Soviet combat land units, all hexes in East Poland are then considered to be Soviet-owned territory, although Polish hexes are never considered to be Soviet home hexes. Soviet units may not enter any Polish hex until Warsaw is captured by any German land unit(s), or until Poland is conquered by Germany (whichever occurs first), even to initiate war.
Bessarabia
If Germany and the Soviet Union are not currently at war, Soviet units are eligible to freely enter and occupy Bessarabia (hexes E 3229 to about E 3626) - as of the September 1940 monthly game-turn - without triggering a war with the Axis (expending at least one Offensive to do so). When any hex in Bessarabia is occupied by any Soviet combat land unit(s), all hexes in Bessarabia are then considered to be Soviet owned-territory, although Bessarabian hexes are never considered to be Soviet home hexes. If the Soviet Union occupies Bessarabia before the September 1940 monthly game-turn, it is considered to be an invasion of Germany (with associated consequences). Conversely, any Axis entrance into Bessarabia is considered to be an invasion of the Soviet Union, even if Rumania is a current Axis minor partner, or even if Bessarabia is not yet occupied by any Soviet units. Soviet units may not enter any Bessarabian hex during 1939, even to initiate war.
Baltic States
After Poland is conquered by Germany, Soviet units are eligible to legally enter and occupy Estonia, Latvia and/or Lithuania without triggering a war with the Axis (expending at least one Offensive to do so). Estonia will be considered conquered when Soviet combat land unit(s) occupy Tallinn (E 1633). Latvia will be considered conquered when Soviet combat land unit(s) occupy Riga (E 1933). If Lithuania is invaded, only the land hex(es) physically occupied by (or within the uncontested ZOC of) any Soviet combat land unit(s) are considered to be conquered by the Soviet Union. When any Baltic state (or hex) is conquered by any Soviet combat land unit(s) it is then considered to be Soviet-owned territory, although Baltic state hexes are never considered to be Soviet home hexes.
Soviet units may not enter any Baltic state until Poland is conquered by Germany, even to initiate war.
[10.18] Soviet Naval Unit Pre-War Movement Restrictions
Until the Soviet Union is at war with an Axis major power, Soviet naval units must remain docked in port, and may not be moved. If playing a Combined Game, this restriction applies in the European and in the Pacific Theater.
[10.19] Soviet Naval Unit Range Limits
Any Soviet submarine unit and naval unit with a printed movement rating encased in a square may not venture from a Soviet homeland port (in hexes) beyond its own printed movement number (e.g., a Soviet 1-4-23 submarine unit may not end its movement more than 23 hexes from a Soviet homeland port). Any Soviet homeland port can qualify as proximal (i.e., even if not the submarine unit’s or naval unit’s port of origin).
NOTE: Riga (E 1933) is considered to be a Soviet homeland port, if captured by the Soviet Union.
No Soviet submarine unit or naval unit (with a printed movement rating encased in a square) may ever enter any large sea area. If an enemy capture of any particular Soviet port causes any Soviet submarine unit or naval unit to be involuntarily beyond the limit of its own printed movement rating, that Soviet submarine unit or naval unit is then immediately “marked” as “out-of-supply” with an “Out-of-Supply” chit, and all normal out-of-supply effects (see [7.10]) then apply.
NOTE: The Rumanian 0-8-22 CL is also subject to the same aforementioned range limit (regardless of Rumania’s current political disposition), and thus may not end its movement more than 22 hexes from Constantine (E 3727).
[10.20] Soviet Pre-1941 Offensive Limitation (The Stalin’s Purges rule)
During 1939 and 1940, the Soviet player is limited to purchasing a maximum of 9 Offensives per Seasonal Turn, although the Soviet player must roll one die to determine the actual quantity of Offensives (of those he purchased) that the Soviet Union will actually receive for that season (i.e., three monthly game-turns). As such, after the Soviet player purchases Offensives during any 1939 or 1940 Seasonal Turn, he must then roll one die (6-sided) and add +3 to the die roll result. The following net die roll result therefore indicates the actual quantity of Soviet Offensives that the Soviet Union will receive for that season. Any Soviet Offensive(s) that had been purchased in excess of the net die roll result are simply lost (as well as the EPs spent to purchase them). If the Soviet player had purchased fewer Offensives than the net die roll result indicates, the Soviet Union may only receive the quantity of Offensives that the Soviet player actually purchased.
The Soviet Union will always receive at least one free Offensive if the Soviet player does not purchase any (in which case, no die roll is then necessary). Hence, it is nonsensical to ever only purchase one Offensive. If the Soviet player purchases two or more Offensives, however, he must pay for them all, including the first.
Only the actual quantity of Offensives received is to be considered when determining Initiative, not the quantity purchased.
NOTE: The Soviet player may purchase Impromptu Offensives normally during any 1939 or 1940 monthly game-turn, despite the aforementioned limit and/or die roll.
[10.21] Soviet Reserve Mobilizations
During the first monthly game-turn of a Russo-German war (regardless of which nation initiated the war), one free Soviet 2-3 infantry unit (i.e., a depleted 4-3 infantry unit) automatically arrives (from the counter-mix) in each Soviet-controlled Soviet home city/resource hex* during the Replenishment Step of that same monthly game-turn, irrespective of any other replenishments.
*Even if within enemy ZOC.
NOTE: All normal stacking limits apply (see [5.9]). If the arrival of any Soviet 2-3 infantry unit will exceed the stacking limit in a particular Soviet home city/resource hex, that Soviet 2-3 infantry unit must then arrive in an alternate (Soviet- controlled) Soviet home city/resource hex (of the Soviet player’s choice).
All Soviet 2-3 infantry units are considered to be normal infantry units in all respects, and may be “rebuilt” (i.e., to 4-3 infantry units) by the Soviet player normally (see [8.6]) during any subsequent Seasonal Turn(s).
Soviet Reserve Mobilizations arrive during the first monthly game-turn of a Russo-German war only; never thereafter.
[10.22] Soviet Siberian Transfer Units
The Soviet order-of-battle includes ten Soviet 7-4 Siberian Transfer Units (which are infantry units denoted with a “ski” symbol). All of the Soviet 7-4 Siberian Transfer Units are set aside in the Soviet Transfer Box until a German invasion of the Soviet Union.
NOTE: This rule is not in effect if playing a Combined Game (i.e., with the Pacific Theater companion game). During a Combined Game, all Siberian Transfer Units begin on the Pacific map, and must be manually transferred to be brought into the European Theater.
After a German invasion of the Soviet Union (if any), the Soviet player will be eligible to receive some of the Soviet 7-4 Siberian Transfer Units as free arrivals during the first October monthly game-turn of that same game-year (but not before). Additional Siberian Transfer Units will then be eligible to arrive during subsequent monthly game-turns thereafter, explained as follows: During the Replenishment Step of the first October monthly game-turn after a German invasion of the Soviet Union, the Soviet player is eligible to roll one die (6-sided). The die roll result indicates the quantity of Soviet 7-4 Siberian Transfer Units that the Soviet player may retrieve from the Soviet Transfer Box and then place directly onto the map (in any Soviet-controlled hex, not
within enemy ZOC). The Soviet player may then roll one die again during the Replenishment Step of the November monthly game-turn, and so forth, until the last of the ten Soviet 7-4 Siberian Transfer Units have been retrieved from the Soviet Transfer Box and placed on the map.
Soviet 7-4 Siberian Transfer Units are considered to be normal Soviet infantry units in all other respects, except that they are not eligible to be replenished. Soviet 7-4 Siberian units may be rebuilt normally if depleted, however. If any Soviet 7-4 Siberian Transfer Unit(s) are eliminated, they are returned to the force pool (not the Soviet Transfer Box), and may be reconstructed per the normal rules (see [8.11]). Each Soviet 7-4 Siberian Transfer Unit, however, requires a one-season delay (after being purchased) before completion, and accordingly must arrive on the map in an eligible Soviet home city and/or a city/resource hex.
[10.23] Soviet Winter Combat Proficiency (The Soviet “Winter Bonus” rule)
If the “Winter War” is concluded as a Soviet victory (i.e., all Finnish land units are vanquished from the eastern side of the Finnish partition line), all Soviet combat land units are entitled to a Soviet “Winter Bonus” during the first consecutive Winter weather monthly game-turns after Germany is at war with the Soviet Union (regardless of which nation initiated the war), explained as follows:
During each consecutive Winter weather monthly game-turn (after Germany is at war with the Soviet Union), all Soviet combat land units are entitled to the Soviet “Winter Bonus”, which is in effect throughout the duration of the first winter time-frame (i.e., until Winter weather ends), possibly until March if March is Winter weather, although never beyond March. Any Soviet land combat attacks (during an eligible Winter weather monthly game-turn) within the Soviet Union proper are entitled to a +1 land combat die roll bonus. Conversely, any land combat attacks upon Soviet land units within the Soviet Union proper (during an eligible Winter weather monthly game-turn) must suffer a -1 land combat die roll penalty. In either case, the die roll modifier is cumulative with all other applicable land combat die roll modifiers (if any). See [5.16].
The Soviet “Winter Bonus” remains in effect until the last Winter weather monthly game-turn of the first winter time-frame after Germany is at war with the Soviet Union, and is never reinstated again thereafter.
[10.24] Soviet Winter War against Finland
The Soviet Union may invade Finland within the Finnish partition line (east of hex E 0233 to about hex E 1431) without Activating Finland as a German minor partner (and thus avoiding initiating a war with Germany), known as the “Winter War”.
NOTE: If Finland is invaded beyond the Finnish partition line (west of hex E 0232 to about hex E 1430) it is considered to be an invasion of Germany. Accordingly, Finland is then immediately Activated as a German minor partner. Furthermore, a Soviet invasion of Finland beyond the Finnish partition line may modify Activation attempts of Norway and/or Sweden (see [8.0]).
To initiate the “Winter War”, the Soviet player must declare his intention to conduct the “Winter War” with Finland (i.e., an invasion of Finland east of the Finnish partition line) during any Winter monthly game-turn before Germany is at war with the Soviet Union. Accordingly, an Axis player must be designated to officiate control of Finland, and must then deploy all currently available Finnish units in any hexes within Finland, although at least one Finnish land unit must be set-up in Helsinki.
The “Winter War” is considered to be a separate war unto itself between Finland and the Soviet Union. Until Finland is an Axis minor partner, Axis Initiative is not applicable to the Winter War, nor can the German player purchase, rebuild or repair any Finnish units. However, all other normal rules apply, except as explained below:
Finnish Combat Bonus
During the first Winter of a Soviet invasion of Finland (i.e., a physical invasion of any Finnish hex), any Finnish land combat attacks against Soviet land units (within Finland) are entitled to a +2 land combat die roll bonus. Conversely, any Soviet land combat attacks against Finnish units (within Finland) during the first Winter after a Soviet invasion of Finland must suffer a -1 land combat die roll penalty. Both modifiers automatically end after the first Winter in which the Soviet Union invades Finland. Winning the “Winter War”
As of the instant that no Finnish land units currently occupy any hex within Eastern Finland, the “Winter War” is concluded as a victory for the Soviet Union. Accordingly, all remaining Finnish units are then immediately removed from the map (and returned to the Axis Force Pool), and Finland is then considered to be neutral again (minus the eastern side of the Finnish partition line, which is hence considered to be owned by the Soviet Union). As such, Finland will remain neutral until Activated subsequently. If the Soviet Union has won the “Winter War” (i.e., there are no Finnish units on the east side of the Finnish partition line), Soviet land units will be entitled to the “Soviet Winter Combat Proficiency” bonus (see [10.23]).
Losing the “Winter War”
If the Soviet player has not vanquished all Finnish land units from the eastern side of the Finnish partition line as of the instant that Germany is at war with the Soviet Union (regardless of the game-year), the “Winter War” is concluded as a defeat for the Soviet Union. Accordingly, all eliminated Finnish units (if any) are automatically re-deployed (set-up) on the map again per [8.6] at no EP cost (except the Finnish 1-6-24 CL, if it had been sunk).
A Soviet defeat does not require the Soviet player to withdraw any Soviet units from Finland, or even to cease military operations therein and/or thereupon. The only effect is that Soviet land units are not entitled to the “Soviet Winter Combat Proficiency” bonus.
NOTE: The Soviet Union will gain +2 EPs per each Finnish resource hex in the north of Finland captured by Soviet land units, if in supply, even if the “Winter War” is not concluded.
Activating Finland
If the Soviet Union invades Finland beyond (i.e., west of) the Finnish partition line, Finland is then immediately Activated as a German minor partner, which is considered a Soviet invasion of Germany, unless Germany is already at war with the Soviet Union).
NOTE: Soviet land combat attacks upon any Finnish unit(s) beyond (i.e., west of) the Finnish partition line is not considered an invasion of Finland unless the attacking Soviet land unit(s) actually enter a Finnish hex beyond the Finnish partition line (e.g., as an Advance After Combat). A Soviet attack upon any Finnish unit that has moved beyond Finland proper is not considered an invasion of Finland, although an attack upon any Finnish naval unit that is presently docked in any Finnish port is considered an invasion of Finland.
If Finland is Activated, no Finnish unit(s) may enter any Soviet hex that is beyond the Finnish unit(s’) printed movement rating - in hexes - from Finland proper (i.e., outside of the original Finnish border) until Moscow is an Axis-controlled city. If the Axis have captured the Moscow hex (E 1924), Finnish units may enter the Soviet Union without restriction.
[10.25] U-47, 10th Light Flotilla and X-Craft
Germany begins the game with a special submarine chit (U-47). Similarly, Italy receives (as an arrival in Autumn 1941) a special submarine chit (10th). Likewise, the UK will also receive (in Summer 1943) a special submarine chit (X-Craft). Each special submarine chit imbues a submarine harbor infiltration bonus, and a special submarine attack capability to one specified tactical submarine chit, explained as follows:
U-47
If a German tactical submarine unit attempts to infiltrate an enemy port, the German player may then declare the usage of the “U- 47” chit (once per game). As such, that German submarine unit (attempting to infiltrate the enemy port) is then entitled to a -3 die roll bonus to its submarine harbor infiltration attempt (i.e., that submarine unit’s submarine harbor infiltration attempt die roll of 1-4 permits the infiltrating German submarine unit to enter that enemy port, immune to the port’s screen).
If successful, the German submarine unit is then considered to be in that enemy port. Accordingly, the enemy player must then disclose the exact quantity, types and names (if any) of every naval unit presently in that port, whereupon that German submarine unit may then conduct two special submarine naval combat attacks (see below) upon any enemy naval unit (or one attack each upon any two enemy naval units) in that same port, immune to any enemy screening attacks. The German player may observe the result of his first special submarine naval combat attack before choosing and attacking the same or another target, it any. Special Submarine Attacks The submarine unit (employing the “U-47” chit) is entitled to automatically double each of its naval combat attack dice rolls (and add the submarine unit’s gunnery rating normally). For example, if the German player rolled a “7” (plus the submarine unit’s gunnery rating of “2”), that submarine unit’s final combat result is 16 (i.e., 7 x 2 + 2 = 16). Per the normal rule, if the submarine’s net attack result is equal to or greater than the targeted naval unit’s printed armor rating, the target naval unit is considered to be “hit” (and sunk, if the target is currently damaged or depleted). Thereafter (regardless of the results), the submarine chit is considered to be outside of the port location (although still in the port hex), and cannot be pursued.
After the submarine unit’s attacks (regardless of the results), the “U-47” chit is then removed from the game (permanently) and thus cannot be rebuilt or employed thereafter.
10th Light Flotilla Similarly, if an Italian tactical submarine (SS) unit attempts to infiltrate an enemy port in the Mediterranean Sea (only), the Italian player may declare the usage of the “10th” chit (once per game). As such, that Italian submarine unit (attempting to infiltrate the enemy Mediterranean port) is then entitled to a -3 die roll bonus to its submarine harbor infiltration attempt (i.e., that submarine unit’s submarine harbor infiltration attempt die roll of 1-4 permits the infiltrating Italian submarine unit to enter that enemy port, immune to the port’s screen).
If successful, the Italian submarine unit is then considered to be in that enemy Mediterranean port. Additionally, the enemy player must then disclose the exact quantity, types and names (if any) of every naval unit presently in that port, whereupon that Italian submarine unit may then conduct two special submarine naval combat attacks (see below) upon any enemy naval unit (or one attack each upon any two enemy naval units) in that same port, immune to any enemy screening attacks. The Italian player may observe the result of his first special submarine naval combat attack before choosing and attacking the same or another target, if any.
Special Submarine Attacks
The submarine unit (employing the “10th” chit) is entitled to automatically double each its naval combat attack dice rolls (and add the submarine unit’s gunnery rating normally). For example, if the Italian player rolled a “9” (plus the submarine unit’s gunnery rating of “2”), that submarine unit’s final combat result is 20 (i.e., 9 x 2 + 2 = 20). Per the normal rule, if the submarine’s net attack result is equal to or greater than the targeted naval unit’s printed armor rating, the target naval unit is considered to be “hit” (and sunk, if the target is currently damaged or depleted). Thereafter (regardless of the results), the submarine chit is considered to be outside of the port location (although still in the port hex), and cannot be pursued.
After the submarine unit’s attacks (regardless of the results), the “10th” chit is then removed from the game (permanently), and thus cannot be rebuilt or employed thereafter.
X-Craft
Likewise, if a UK submarine (SS) unit attempts to infiltrate any German-controlled port (only), the UK player may declare the usage of the “X-Craft” chit (once per game). As such, that UK submarine unit (attempting to infiltrate the German-controlled port) is then entitled to a -3 die roll bonus to its submarine harbor infiltration attempt (i.e., that submarine unit’s submarine harbor infiltration attempt die roll of 1-4 permits the encroaching UK submarine unit to enter that German port, immune to the port’s screen).
If successful, the UK submarine unit is then considered to be in that German port. Accordingly, the German player must then disclose the exact quantity, types and names (if any) of every naval unit presently in that port, whereupon that UK submarine unit may then conduct two special submarine naval combat attacks (see below) upon any enemy naval unit (or one attack each upon any two enemy naval units) in that same port, immune to any enemy screening attacks. The UK player may observe the result of his first special submarine naval combat attack before choosing and attacking the same or another target, it any. Special Submarine Attacks The submarine unit (employing the “X-Craft” chit) is entitled to automatically double each of its naval combat attack dice rolls (and add the submarine unit’s gunnery rating normally). For example, if the UK player rolled a “2” (plus the submarine unit’s gunnery rating of “2”), that submarine unit’s final combat result is 6 (i.e., 2 x 2 + 2 = 6). Per the normal rule, if the submarine’s net attack result is equal to or greater than the targeted naval unit’s printed armor rating, the target naval unit is considered to be “hit” (and sunk, if the target is currently damaged or depleted). Thereafter (regardless of the results), the submarine chit is considered to be outside of the port location (although still in the port hex), and cannot be pursued.
After the submarine unit’s attacks (regardless of the results), the “X-Craft” chit is then removed from the game (permanently), and thus cannot be rebuilt or employed thereafter.
[10.26] United Kingdom Radar Sites
There are seven UK Radar Sites printed on the map (within the UK proper); one in hex W 3513, W 3515, W 3517, W 3713, W 3718, W 3917 and W 4116. Each Radar Site will impart an air combat bonus to any non-French Western Allied Fighter-type unit within its radar coverage, explained as follows:
Radar Air Combat Bonus
Each land-based Western Ally (except French) Fighter-type air unit that participates in air combat in or adjacent to any UK Radar Site hex (as printed on the map) will automatically receive a -1 air combat die roll bonus to its own air combat attack die roll during the first round of air combat (only). The Radar Air Combat bonus is never applicable during any second round of air combat, regardless of any preceding air combat result). All other applicable air combat modifiers (see [4.18]) apply normally.
NOTE: A natural air combat die roll of “6” (i.e., a physical die roll of “6”, irrespective of any modifiers) is always an automatic “miss”. Furthermore, a natural air combat die roll of “5” is always an automatic “abort”.
Attacking UK Radar Sites
UK Radar Sites may be attacked (i.e., bombed or bombarded) normally, with a target number of “4” (unless fortified, in which case a UK Radar Site’s target number is “6”), plus any inherent functional airbase capacity (if any). If any UK Radar Site is captured by any enemy land unit (including any enemy HQ or General) it is then automatically destroyed immediately. No enemy power may ever possess any functional UK Radar Site. In either case, place a “Destroyed Installation” chit on a destroyed UK Radar Site hex. If there are multiple installations in that same hex, an effective house-rule is to simply write “radar” on some extra “Destroyed Installation” chits to distinguish a destroyed UK Radar Site from any other installations in that same hex.
NOTE: The destruction of any particular UK Radar Site has no effect upon any other UK Radar Site.
If a UK Radar Site is destroyed, it then immediately loses its ability to impart any bonus, but is eligible to be repaired normally. UK Radar Site Restrictions
Each eligible Western Ally Fighter-type air unit may never accrue more than a -1 die roll modifier, even if the coverage of two proximal UK Radar Sites overlap into the same air combat hex.
UK Radar Sites cannot affect the combat die roll of any enemy air units.
The UK Radar Air Combat Bonus may never be applied toward Heavy Bomber “return fire”.
[10.27] Vichy French Fleet Indolence (The Mers-el-Kebir Rule)
If Vichy France is established, the presence of any French naval units (i.e., with a gunnery rating of “3” or greater) presently docked in any African port(s) does not prohibit the entrance of any uninvited foreign naval unit(s). This does not apply to any other non-African port (e.g., Marseilles), however.
PART 11: OPTIONAL RULES
Each of the following rules is “optional” and is only applicable to any AETO game per the agreement (per individual rule) of all of the designated players before the game begins. The designated players may collectively decide to institute some of the following optional rules, all of the following optional rules, or none at all.
Most of the following optional rules were designed and are solely intended to add more historical realism to the game, although their application may potentially offset the game’s play-balance somewhat. Some of the optional rules, however, are specifically intended to add more play-balance to the game, although their application may not impart any particular historical factuality. Furthermore, various optional rules neither add nor detract from the game’s overall play-balance significantly, but exist merely to preserve historical homogeneity. In any case, players should consider their relative experience and proficiency as a relevant consideration when determining which optional rule(s) to employ.
[11.0] Bocage and Hedgerows
Each Bocage chit functions exactly like a normal fortification chit in all respects (including concealment). Accordingly, each Bocage chit is assumed to possess an inherent combat strength of “2” (or adds +2 to the combat strength of any land units in its hex), and negates any enemy ZOC in the Bocage hex. Furthermore, any [-/1] combat result (i.e., a bracketed defender step loss) against a Bocage chit is automatically backfired as 1/- result instead (i.e., an attacker step loss). Additionally, however, each Bocage chit also imbues a special land combat capability, explained below (see “Capability”):
NOTE: A fortification chit may never be built in the same hex as any Bocage chit.
When France is conquered by Germany (whether Vichy France is established or not), and when no UK land units remain in France proper (or anytime thereafter), the German player may then randomly draw two Bocage chits from a cup of four total Bocage chits.
After randomly drawing two Bocage chits, the German player then randomly places one of the drawn Bocage chits in hex W 3215, and the other drawn Bocage chit in hex W 3216 (each with the hedgerow depiction facing up). The underside of both Bocage chits is obligatorily concealed from view, although the German player may inspect each Bocage chit freely.
Deployment
The Bocage chits are intended to simulate the dense hedgerows of Western Normandy, but are only applicable as a corollary to a German deployment restriction in the historic D-Day hex, representing the German’s (or Hitler’s) miscalculation regarding the actual intended invasion site. Thus, to warrant eligibility, the German player may not stack more than one - one-step - Axis land unit chit in the D-Day hex (i.e., hex W 3316). The German deployment restriction does not apply to any fortification chit built in the D-Day hex, but supersedes the normal stacking exemption of Commandos, Generals, HQs and Paratrooper units. Additionally, the German player may not deploy any armor or mechanized unit in hex W 3316.
NOTE: If any Axis land unit - at any time - violates the German deployment restriction in the D-Day hex, the Bocage chits are then removed from play (permanently).
Bocage Capability
As mentioned, each Bocage chit is considered to be equivalent to a normal fortification chit, for all intents and purposes. However, there are two types of Bocage chits, as indicated by the script on the underside of each chit; a “-2” Bocage chit, and a “No Move” Bocage chit. Each type of Bocage chit imbues a special land combat capability (see below), but - when placed - remains undisclosed until attacked by an Allied combat land unit. Adjacency to and/or a successful air reconnaissance of a Bocage hex does not allow any enemy player to examine it (or any land unit concealed beneath it; see [4.11]). If an Allied player conducts a land combat attack upon a Bocage hex (even if a Breakthrough and/or an Exploitation attack), the German player then reveals the type of Bocage chit in that hex (i.e., either a “-2” or a “No Move” type of Bocage chit, as had been randomly placed in that hex as stipulated per the preceding paragraph). When a Bocage chit has been revealed, the attacking Allied player cannot cancel his declared attack thereupon.
NOTE: Unlike fortification chits, Bocage chits cannot be destroyed by enemy bombardment or bombing.
“-2” Bocage Chits Any land combat attack upon a “-2” Bocage chit imposes an automatic -2 land combat die roll penalty upon the attacking land unit(s) (cumulative with all other land combat modifiers, including Ultra). The attacking Allied player - if otherwise eligible - may declare a Re-Roll normally (i.e., after the Bocage chit is revealed to the attacking Allied player, but before the actual land combat attack die roll). If the attacking Allied player enacts a Re-Roll Option, the “-2” die roll modifier applies to both the initial die roll, and to the Re-Roll.
If the land combat attack is successful (i.e., all of the defending units were eliminated or retreated), the Bocage chit is removed from play (permanently). All post-combat movement is permitted normally thereafter. However, If the land combat attack is unsuccessful, the Bocage chit simply remains in the hex (albeit revealed), and continues to function as stated until eliminated via a subsequently successful land combat attack thereupon.
“No Move” Bocage Chits Any Allied land combat attack upon a “No Move” Bocage chit is conducted and resolved normally (i.e., a “No Move” Bocage chit has no effect upon any land combat attack). However, any Allied land unit(s) that participate in a land combat attack upon a “No Move” Bocage chit, even if the attack is successful, are ineligible to Advance After Combat, perform post-Breakthrough movement, Exploitation movement, Exploitation attacks or normal land movement thereafter (i.e., during that same monthly game-turn), even if otherwise eligible to do so. Afterward, any participating (i.e., attacking) land unit(s) are then marked as “Active” normally.
NOTE: Any Allied land unit(s) that participate in a land combat attack upon a “No Move” Bocage chit - if subsequently counterattacked - are subject to the normal retreat rules, if applicable (including voluntarily retreat). If a land combat attack upon a “No Move” Bocage chit is successful (i.e., all of the defending units were eliminated or retreated), the “No Move” Bocage chit is removed from play normally (permanently). Any subsequent combat and/or movement in or through that same hex (i.e., after the “No Move” Bocage chit has been removed) is conducted normally, and is unaffected. However, if the land combat attack is unsuccessful, the Bocage chit simply remains in the hex (albeit revealed), and continues to function as stated until eliminated via a subsequently successful land combat attack thereupon.
[11.1] Convoy STP Losses (Recommended)
At the conclusion of the Strategic Warfare Phase, the UK (and/or the US player, if at war with the Axis) may voluntarily eliminate any friendly Sea Transport Point(s) - presently in play - in lieu of Economic Points eliminated as a result of Strategic Warfare in a Convoy Route sea area, explained as follows:
Procedure
During the Strategic Warfare Phase, the UK or the US player may, at his discretion, voluntarily remove 1 STP (i.e., point) per 2 EPs eliminated as a result of Axis Strategic Warfare inflicted upon any Convoy Route sea area(s) during that Strategic Warfare Phase. Any voluntarily removed STP(s) may be removed from anywhere on the map (if in the European Theater), although any such removed STP(s) must be presently empty (i.e., not carrying any cargo).
Any removed STP(s) are then immediately returned to the Western Ally Force Pool, but may be repurchased normally during any future Seasonal Turn(s) at the standard cost of 4 EPs each (although, as of 1943, each US STP costs 2 EPs, not 4).
[11.2] Collateral Combat Damage Upon Installations
If a particular land combat attack eliminates or retreats every enemy land unit in a combat hex with any installation(s) therein, the installation(s) are subject to possible collateral damage.
Determination Procedure
Immediately after a successful land combat attack upon a target hex with any installation(s) therein, the attacking player must roll one die (6-sided) for each installation in that target combat hex, resolved as follows:
Major Port = Roll of 1: Destroyed. 2-4: Reduce/Minor Port. 5-6: No effect .
Minor Port = Roll of 1: Destroyed. 2-4: Reduce/Coastal City. 5-6: No effect .
Large Airbase* = Roll of 1: Destroyed. 2: Under-construction. 3: Reduce/Small Airbase. 4: Reduce/Grass Airfield. 5-6: No Effect .
Small Airbase* = Roll of 1: Destroyed. 2: Under-construction. 3-4: Reduce to Grass Airfield. 5-6: No effect .
Grass Airfield = Eliminated automatically (i.e., removed from the map) .
Permanent Fort = Eliminated automatically (in that target combat hex only).
Fortification = Eliminated automatically (i.e., removed from the map).
Coastal Fort = Eliminated automatically (i.e., removed from the map).
*Including inherent (i.e., map-extant) airbases, as well as “airbase” chits. When placing any airbase or airfield chits on destroyed map-extant airbases, players must note that the placed “airbase” or the “airfield” chit is replacing the previous airbase capacity, and is not in addition to the inherent airbase capacity.
Collateral Combat Damage only ever applies after a successful land combat attack upon a target hex that is defended by enemy land units. Any installation that is simply occupied by advancing land units is not subject to Collateral Combat Damage. If a particular installation has been “reduced”, it is eligible to be repaired to its previous capacity per [7.17] or [8.6] normally. If a particular installation has been “eliminated” (i.e., a grass airfield or fort), however, it cannot be repaired (although a new identical installation may be constructed in that same hex normally).
[11.3] Dummy Task Forces
Each major power may secretly designate one particular task force chit as a “dummy” task force (i.e., containing no actual naval units) at any one time. No major power, however, may ever designate more than one task force as a “dummy” at any one time, although there is no limit to the frequency of instances that any new unassigned task force chit may be designated as a “dummy”, except as mentioned below.
A “dummy task force” may be placed and moved wherever and in whatever manner desired by the owning player (if in and/or to a normally legal map location), and may be removed at any time by the owning player. If any “dummy task force” chit is successfully reconnoitered or intercepted by any enemy unit, the owning player must then reveal that task force to be a “dummy” to the enemy player(s) and then immediately remove it from the map. The owning player may not designate another task force chit (of the same nationality) as a “dummy” during that same Phase.
NOTE: No Flotilla Sighting Report upon a legitimate task force may ever be reported as a “dummy”.
A “dummy task force” has no capability or tangible presence during a game, and thus is never considered an actual task force.
[11.4] Emergency Recall of Transferred UK Ships (Recommended)
If not playing a Combined Game, any UK aircraft carrier(s) and/or battleship(s) that are specified to be removed (e.g., the HMS “Victorious”) by the UK order-of-battle can be “recalled” (i.e., arrive in the game again) if any remaining UK aircraft carrier(s) and/or battleship(s) are sunk (not merely damaged) in the European Theater.
Any recall(s) may only occur on a one-for-one bases (i.e., one UK aircraft carrier or battleship may be “recalled” for one aircraft carrier or battleship that is sunk in the European Theater, respectively). Of course, no recall applies to any aircraft carrier or battleship that was not constructed (or completed), that was previously sunk, or is already present in the European Theater. Any recall(s) are administered during the Unit Arrivals and Removals Step of any subsequent Seasonal Turn. As such, the recalled aircraft carrier(s) and/or battleship(s) then simply arrive in any UK controlled port(s) per [8.11].
NOTE: The UK battleship “Royal Sovereign” is not ever eligible to be recalled.
Invasion of the UK
If the UK proper is physically invaded by any Axis land unit(s), all currently removed UK aircraft carriers and/or battleships (if any to date) may be “recalled” (arriving automatically in any UK controlled port or ports). Moreover, provided that at least one Axis land unit occupies any UK proper hex, all subsequent specified removals of any UK naval unit (of any type) are immediately (and permanently) canceled.
[11.5] End of the Game: Extension
In the European Theater, an Allied victory is achieved if the Axis are conquered before the end of the May 1945 monthly game- turn. However, the UK, the US and/or the Soviet player may opt to pay EPs to “extend” the war and the timeframe in which to conquer the Axis.
During the Spring 1945 Seasonal Turn, the Allies must assess the strategic situation, and decide whether to “extend” the war (and for how long), or not. If any of the Allied players (and/or the Soviet player) believe that the Axis (i.e., Germany and Italy) cannot be conquered before the end of the May 1945 monthly game-turn, any Allied player(s) may pay EPs to “extend” the war. However, the Allied player(s) must decide whether to “extend” the war, or not, during the Spring 1945 Seasonal Turn; never before or after.
If an Allied player opts to “extend” the war, the player(s) must decide - during the Spring Seasonal Turn - the total intended duration of the war’s Extension (and noting the requisite EP cost). The Allied player(s) may opt to extend the war one to six monthly game-turns (but never more), tabulated as follows:
1 monthly game-turn Extension = 20 EPs 2 monthly game-turn Extension = 40 EPs 3 monthly game-turn Extension = 60 EPs 4 monthly game-turn Extension = 80 EPs 5 monthly game-turn Extension = 100 EPs 6 monthly game-turn Extension = 120 EPs The Allied players must (during the Spring 1945 Seasonal Turn) decide amongst themselves precisely what apportionment of the requisite EP cost (per the Extension duration) that any Allied major power(s) will pay to extend the war. The requisite EP cost may be entirely paid by one major power, or apportioned (equally or unequally) among the other participating major power(s). No major power is ever required to participate or contribute EPs for an Extension of the war, although if the Allied players cannot agree with regard to any particular major power’s EP contribution (or with regard to the length of the Extension), then the war simply cannot be extended.
NOTE: A player cannot ever spend EPs in excess of his currently available EPs to extend the war.
Assuming that the requisite EP cost is paid, the war (i.e., the timeframe in which to conquer the Axis) is then extended for the intended duration, and the normal victory conditions are then assessed at that end of that (extended) monthly game-turn. If the Axis remain unconquered at the end of that monthly game-turn, the war cannot be extended again, and the Axis will collectively be considered the victors.
If playing a Combined Game, any EPs paid to extend the war in the European Theater are considered expended permanently, even if Germany and Italy are defeated before the last extended monthly game-turn. No such EPs are ever refunded, nor may be transferred to the Pacific Theater.
[11.6] Free Unit Entitlements (Recommended)
Each major power (except France) is eligible to receive an allotment of free units (per each specified Seasonal Turn) from his contemporary force pool during the game (allotted as tabulated on Player Aid Card “IV”), to be constructed (by the owning player) without EP cost (although free units are subject to all normal delay and placement stipulations; see [8.6]). A free unit may only be selected from the force pool of the nation for which it is allotted.
NOTE: Any eliminated units listed in the order-of-battle as “(cbr)” cannot be rebuilt per the normal prohibition. Free units may never be Offensives, installations, Activations, or anything that is not otherwise legally purchasable. Additionally, free unit entitlements may never be shared or consigned to any other nations or players, nor may free units be accrued, borrowed or saved from season to season, nor exchanged for EPs. If any free unit entitlement is not used during the Seasonal Turn when it is allotted (see Player Aid Card “IV”), it is simply lost.
A free unit is always considered a complete unit, whether it is full-strength or depleted. A player may select a depleted or single- step unit as a free unit, although that unit is not counted as only a half of a free unit entitlement. Moreover, any chit selected as a free unit must arrive in play as it presently exists in the force pool. A depleted unit presently on the map may never be “rebuilt” to full-strength via any free unit entitlement.
An ATP and/or STP chit may be selected as a free unit, although a free unit entitlement only accords one ATP or STP “point” per selection (e.g., a 1 STP chit may be selected as a free unit, not a 2 STP chit).
NOTE: If playing a Combined Game, the US player may use his free unit entitlements in the European and/or the Pacific Theater (although the US player must abide by Unit Dissimilarities nonetheless; see below). The US is not allotted any additional free unit entitlements during a Combined Game, although the US player may use any or all of his eligible free unit entitlements in the Pacific Theater. However, the UK player and the Soviet player may never use any allotted free unit entitlements in the Pacific Theater.
Unit Dissimilarities
If a major power is eligible to select two or more free units during the same Seasonal Turn, each unit must be a different category (i.e., air, land or naval).
EXAMPLE: During the Winter 1944 Seasonal Turn, the United States is allotted three free units. However, one free unit must be an air unit (of any type), one free unit must be a land unit (of any type) and one free unit must be a naval unit (of any class). The US player may not select two air units and one naval unit for free, or three naval units, et cetera. Abrogating Free Unit Entitlements If any major power’s net EP income is reduced to a single-digit numeral (i.e., when tallied during the EP Income Determination Step of the current Seasonal Turn) as a result of excessive EP losses (e.g., caused by Strategic Warfare), that nation is not eligible to receive any free unit entitlements (during that Seasonal Turn). The abrogation remains in effect until that major power’s EP income is at least 10.
EXAMPLE: Enemy Strategic Warfare and conquests have reduced Germany’s EP income to 8 EPs (net). Thus, during the ensuing Construction Phase, Germany is not eligible to receive any free unit entitlements. If Germany’s net EP income is increased to at least 10 (i.e., a two-digit numeral), Germany will then be eligible to receive its allotment of free units normally, although all previously abrogated free unit entitlements are not regained.
[11.7] French Fleet Restrictions (Recommended)
To institute this optional rule, a memorandum of French and UK naval losses must be recorded by the French player during the game (until France capitulates or becomes conquered), and expressed as a ratio of total French to total UK naval losses. If French naval losses are exorbitant as compared to UK naval losses, France is subject to a possible precipitous capitulation (representing the abject demoralization that would undoubtedly occur to the French if France lost the crème of its lauded fleet, especially if UK naval losses are relatively light).
NOTE: Submarine unit losses are not applicable with regard to this rule, although STP losses are applicable. Determination Procedure As of the instant that any supplied German combat land unit (except any paratrooper unit) is adjacent to Paris (W 3118), even if only momentarily, the French player must consult the memorandum and determine the total French naval losses (calculated in terms of “armor rating” points sunk). If the total French naval losses exceed 35 armor rating points, that current total French naval armor rating point loss must then be compared as a ratio to the current total UK naval armor rating point loss, referenced as follows:
1:1 up to 1.5:1 (French ship-armor losses: UK ship-armor losses) = Political Directive #1 1.6:1 up to 2:1 (French ship-armor losses: UK ship-armor losses) = Political Directive #2
2:1 up to 3:1 (French ship-armor losses: UK ship-armor losses) = Political Directive #3
>3:1 + (French ship-armor losses: UK ship-armor losses) = Political Directive #4
After determining the ratio of French-to-UK naval armor rating point losses (assuming a German land unit is adjacent to Paris), the indicated “Political Directive” is then immediately implemented, explained as follows:
Political Directive #1
The French player must roll one die (6-sided): If the die roll is 1-4, no effect results. If the die roll is a 5 or 6, however, Paris (W 3118) is automatically an “Open City”. The German player may immediately force any French land unit(s) within France proper to retreat from their current hex(es) one hex toward a French supply source (although the French player may decide which valid retreat hex each land unit will enter). If any French unit cannot retreat (e.g., due to Axis ZOC), it is eliminated instead.
Political Directive #2
The French player must roll one die (6-sided): If the die roll is 1-3, no effect results. If the die roll is a 4-6, however, Paris (W 3118) is automatically an “Open City”. The German player may immediately force any French land unit(s) within France proper to retreat from their current hex(es) one hex toward a French supply source (although the French player may decide which valid retreat hex each land unit will enter). If any French land unit cannot retreat (e.g., due to Axis ZOC), it is eliminated instead.
Political Directive #3
The French player must roll one die (6-sided): If the die roll is 1-3, no effect results. If the die roll is a 4-6, however, France must then immediately capitulate. France is conquered per [9.10]. Vichy France may be established by Germany normally. Political Directive #4 The French player must roll one die (6-sided): If the die roll is 1-2, no effect results. If the die roll is a 3-6, however, France must then immediately capitulate. France is conquered per [9.10]. Vichy France may be established by Germany normally. If any Political Directive is implemented, the French player must also roll one die during the End of Turn Step of every subsequent monthly game-turn in which any German (non-paratrooper) land unit(s) are presently adjacent to Paris (until France capitulates or becomes conquered) and apply the stipulated result accordingly (if any).
[11.8] German Retreat Restrictions (The Hitler’s Interference rule)
Until 1944, German land units may not ever voluntarily retreat after successfully passing a Retreat Check (see [5.18]).
[11.9] Hidden Production (Recommended)
Any player(s) may place national control chits atop any friendly unit(s) that are presently on the Turn Track for the purpose of concealing the unit(s) from the opponent(s’) view. Additionally, any player(s) may also use (hidden) counter trays to store their own force pool chits (instead of maintaining them on-map in a Force Pool Box).
[11.10] Hitler’s Dismissals of German Generals
Russian Winter
As of the first December monthly game-turn of the same year in which Germany invades the Soviet Union, and the subsequent January and February monthly game-turns, the preponderance of German Generals presently deployed within the Soviet Union (proper) are susceptible to a possible automatic removal (i.e., “dismissal”) by Hitler.
As such, during the Weather Phase of each aforementioned monthly game-turn, the German player must roll 2 dice (6-sided) to determine which of the German Generals must be immediately (and permanently) removed from the game, resolved as follows: Dice roll of 2 = Remove General Paulus Dice roll of 3 = Remove General Model Dice roll of 4 = Remove General Dietrich Dice roll of 5 = Remove General Kliest Dice roll of 6 = Remove General Hoepner Dice roll of 7 = Remove General Rommel and General Blaskowitz Dice roll of 8 = Remove General Guderian Dice roll of 9 = Remove General Hausser Dice roll of 10 = Remove General Arnim Dice roll of 11 = Remove General Busch Dice roll of 12 = Remove General Kluge A German General’s current location within the Soviet Union proper is not relevant with regard to his possible dismissal, or the dice roll. Additionally, any German Generals within the Soviet Union that are not tabulated above (i.e., General Hoth, Manteuffel, Reinhardt and/or Schorner) are exempt from becoming “dismissed” (although General Hoth and Reinhardt will be susceptible to a possible automatic “dismissal” as of January 1944; see below). If the dice roll indicates a General that is currently absent from the Soviet Union (or has already been “dismissed”), the dice roll result is simply ignored, and no other effects are incurred. The German player is never required to roll more than once per mandated monthly game-turn, regardless of the dice roll result. Because of the mean-average of two six-sided dice, the German Generals listed in the middle-range of a dice roll (a dice roll of 6, 7 or 8) are the most likely to be removed (i.e., “dismissed”). Conversely, the German Generals listed in the low-range and high- range are the least likely to be removed. As a result of historical considerations, Generals Rommel and/or Blaskowitz are among the most likely German Generals to be removed (a consequence that is intended to be a disincentive for the German player to deploy General Rommel and Blaskowitz into the Soviet Union, as neither General historically actually served on the Eastern Front). Nevertheless, if both General Rommel and Blaskowitz are in the Soviet Union proper during any aforementioned monthly game-turn, both General Rommel and Blaskowitz must be eliminated if the German player rolls a “7” result. If General Rommel and/or Blaskowitz is not currently within the Soviet Union during any aforementioned monthly game-turn, then the absent General is thus exempt from being “dismissed”.
NOTE: The German player may presently circumvent the consequences of this rule altogether by simply removing or withholding any German Generals from the Soviet Union. There is no “rule” to legislate against this tactic, although removing or withholding any particular German General(s) from the Soviet Union to avoid their possible “dismissal” will essentially have the same effect, albeit temporarily, and may create other military repercussions by doing so.
Hitler’s Dismissals: 1944
As of the January monthly game-turn of 1944, the German Generals Hoth and Reinhardt are susceptible to a possible automatic removal (i.e., “dismissal”) by Hitler if any Soviet combat land unit(s) occupy any land hex beyond the Soviet Union’s pre-war border (in Europe only, but not any hex in the Middle East), regardless of either German General’s current location on the map. During the Weather Phase of the aforementioned monthly game-turn, the German player must roll 1 die (6-sided) to determine which German General must be immediately (and permanently) removed from the game, resolved as follows:
Dice roll of 1 to 4 = Remove General Hoth
Dice roll of 5 or 6 = Remove General Reinhardt
If the die roll result indicates a General that is absent or has been eliminated, the die roll result is simply ignored, and no other effects are incurred. The German player is never required to roll more than once, regardless of the die roll result.
[11.11] Italian Abyssinian Reinforcements (Recommended)
If any Axis combat land unit(s) capture Alexandria (E 5623) and Cairo/Suez (E 5721) the Italian player will then automatically receive a random quantity of Italian 3-3 infantry (Abyssinian Reinforcements) to arrive (free) in Egypt (which are not specifically listed as scheduled reinforcements in the Italian order-of-battle) during the Replenishment Step of that same monthly game-turn. During the Replenishment Step of the same (only) monthly game-turn in which both Alexandria and Cairo/Suez are current Axis- controlled cities, the Italian player is eligible to roll one die (6-sided) to determine the quantity of arriving Italian 3-3 infantry (Abyssinian Reinforcements). As such, the die roll result indicates the quantity of 3-3 Italian infantry chits that immediately arrive (in Egypt; see below) free from the Italian counter-mix (i.e., during that same Replenishment Step).
Arrival
Any Italian 3-3 infantry chit(s) arriving as “Abyssinian Reinforcements” must arrive in (unoccupied) hex(es) E 6120, E 6121 and/or E 6122 in Egypt (but not in excess of the normal stacking limits in any such arrival hex), regardless of enemy ZOC (if any) therein. If any arriving Italian chit cannot legally arrive in any aforementioned hex(es) - because of stacking limits, or the presence of any enemy land unit and/or fort - that chit cannot arrive, and is eliminated immediately.
Abyssinian Reinforcements are only eligible to arrive (once) as of the first monthly game-turn in which Alexandria and Cairo/Suez are Axis-controlled cities. If the Abyssinian Reinforcements do not (or cannot) arrive during the Replenishment Step of that first monthly game-turn, they cannot arrive during any subsequent turn, and are simply eliminated instead.
Upon arrival (in Egypt) Abyssinian Reinforcements are subject to all standard rules, and therefore cannot exit the map henceforth. If eliminated, an Abyssinian Reinforcement is returned to the Axis Force Pool, but is never eligible to arrive in Egypt again.
[11.12] Naval Fuel Limits
No naval unit, stack or task force may be refueled at sea (see [3.14]) during the Second Naval Movement Step of the last monthly game-turn before any Seasonal Turn (i.e., March, June, September or December). If any naval unit, stack, or task force remains at sea beyond the End Phase of the last monthly game-turn before a Seasonal Turn, it is immediately “marked” as “out-of-supply”, and is then subject to all normal out-of-supply effects and rules (see [7.10]).
[11.13] Non-recyclable Force Pools (Recommended)
The standard construction rules specify certain units to be “(cbr)”, indicating that such units “cannot be rebuilt” if eliminated (i.e., they are removed from the game permanently), while all other units are eligible to be “recycled” back into play (i.e., repurchased) normally if and when eliminated. The “recycle” concept is really a throwback to the original game mechanics (since the original force pools were somewhat limited). However, Advanced-ETO has a very comprehensive counter-mix (thank you, Decision Games) and is thus capable of simulating a more realistic production model.
In that regard, this optional rule therefore stipulates that no combat unit that has been eliminated from play (i.e., removed from the map) may be rebuilt (except the units listed below), although eligible infantry units may be replenished normally (see [7.14]). Thus, when any combat unit is eliminated, it is considered eliminated permanently. Accordingly, all purchased units must be procured from the order-of-battle units presently available in the contemporary force pools.
EXCEPTION: U-boat chits may be converted to tactical submarine chits per [3.31] normally, even if all of the employed German tactical submarine chits have been eliminated and returned to the counter-mix. The converted U-boat chit is simply returned to the Axis Force Pool in such a case, and may be repurchased normally.
Procedure
When any combat unit is eliminated from the map for any reason (e.g., including as a result of out-of-supply depletion), it is removed from the current game permanently, and hence returned to the counter-mix. It is not returned to the force pool, and thus is not eligible to be repurchased or rebuilt.
NOTE: Units that have been “depleted” (but not eliminated) are eligible to be rebuilt normally.
Restrictions
The following units are exceptions, and are thus eligible to be repurchased normally:
Minor nation combat land and/or air units, regardless of their nationality.
Naval-Air units, regardless of their nationality.
HQs, regardless of their nationality.
ATPs and/or STPs, regardless of their nationality.
Installations.
Soviet 4-3 infantry, 4-3 (mountain) infantry, 5-3 infantry units, and Soviet 7-4 Siberian units.
German V-1 and/or V-2 Rocket Sites.
[11.14] Re-Roll Option
Before a land combat attack (i.e., before the die roll), the attacking and/or the defending major power is eligible to enact a Re-Roll Option to impose a re-roll of that land attack die roll (i.e., in anticipation of an unsatisfactory land combat attack die roll). The attacking player and/or the defending player must each declare his intent to, or not to, enact a Re-Roll Option immediately before any particular land combat attack, although each major power is limited to one Re-Roll Option per monthly game-turn. A minor nation is never eligible to enact a Re-Roll Option.
To enact a Re-Roll Option, each intending player must announce his intention to do so before the initial land combat attack die roll, and then expend one (non-Impromptu) Offensive from his Offensive Track (i.e., to pay for the Re-Roll Option). The enacting player may be the attacker and/or the defender. If both the attacker and the defender enact a Re-Roll Option pursuant to the same land combat attack, then each player is entitled to one separate die re-roll if the preceding die (re)roll is unsatisfactory to either player.
After either (or both) intending player(s) expend an Offensive to enact a Re-Roll Option, the enacting player(s) are then entitled to impose a re-roll to the preceding initial land attack die (re)roll if the preceding die (re)roll is unsatisfactory. However, no player is ever required to impose a re-roll if the preceding land attack die (re)roll is actually satisfactory; Re-Roll Options are entirely optional. If both the attacker and the defender had enacted a Re-Roll Option pursuant to the same land combat attack, the attacker must always decide to, or not to, impose a re-roll before the defender decides, thereby allowing the defender to assess the net result before committing to impose a re-roll himself. If the attacker decides not to impose a re-roll, he may then still do so if the defender subsequently imposes his licit re-roll, but not if the defender had subsequently forwent his licit re-roll. If either player opts to impose a re-roll, he must then abide by the re-roll result, even if it is unsatisfactory or worse than any preceding land combat attack die roll.
Both the attacker and the defender may declare an intent to enact a Re-Roll Option (each expending an Offensive to do so) pursuant to the same land combat attack, although both the attacking and the defending player must each declare his intention immediately before the initial land combat attack die roll. In such a case, either the attacking player or the defending player may accept the initial land combat attack die roll or opt to impose a re-roll. The other player, likewise, may accept either die roll result, or then impose a re-roll.
Each major power is limited to one Re-Roll Option per monthly game-turn, even if a particular player did not actually impose a re- roll after enacting his Re-Roll Option.
Any Offensive paid to enact a Re-Roll Option is expended, regardless of the re-roll result.
Re-Roll Option Restrictions
Re-Roll Options are only permitted when conducting a land combat attack (die rolls resolved on the Combat Results Table).
Re-Roll Options are not permitted when conducting or defending against an Amphibious Assault.
Re-Roll Options are not permitted if the participating unit(s) are currently out-of-supply.
Re-Roll Options may not be enacted by any nation or unit(s) that is subject to the Blitzkrieg Bonus during any Blitzkrieg Turn. Re-Roll Options are not permitted when conducting a land combat attack to which a (UK or Soviet) “Land” Ultra is applied (even if the Re-Roll option was declared first).
Minor Nation Offensives are not eligible to pay for Re-Roll Options. A major power is eligible to enact a Re-Roll Option pursuant to a land combat attack involving any minor partner unit(s), although that major power is not then eligible to enact another Re-Roll Option during that same monthly game-turn.
An attacking player may not cancel an intended land combat attack after the defending player has declared his intent to enact a Re-Roll Option.
[11.15] River Zone of Control Limits (The No Bridges rule)
A Zone of Control is not exerted across any river (except when frozen) into any hex (i.e., across that river) that is presently occupied by any enemy combat land unit (i.e., not a lone General, HQ, partisan, nor solely ZOC) or fortification. A Zone of Control is exerted normally across a river into any hex that is not presently occupied by any enemy combat land unit or installation. In addition, all land units (regardless of type) must expend 2 MPs to cross any river hexside (unless frozen), if this rule is in effect.
[11.16] Rocket Sites
The German order-of-battle includes two types of Rocket Sites (i.e., V-1 and V-2 Rocket Sites), which may be purchased normally (unless a scheduled arrival) by the German player (only) as of the 1944 game-year. The cost of any Rocket Site (V-1 or V-2) is 5 EPs each, and requires a three-season construction delay before its arrival on the map.
The German player may place any newly arrived Rocket Site in any supplied German-controlled hex (not in enemy ZOC) within 5 hexes of any German home border hex. Only one Rocket Site may ever be placed (i.e., arrive) in the same hex, however. Each V- 1 Rocket Site possesses an attack range of 2 hexes, while each V-2 Rocket Site possesses an attack range of 4 hexes. As such, any arriving Rocket Site(s) should be placed in a (valid) hex that is within attack range of a viable Strategic Target hex. A placed Rocket Site never affects stacking or combat, nor does any Rocket Site ever exert ZOC (even in its own hex), or contribute any combat strength or combat modifier to any hex (including its own).
Strategic Rocket Attacks
During the Strategic Bombing Step of the Strategic Warfare Phase, each extant Rocket Site is eligible to conduct a Strategic Rocket Attack upon any single enemy city or city/resource hex within its attack range. To resolve each Strategic Rocket Attack, the German player simply rolls 2 (6-sided) dice on the 2-5 column of the Bombing Table. Strategic Rocket Attacks are never column shifted for any reason. An automatic +1 die roll bonus applies to any Strategic Rocket Attack upon London (W 3616). Conversely, however, any V-1 Strategic Rocket Attack (not V-2) upon a Strategic Target that presently bases at least one Fighter or a Fighter-Bomber unit (with a quality rating of 3 or greater) will suffer a -1 die roll penalty per each employed Fighter or Fighter- Bomber unit presently based in that Strategic Target hex. Any such Fighter or Fighter-Bomber unit(s) must then be marked as “Previously Committed” at the end of the Strategic Warfare Phase. The owning player, however, may decline to employ any such Fighter(s) or Fighter-Bomber(s), thereby avoiding the V-1 die roll penalty and abrogating their Commitment.
NOTE: No Strategic Rocket Attack may ever be conducted upon any Soviet (or Soviet-controlled) city.
Any number-result on the 2-5 column of the Bombing Table indicates the amount of EPs (if any) inflicted upon the targeted nation (usually the UK) from that Strategic Rocket Attack.
Collateral Destruction Effect
If the Strategic Rocket Attack result includes an asterisk (*), the targeted nation losses no EPs, although the “infrastructure” within that Strategic Target hex (if any) is subject to a Collateral Destruction Effect. In such a case, the German player must immediately roll 1 die (6-sided), to determine the specific Collateral Destruction Effect:
Die roll of 1 to 2 = Port destroyed (if any).
Die roll of 3 to 4 = Fortification destroyed (if any).
Die roll of 5 to 6 = 1 Rail Capacity eliminated (if a city/resource hex). If the indicated Collateral Destruction Effect is not applicable in the Strategic Target hex, the result is simply ignored, and no other effects are incurred in that Strategic Target hex. Furthermore, if multiple identical Collateral Destruction Effects occur in the same Strategic Target hex, the redundant Collateral Destruction Effect(s) are considered superfluous and simply ignored. Attacking Rocket Sites Rocket Sites may be attacked (i.e., bombed or bombarded) normally, with a target number of “1” (unless fortified, in which case a Rocket Site’s target number is “3”). However, a successfully attacked Rocket Site is eliminated (i.e., removed from the map), not merely destroyed. As such, an eliminated Rocket Site is never repairable (although a new Rocket Site may be built in the same hex normally, per the stipulations above).
If any V-1 or V-2 Rocket Site is captured by any enemy land unit (including any enemy HQ, General or partisan) it is then automatically eliminated immediately (not merely destroyed) and is returned to the Axis Force Pool normally (even if optional rule [11.13] is in effect). No enemy power may ever possess any Rocket Site.
Rocket Site Restrictions
A Rocket Attack does not ever affect any units in a targeted hex. As such, A Rocket Attack cannot be directed at any unit(s). A Rocket Site may not be moved from its present hex (i.e., where it is constructed) after it is placed on the map, although the German player may opt to voluntarily eliminate any Rocket Site (at any time) at no EP cost, thereby eliminating it and returning it to the Axis Force Pool.
[11.17] Rounding-Off Land Combat Odds
Rather than always rounding land combat odds down (e.g., a 39 to 10 is normally always rounded down to a 3 to 1 odds), players may instead always round-off land combat odds to the nearest whole-number. Per the standard mathematical rule, always round .5 up to the next higher whole-number.
[11.18] Sea Mines
All coastal forts*, in addition to their inherent defense strength, are also assumed to represent a variety of sea mines, coastal guns and other man-made underwater obstacles. As such, a coastal fort’s defense strength also is automatically eligible to conduct a Sea Mine Attack whenever any enemy naval unit(s) enter that coastal fort’s coastal hex.
*If completed (i.e., if not presently under construction, and if not presently “destroyed”).
When any naval unit, stack or task force enters a coastal hex that is occupied by a functioning enemy coastal fort (per each encroachment, not per each chit), a Sea Mine Attack is then immediately resolved upon that naval unit, stack or task force (i.e., before any further activity). In such a case, the owning player (i.e., the player owning the coastal fort) must roll one die (6-sided), resolved (cumulative) as follows:
Die roll of 1 to 2 = Successful Sea Mine Attack
Die roll of 3 to 6 = Unsuccessful Sea Mine Attack
+1 : If any DD(s) and/or DE(s) are present (regardless of the actual quantity). +1 : If the current game-year is 1943 or later.
-
- 1 : If more than 10 naval units are entering a sea mine hex during the same naval unit movement option (per each increment of 10 beyond the first). Each STP chit (i.e., not point) is considered to be a single naval unit for purposes of this modifier.
If a successful Sea Mine Attack die roll is a net result of “1” (or less), the owning player (i.e., the player owning the coastal fort) is to choose which (single) enemy naval unit chit (in that coastal hex) is “hit” by that Sea Mine Attack. If a successful Sea Mine Attack die roll is a net result of “2”, the enemy player (i.e., the player owning the naval unit, stack or task force) is to choose which (single) enemy naval unit (in that coastal hex) is “hit” by that Sea Mine Attack. In either case, the “hit” naval unit is immediately depleted/damaged normally (or sunk if already depleted or damaged). All normal effects apply immediately thereafter. If any naval unit, stack or task force repeatedly exits and enters any eligible enemy coastal fort’s coastal hex (even if in the same hex), a Sea Mine Attack is resolved normally upon each encroachment.
Sea Mine Restrictions
Friendly or neutral naval units, stacks or task forces are never susceptible to a Sea Mine Attack.
A Sea Mine Attack has no effect upon naval movement (except as a result of a Sea Mine Attack “hit” that has reduced a particular naval unit chit’s printed speed).
An “under-construction” or destroyed coastal fort is ineligible to conduct any Sea Mine Attack.
A Sea Mine Attack only occurs when a naval unit, stack or task force is entering an eligible enemy coastal fort’s coastal hex; never when exiting.
[11.19] SS Generals Hausser and Dietrich (Recommended)
The German General Hausser and the German General Dietrich chit must each be stacked with at least one German “SS ” land unit to apply their printed combat strength and/or exploitation ratings to any land unit(s) with which they are stacked.
[11.20] Standardized Stacking
Aside from informational chits (e.g., “Out-of-Supply” chits, “In Port” chits, etc.) players must stack all chits and units in a specific order from top to bottom, pertinent to the chits and the units that are currently present in a hex:
Fighters.
Fighter-Bombers (and/or Naval-Air units).
Bombers.
ATPs
(Air Transported Units)
HQs.
Generals.
Land units (of any type, in any order).
Naval units (of any type, in any order).
(Naval Transported Units)
Air Supply chits.
Sea Supply chits.
Installations (of any type, in any order), even if under-construction. Up to one land unit may be stacked below each coastal fort chit or fortification chit, and may therefore remain hidden until it participates in any land combat.
[11.21] UK Home Fighter Command Deployment (Recommended)
As of the beginning of the game, the UK must deploy at least one full-strength UK Fighter unit within the United Kingdom proper (but not including Northern Ireland, with regard to this rule). That UK Fighter unit must possess a quality rating of at least “3”, but may not be a Fighter-Bomber or a Naval-Air unit. Any interception or movement beyond any UK border coastal hex is considered to be a violation of the deployment requirement unless another eligible UK Fighter unit (with a quality rating of at least “3”) is concurrently deployed within the United Kingdom proper (thereby complying with the UK Fighter deployment requirement). If the deployed UK Fighter unit is depleted or eliminated in violation of the UK Fighter deployment requirement (i.e., assuming that there is no other eligible UK Fighter presently deployed in the UK proper), that UK Fighter unit must be rebuilt, or another UK Fighter unit (with a quality rating of at least “3”) must be purchased for construction before any other type of UK air unit may be rebuilt or purchased, so as to comply with the deployment requirement.
NOTE: The UK Fighter deployment requirement is automatically abrogated upon the US entry into the war.
[11.22] Ultra Intelligence (Recommended)
UK Ultra
The counter-mix includes a total of fifteen “UK Ultra” chits, which collectively will become available to the UK player as of the Summer Seasonal Turn of 1940, and must be randomly set aside from the Western Ally Force Pool, out of view (ideally, in a small cup). Each UK Ultra chit is denoted with a specific capability (although some are denoted as “No Ultra”), which is indicative of a specific combat application (i.e., a “context”), and a die (or dice) roll modifier.
Drawing UK Ultra Chits
The UK player is eligible to draw a UK Ultra chit seasonally and annually, stipulated as follows:
Seasonal UK Ultra
As of the Summer Seasonal Turn of 1940 (and each Seasonal Turn thereafter) the UK player is eligible to draw one UK Ultra chit from his (set-aside) UK Ultra counter-mix during the Initiative Step (of each Seasonal Turn). The UK player must draw randomly from all fifteen UK Ultra chits. The UK player may never choose any specific UK Ultra chit.
When a Seasonal UK Ultra chit has been drawn, the UK player may then inspect the reverse side of that chit to see what specific capability it possesses. Any UK Ultra chit denoted as “No Ultra” is considered ineffectual, and thus has no capability. In either case, the UK player should not reveal his drawn UK Ultra chit’s capability (or lack thereof) to any Axis player (or even to any other Allied player, if he desires), but should simply place that UK Ultra chit (with the denoted capability face- down) on the Turn Track (in the current Seasonal Turn Box) to indicate that the UK player may apply that UK Ultra chit (once) during any single monthly game-turn within the ensuing season. The UK player may even place a “No Ultra” chit on the Turn Track (with the denoted “No Ultra” face down), thereby feigning its authenticity.
Yearly UK Ultra
As of the Winter Seasonal Turn of 1941 (and each Winter Seasonal Turn thereafter), the UK player is eligible to draw an additional UK Ultra chit from his (set-aside) UK Ultra counter-mix during the Initiative Step (of each Winter Seasonal Turn). The UK player must draw randomly from all remaining UK Ultra chits (i.e., except the Seasonal UK Ultra chit). The UK player may never choose any specific UK Ultra chit.
As above, when a Yearly UK Ultra chit has been drawn, the UK player may then inspect the reverse side of that chit to see what specific capability it possesses, and places it on the Turn Track (in the Winter Seasonal Turn Box) to indicate that the UK player may apply that UK Ultra chit (once) during any single monthly game-turn within the ensuing game-year.
NOTE: A Seasonal and Yearly UK Ultra chit (of the same context) may be applied as a combined modifier (see below). Ultra Capabilities Eleven of the UK Ultra chits possess a positive and a negative number, and a parenthetical context. The printed numbers are singular die (or dice) roll modifiers that may be applied (by the UK player) to one specific combat die (or dice) roll during a monthly game-turn within the current season (or within the current year, if it is a Yearly UK Ultra chit) such that it behooves the UK (and/or the US) units presently engaged. The parenthetical context indicates the permissible combat application (i.e., the type of combat to which the modifier may be applied). Each type of UK Ultra chit is defined as follows:
(AIR) UK Ultra Any UK Ultra chit with an “Air” context may be applied to any air combat engagement*, regardless of the current Phase. After resolving any pertinent air interception(s), the UK player, if intending to apply his “Air” UK Ultra, must announce his intention to use his “Air” UK Ultra chit to modify one particular air combat die roll before the air combat roll (and then reveal the “Air” UK Ultra chit to the Axis player). The UK player may either enforce a (+) die roll penalty upon an enemy’s air combat die roll, or apply a (-) die roll bonus to his own air combat die roll (but never both). However, the UK player must decide which air combat engagement and which air unit will derive the die roll modifier before the intended air combat die roll is resolved.
*The UK player is eligible to apply his “Air” UK Ultra chit during a single air combat engagement involving UK (including commonwealth) and/or US air units (only).
The UK player may apply his “Air” UK Ultra chit during either round of air combat, provided that he announces his intention to do so before the die roll (to be modified) is rolled. An “Air” UK Ultra chit may be applied to a Heavy Bomber’s “return fire” as well (see [4.19]), if so desired.
The UK player may apply his “Air” UK Ultra chit to modify* an enemy or friendly bombing of an installation, an enemy or friendly Air-Naval attack upon a naval unit, or an enemy or friendly air reconnaissance search roll. After declaring the pertinent bombing attack or reconnaissance, the UK player must announce his intention to use his “Air” UK Ultra chit to modify one particular bombing, Air-Naval attack, or air reconnaissance search roll before that bombing, attack or reconnaissance roll (and then reveal the “Air” UK Ultra chit to the Axis player). The UK player may either enforce a (-) die roll penalty upon an enemy’s bombing, Air-Naval attack or reconnaissance search die roll, or apply a (+) die roll bonus to his own bombing, Air-Naval attack or reconnaissance search die roll (but never both).
*The UK player is eligible to apply his “Air” UK Ultra chit during a bombing, Air-Naval attack or reconnaissance die roll involving UK (including commonwealth) and/or US units (only).
In all cases, an “Air” UK Ultra is cumulative with any other applicable modifiers normally.
(LAND) UK Ultra Any UK Ultra chit with a “Land” context may be applied to any land combat attack*. The UK player, if intending to apply his “Land” UK Ultra, must announce his intention to apply his “Land” Ultra chit to modify one particular land combat die roll before the land attack begins (and then reveal “Land” UK Ultra chit to the Axis player). The UK player may either enforce a (-) die roll penalty upon an enemy’s land combat attack die roll, or apply a (+) die roll bonus to a friendly land combat attack die roll (but never both). However, the UK player must decide which land combat attack will derive the die roll modifier before the intended land combat die roll is resolved.
*The UK player is eligible to apply his “Land” UK Ultra chit during any single land combat attack involving UK (including commonwealth) and/or US land units (only).
A “Land” UK Ultra is cumulative with any other applicable land combat modifiers normally.
The Axis player may never cancel a land combat attack to which a “Land” UK Ultra had been applied.
NOTE: If any “Land” UK Ultra chit is applied to a particular land combat attack, neither player is eligible for a Re-Roll option (even if the Re-Roll option was declared first).
(NAVAL) UK Ultra Any UK Ultra chit with a “Naval” context may be applied to a friendly naval engagement, naval interception or Sea Mine Attack die roll*, regardless of the current Phase. During any naval engagement, naval interception or Sea Mine Attack die roll, the UK player, if intending to apply his “Naval” UK Ultra, must announce his intention to apply his “Naval” UK Ultra chit to modify one particular Allied naval combat, naval interception or Sea Mine Attack die (or dice) roll immediately before the naval combat, interception or attack roll (and then reveal the “Naval” UK Ultra chit to the Axis player). The UK player may apply a (+) die or dice roll bonus (only) to his own naval combat, interception or Sea Mine Attack roll. A “Naval” UK Ultra cannot ever be applied to modify any Axis roll.
*The UK player may apply his “Naval” UK Ultra chit during any single naval combat, naval interception or Sea Mine Attack die or dice roll involving UK (including commonwealth) and/or US naval units.
In all cases, a “Naval” UK Ultra is cumulative with any other applicable modifiers normally.
(U-BOAT) / INITIATIVE UK Ultra Two of the UK Ultra chits are denoted as “U-boat”/“Initiative” contexts, which may be applied to all of the U-boat attack rolls in one particular Convoy Route sea area (of the UK player’s choice) during the Strategic Warfare Phase, or to immediately procure the Initiative for the current monthly game-turn, explained as follows:
NOTE: A “U-boat”/“Initiative” Ultra chit may never be applied to U-boat attacks and to procure the Initiative during the same monthly game-turn.
[ A ] (U-BOAT)
Any UK Ultra chit with a “U-boat” context may be applied to all U-boat convoy route attacks in one designated Convoy Route sea area during a designated monthly game-turn. After the German player has declared a U-boat Strategic Warfare attack in a particular Convoy Route sea area (as designated by the German player), the UK player, if intending to apply his “U-boat” UK Ultra, must announce his intention to apply his “U-boat” UK Ultra chit to modify each U-boat’s convoy attack dice roll within the same Convoy Route sea area (as designated by the German player) before any U- boat attacks in that sea area occur (and then reveal the “U-boat” UK Ultra chit to the Axis player). The “U-boat” UK Ultra chit automatically enforces a -2 die roll penalty to each U-boat’s convoy attack roll in that same designated sea area. A “U-boat” UK Ultra chit can only be applied to one specific (designated) Convoy Route sea area per draw. A “U-boat” UK Ultra chit can only be applied to U-boat* convoy attack dice rolls. Auxiliary Cruisers, Bombers and/or surface naval units are never affected by any “U-boat” UK Ultra chit, even if conducing Strategic Warfare in the same Convoy Route sea area.
*Including Schnorchel U-boats.
[ B ] INITIATIVE If the Axis currently control the Initiative (for the current season), any UK Ultra chit with an “Initiative” context may be applied to automatically procure the Initiative of one specified monthly game-turn (only). As such, the UK player, if intending to apply his “Initiative” UK Ultra, must announce his intention (during the Weather Phase) to apply his “Initiative” UK Ultra chit to procure the Initiative for that monthly game-turn (and then reveal the “Initiative” UK Ultra chit to the Axis player). Thus, the “Initiative” UK Ultra chit automatically procures control of the Initiative for the Allies for the duration of that current monthly game-turn (only). Accordingly, the UK player is the final arbiter with regard to priority. Combined Allied-Soviet Offensive As of the January 1944 monthly game-turn (or later), an “Initiative” UK Ultra chit may also be applied to orchestrate a Combined Allied-Soviet Offensive (which is normally prohibited) during the Offensive Phase, thus enabling the Western Allies and the Soviet Union to each perform a separate Land Offensive simultaneously. The participating Western Ally player(s) and the Soviet player must each expend 2 EPs normally (and reveal the “Initiative” UK Ultra chit to the Axis player), although the participating Western Ally and Soviet HQs need not be within Activation range of each other to do so. If the Western Ally player(s) or the Soviet player intends to Activate additional HQs beyond the initiatory HQs, each additional HQ also requires an expenditure of 2 EPs normally. Any additionally participating Western Ally HQs must be within Activation range of the other participating Western Ally HQs normally. Likewise, any additionally participating Soviet HQs must be within Activation range of the other participating Soviet HQs normally. After expending the required EPs, the Western Ally player(s) and the Soviet player may then concurrently conduct a Land Offensive before the Offensive option is “passed” to the Axis player(s).
Combining Ultra Chits
The UK player may combine a Seasonal and Yearly UK Ultra chit for the purpose of compounding the Ultra die (or dice) roll modifier. In such a case, the combined Seasonal and Yearly UK Ultra chits must be the same context, and applied accordingly. UK Ultra chits may never be combined with “USSR Ultra” chits.
Ultra Restrictions
UK Ultra chits may never be applied in the Pacific Theater, or to/or upon any Japanese unit or action. UK Ultra chits may never be applied to any circumstances involving Soviet units, and vice versa.
UK Ultra chits may be applied to any circumstances involving US units without restriction, although any such application is entirely at the discretion of the UK player.
Ultra chits have no effect upon “Evasion” chits. If any Ultra chit is applied to achieve a successful air reconnaissance or naval interception, the application of an “Evasion” chit abrogates the Ultra chit, but expends it normally. The expended Ultra chit is thus returned to the appropriate Ultra counter-mix.
If any Ultra chit is not applied during the season or year for which it was drawn, it is simply lost and returned to the Ultra counter-mix.
Each Ultra chit may only ever affect one die (or dice) roll (except with regard to the “U-boat” UK Ultra). Thereafter, that Ultra chit must then be immediately returned to the appropriate Ultra counter-mix.
Soviet Union Ultra
In addition to the fifteen UK Ultra chits, the counter-mix includes a total of ten “USSR Ultra” chits which will collectively become available to the Soviet player as of the first Winter Seasonal Turn after an Axis invasion of the Soviet Union (but never before 1941), and must be randomly set aside from the Soviet Force Pool - separate from the UK Ultra chits - and out of view (ideally, in another small cup).
The Soviet player is not eligible to draw any Ultra chits if the Soviet Union initiates war with the Axis, however. Like the UK player, the Soviet player is eligible to draw a Seasonal and Yearly USSR Ultra chit. All of the (non-blank) USSR Ultra chits are “Land” contexts, and are governed by the same stipulations as the UK “Land” Ultra chits, except that the Soviet player may only apply his “Land” USSR Ultra chit during any single land combat attack involving Soviet land units. A “Land” USSR Ultra is cumulative with any other applicable modifiers normally.
NOTE: The application of USSR Ultra is entirely at the discretion of the UK player. The UK player may deny the Soviet player the use of any USSR Ultra chit at any time, for any reason.
German “Enigma” Code Changes
The counter mix includes two “Change Enigma” chits, which will become available to the German player as of the Summer Seasonal Turn of 1940. During the Initiative Step of any Seasonal Turn(s), the German player may declare the application of a “Change Enigma” chit, which thus prohibits the application of any Ultra chits as of the subsequent Seasonal Turn (after its application), explained as follows:
NOTE: When a “Change Enigma” chit is placed, it may not be retracted.
When the German player declares the application of a “Change Enigma” chit, that “Change Enigma” chit is placed in the subsequent Seasonal Turn Box on the Turn Track (i.e., not in the current Seasonal Turn Box). Accordingly, that “Change Enigma” chit will then be “in effect” as of that subsequent Seasonal Turn (but will be ineffectual until then), and will thereafter prohibit the application of any Ultra chits for a duration of three consecutive monthly game-turns (i.e., until the succeeding Seasonal Turn thereafter). As such, the UK and Soviet player are not eligible to draw any Seasonal Ultra chits during that subsequent Seasonal Turn, nor apply any Yearly Ultra chit during the prohibited three monthly game-turns.
As of the succeeding Seasonal Turn, the applied “Change Enigma” chit is then removed from play (permanently). That “Change Enigma” chit may not be reacquired thereafter during the current game.
German “Triton” U-boat Cipher
The counter-mix includes one “Triton” chit, which will become available to the German player as of the Summer Seasonal Turn of 1940. During the Initiative Step of any Seasonal Turn, the German player may declare the application of that “Triton” chit, which thus prohibits the application of any “U-boat” UK Ultra chits for a duration of consecutive seasons as determined by a single die roll (6-sided) after the subsequent Seasonal Turn, explained as follows:
NOTE: When a “Triton” chit is placed, it may not be retracted.
When the German player declares the application of the “Triton” chit, that “Triton” chit is placed in the subsequent Seasonal Turn Box on the Turn Track (i.e., not in the current Seasonal Turn Box). Accordingly, the “Triton” chit will be “in effect” as of that subsequent Seasonal Turn (but will be ineffectual until then), and will therefore prohibit the application of any UK “U-boat“ Ultra chit for a duration of seasons equivalent to the result of one die roll (6-sided), which is rolled by the German player when the “Triton” chit is placed. The “Triton” chit’s nullifying effect is thus concluded as of the Seasonal Turn ahead on the Turn Track indicated by that die roll.
NOTE: The “Triton” chit has no effect against a “U-boat” UK Ultra chit that is played as an “Initiative” chit by the UK player. As of the last Seasonal Turn, the applied “Triton” chit is then removed from play (permanently). The “Triton“ chit may not be reacquired thereafter during the current game.
NOTE: The German player may declare the application of a “Change Enigma” chit and the “Triton” chit concurrently, if he desires.
[11.23] Variable Allied Victory Conditions
Rather than the Western Allied player(s) and the Soviet player being considered the collective victors of the game when Germany becomes conquered (assuming the Axis is defeated per [9.27]), the Western Allied player(s) and the Soviet player are individually subject to a distinctly separate victory level; either a major victory, or a minor victory.
The victory level of the Western Allied player(s) and the Soviet player is determined by the number of German home city/resource hexes (including Konigsburg, Prague and Vienna) that are controlled by the Western Allies and the Soviet Union, respectively, at the instant Germany becomes conquered (even if the End of the Game: Extension optional rule is in effect; see [11.5]). Only one side (i.e., Western Allies or Soviet Union) can achieve a major victory. Accordingly, the other side will therefore attain a minor victory.
Whichever side controls the most German home city/resource hexes at the instant Germany becomes conquered will immediately achieve a major victory. Berlin, however, is to be counted as triple (i.e., Berlin is counted as three cities). Accordingly, the other side attains a minor victory.
[11.24] Voluntary Elimination (Scrounging)
Scrounging allows players to voluntarily eliminate extant friendly units (e.g., obsolete and/or superfluous units) from the map, but recoup some EPs for each friendly chit that is voluntarily eliminated (i.e., scrounged). Voluntary Elimination, however, may not include any infantry-type unit*, named ship, ATP, STP, Admiral, General, HQ, installation, partisan, Rocket Site, UK Home Guard unit, U-47 chit, X-Craft chit, 10th Light Flotilla chit, supply chit, any minor nation chit, or any unit that is scheduled to be removed during the same Seasonal Turn.
*Including any Luftwaffe Field Division, Volksgrenadier unit, Mountain unit, Paratrooper unit, Commando unit, Cavalry unit and/or Soviet Siberian Transfer unit.
Procedure
During the EP Income Determination Step of any Seasonal Turn, each player is permitted to nominate any eligible friendly combat unit(s) - if presently in play, and on the game map - to be voluntarily eliminated (within a specified limit per Seasonal Turn; see below). Any such unit(s) must currently be in supply, and not presently at sea (e.g., a naval unit must be in port to be eligibly scrounged), though a Naval-Air unit that is presently aboard its parent aircraft carrier, if in port during that EP Income Determination Step, may be scrounged normally.
A nominated unit must be scrounged as an individual “chit” (i.e., whether it is presently full-strength or depleted), not as a step or steps. Accordingly, the status of a unit (i.e., full-strength or depleted) does not adjust the scrounging EP remuneration for that type of unit (see below). The EP remuneration for each type of scrounged unit is tabulated as follows:
Mechanized chit = 2 EPs
Armor chit = 3 EPs
Fighter chit = 2 EPs
Fighter-Bomber chit = 2 EPs
Bomber chit = 1 EP
SS (i.e., sub.) chit = 1 EP
DE chit = 2 EPs
DD chit = 2 EPs
CL chit = 3 EPs
When any particular unit(s) are scrounged, the owning player then simply adds the remunerated EP(s) to his normal EP income (during the current EP Income Determination Step). The scrounged unit(s) are then immediately removed from play and returned to the counter-mix (permanently). Remunerated EPs are eligible to be spent and/or saved normally, as the owning player prefers. Scrounging Restrictions
The quantity of voluntarily eliminated (i.e., scrounged) eligible friendly chits (during the same Seasonal Turn) may not exceed the current number of home city/resource hexes (of the chits’ same nationality) that are currently controlled by the nominating player (e.g., the UK can never scrounge more than 6 chits during the same Seasonal Turn).
Any EP(s) recouped for a voluntarily eliminated (i.e., scrounged) chit must be immediately added to the EP Track of that chit’s same nationality.
Any chit that is voluntarily eliminated (i.e., scrounged) is removed from the current game permanently, and hence returned to the counter-mix. It is not returned to the force pool, and thus is not eligible to be repurchased or rebuilt.
[11.25] Warship Stations (Pre-War)
Rather than permitting all starting UK naval units to be set-up in any UK-controlled ports, the UK player must set-up a specific allotment of particular naval units in specified ports when setting up the game (representing actual UK pre-war naval positions). The standard optional UK naval set-up assumes that the British could see the “war clouds” gathering, and would have deployed its warships to stations according to the Admiralty’s directives (a role assumed by the UK player during an AETO game). An optional deployment prevents undue predictability, but it does afford a slight unhistorical advantage to the Western Allies. Hence, the following historic pre-war Royal Navy deployments are effectuated:
-
Scapa Flow (W 4717): Hood, Nelson, Ramillies, Repulse, Rodney, Royal Oak, Royal Sovereign, 3 CLs, 3 DDs, Ark Royal and Furious (the Ark Royal and Furious with a 3-5/0 and 1-5/0 Naval-Air unit, respectively).
-
Edinburgh (W 4316): 1 DD.
-
Hull (W 3917): 2 SS.
-
Coastal Hex (W 3817): 1 DD (set-up as depleted).
-
London (W 3616): London (set-up as damaged), 2 DDs (set-up one as depleted) and 3 DEs.
Southampton (W 3515): Queen Elizabeth (set-up as damaged), Renown, Suffolk, 3 DDs, 2 DEs and 1 SS.
-
Plymouth (W 3514): Norfolk, Resolution, Revenge, Valiant, 1 CL, 4 DDs, 1 CVE and Courageous (the CVE and Courageous with a 1-5/0 and 3-5/0 Naval-Air unit, respectively).
-
Panama (W 3303): Berwick, York, 1 CL (set-up as depleted).
-
Gibraltar (W 1508): 1 CL and 1 DD.
-
Dakar (W 0804): Cumberland, Exeter, 2 CL (set-up one as depleted) and 1 DD.
-
Alexandria (E 5623): Barham, Devonshire, Malaya, Shropshire, Sussex, Warspite, 1 CL, 1 DD, 3 DEs and Glorious (the Glorious with a 3-5/0 Naval-Air unit).
-
India Box: Cornwall, Dorsetshire, Kent, 1 CL, 2 DDs, 3 DEs and Eagle (the Eagle with a 1-5/0 Naval-Air unit).
NOTE: The UK player may set-up the starting UK STPs in any UK-controlled port(s).
[11.26] Wartime Replacements
As an adjunct to (or instead of) optional rule [11.13] (Non-recyclable Force Pools), this optional rule stipulates that any depleted combat land and/or combat air unit that is to be “rebuilt” to full-strength during a Seasonal Turn (per [8.6]) requires a quid-pro-quo depletion of an identical unit presently in the owning player’s force pool (representing a literal deduction of equivalent theoretical industrial production capacity from which all eligible units are added to the contemporary force pools), explained as follows:
EXCEPTION: All paratrooper units, Soviet infantry, Soviet cavalry, and Soviet mountain units may always be rebuilt normally. Additionally, any land unit that is an eligible Replenishment (see [7.14]), or any air unit that is eligibly rebuilt via Pilot Recovery (see [7.16]) is not subject to the provisions of this rule.
Procedure
During a Seasonal Turn, when any depleted combat land and/or combat air unit (including currently arrived depleted land and/or air units) is rebuilt to full-strength (per the normal EP cost for one step of the same exact unit), the owning player must also deplete an identical unit presently available in that player’s force pool (i.e., not from the counter-mix, nor from units that are pending to arrive in the force pool or on the map), or eliminate an identical unit presently in that player’s force pool, if it is already depleted.
EXAMPLE: During the Summer 1942 Seasonal Turn, the US player intends to rebuild 1 depleted US 6-5 armor unit (i.e., a 3-5 armor unit), 1 depleted US 6-4 infantry unit (i.e., a 3-4 infantry unit), 1 depleted US 1-3 paratrooper unit, and 1 depleted US 4-7/2 (P-38) Fighter unit (i.e., a 2-7/2 Fighter unit). To do so, the US player must deplete an identical unit from his present force pool allotments for each unit to be rebuilt (except the paratrooper unit). Thus, the 3-5 armor unit may be rebuilt (per the normal EP cost), therefore requiring one of the US 6-5 armor units presently in the force pool to be depleted. Likewise, the 3-4 infantry unit may be rebuilt (per the normal EP cost), also requiring one of the US 6-4 infantry units presently in the force pool to be depleted. The US 1-3 paratrooper unit is an exception, and may simply be rebuilt normally (per the normal EP cost, nonetheless). The US 2-7/2 (P-38) Fighter unit cannot be rebuilt, however, because there is no other identical unit in the force pool. In fact, it is the only US 4-7/2 (P-38) Fighter unit listed under the US order-of-battle (therefore, that particular unit can never be rebuilt if this optional rule is utilized). When an identical force pool unit is depleted (or eliminated, if it is already depleted), the corresponding on-map unit may then be rebuilt normally (per the normal EP cost). That on-map unit is then immediately flipped to its full-strength side, regardless of its current location, even if within enemy ZOC. Any force pool unit that becomes depleted (to rebuild a corresponding on-map unit) remains in the force pool as depleted, and - if it is constructed - must be constructed as a depleted unit (per the normal EP cost for one step of that particular type of unit). After its placement on the map, it may also be rebuilt (per the normal EP cost), but another identical unit presently in that owning player’s force pool must be depleted per the stipulations of this rule normally. Restrictions
A combat land or combat air unit may not be rebuilt if there is no available identical unit presently in the force pool. A combat land or combat air unit may not be rebuilt if it is currently out-of-supply.
A combat land or combat air unit may not be rebuilt if it is presently embarked aboard any transporting naval unit(s). A combat land or combat air unit may not be rebuilt in violation of stacking limits.
A combat land or combat air unit that had been eliminated (not merely depleted) may not be rebuilt.
No non-identical force pool unit may ever be substituted for any depleted unit, even if it is the same type of unit.
Official Errata (10/07/05)
[2.3] Strategic Targets Cities, Resources, City/Resources, Capitals Strategic Targets “capital” column shifts do not apply to any conquered (i.e., captured) enemy capital cities.
[2.13] Axis Air Interdiction of Convoy Routes Convoy Interdiction Attacks Each attacked Convoy Route sea area (during any single Strategic Warfare Phase) cannot suffer more eliminated EPs than is equal to the MP # printed on the map in the attacked Convoy Route sea area (e.g., the “Azores” Convoy Route sea area can never suffer more than “5” eliminated EPs from Axis Air Interdiction, although this limit does not apply to eliminated EPs inflicted by other agents, such as U-boats or Axis surface naval units).
[2.18] French Convoy Duty Escorts French may only employ Convoy Escorts if the UK also deploys at least 8 UK fighter steps to France proper (in addition to the BEF, etc.).
[2.21] Axis Surface Naval Unit Interdiction of Convoy Routes Only undamaged Axis naval units may conduct convoy interdiction.
[3.6] Naval Interception Naval Interception Restrictions Naval units that are kicked out of a port (via conquest or enemy occupation of that port) are not interceptable.
[3.11] Movement to a Convoy Duty escort Assignment Any naval unit that is assigned as convoy duty escort must remain as such during at least one Strategic Warfare Phase.
[3.14] Naval Movement (End Phase) Subs do not prevent outgunned enemy naval movement during the End Phases.
[3.23] Naval Transport Capacities Add to chart Commandos are like Paratroopers for naval transport purposes.
[3.29] Tactical Submarines A player that is moving his ships may "bump" one adjacent hex any friendly sub in a hex that those ships intend to enter. The enemy player, however, is to decide 'which' hex the sub is bumped to. The opposite applies as well (i.e., a moving sub can bump an enemy ship).
[4.1] Applicable Air Phases Friendly Naval and Air Phase Add: A bomber that is unassigned from convoy escort duty is returned to base at the end of the Air Movement Step.
[4.14] Strafing Airbases and Airfields Strafing Attack The German Air Blitzkrieg Bonus does not apply to strafing attacks.
[4.16] Air-to-Air Combat Air Combat Considerations Add: A natural roll of "5" is still an abort, even if the Radar Bonus is applicable.
[4.18] Air-to-Air Combat Modifiers Finnish versus Soviet Bonus The Finnish air bonus against Soviet units last until Finland is conquered, regardless of the outcome of the Winter War.
[4.19] Heavy Bomber “Return Fire” A heavy bomber return fire roll of "1" is always considered a miss, regardless of the calculation.
[4.21] Naval Anti-Aircraft Effects Naval Anti-Aircraft Modifiers A roll of "2" is always a naval-AA hit against attacking bombers if any DDs are present, or if the AA value is at least "one".
[4.22] Ground Support Halving Bomber Ground Support Combat Strength Last star bullet pertaining to weather should be “Round fractions down”.
[4.24] Paratroopers and Paradrops Gliders Soviet paratroopers may use the “Glider” bonus as of 1943 or later.
[4.27] Committing Air Units Offensive Phase (Enemy Offensive) Any uncommitted air units that fly in defense of any unactivated friendly land unit(s) do not become committed as a result.
[5.8] Terrain Effects (Land Units) Coastal Fort Chit An unoccupied enemy coastal fort, however, is automatically eliminated when occupied by a paratrooper unit. Mountain Hex Any land unit(s) that enter any mountain hex containing a rail line depiction therein (e.g., E 4431) from an adjacent and adjoining rail line hexside (e.g., from E 4332 to E 4431) need only expend 1 MP to enter that mountain hex, regardless of the type of moving land unit. Any land unit(s) that enter any mountain hex across a non-rail line hexside must expend the normal MP requirement (see above), despite the presence of a rail line depiction in that hex, if any.
[5.9] Stacking (Land Units) Add: * The stacking limit of "exempt" land units in any one single hex is "4". Add: NOTE: Rommel or the Afrika HQ may not stack with and/or activate any SS unit(s).
[5.16] Land Combat Die Roll Modifiers Concentric Attack Bonus Dual Amphibious Assaults upon opposite sides of an island or a peninsula is not considered a Concentric Attack. 1944 German/Soviet Armor Bonus The German and Soviet “Armor Advantage” land combat die roll modifier never applies if the enemy has ‘air superiority’ in the combat hex. Blitzkrieg Bonus The German ‘Blitzkrieg Bonus’ only applies prior to 1943 (against the US). As of 1943 or later, no German land combat attack upon any US land unit(s) is ever eligible to apply the Blitzkrieg Bonus.
[5.18] Land Combat Effects Advance After Combat Attrition Any non-DE result requires an attacker step loss too if the attacking unit(s) enter the combat hex whether as an Advance After Combat or subsequent Breakthrough\Exploitation move.
[5.20] Eliminating Generals Eliminating General die roll modifiers also include Campbell (-2), Auchinleck, Cunningham, O’Connor, and Ritchie (all -1)
[6.0] Moving Land Units Any land unit is always eligible to move at least one adjacent land hex (if otherwise eligible), even if the current weather and the terrain in the intended land hex require more MPs (to enter) than the adjacent land unit(s) possess. Add: Combining Land units Depleted land units (of the exact same type) can be combined to form full-strength land units. Because land units exist as either one or two steps, two familial one-step land units (in the same hex) can be combined to form one two-step (i.e., full-strength) unit of the same type. A combination of two depleted land units does not require any movement point expenditure, but may only occur during the Movement Phase.
[6.1] Rail Movement Axis Minor Rail Deployment Restrictions Hungary may also rail into or out of Yugoslavia.
[7.0] Supply Sources and Creating Supply UK Add: Scapa Flow is not a supply source, but it is always considered in supply. Add: Minor Nations Also, a minor nation's island hex is not a supply source, but is always considered in supply for that minor nation's units. In addition to islands, minor nation “colony cities” (e.g., Tangier) is always in supply for any minor nation unit(s) there, but never a supply source beyond that hex (or for any other units).
[7.4] Debarking Sea Supply Chits Port Supply Capacities Last sentence should say "two" Air Supply Chits.
[8.0] Activation of Partners Add Yugoslavia to the minor nations list, but it cannot be activated.
[8.6] Construction Air Units When constructing multiple ATPs of the same nationality, the owning player must always purchase the shortest-ranged (i.e., range-rated) ATPs presently available in the contemporary force pool before constructing any longer-ranged ATPs. However, players are not required to repurchase a shorter-ranged ATP that was eliminated and then returned to the contemporary force pool.
[8.10] Scrapping Damaged Naval Units A naval unit cannot be scrapped if sunk via a "doubles result".
[8.12] Suez Adds Box UK Replenishment Abroad Delete Rule.
[9.1] Definition of Invasion Invasion Restrictions Add: No German land units may physically invade France, the UK, Belgium, Luxembourg, the Netherlands and/or Yugoslavia before Poland is a German conquest, and not until after the “Sitzkrieg” is concluded, unless Germany is presently at war with the Soviet Union, and/or unless the Western Allies initiated a war with Italy (i.e., before Poland is conquered). Add: The United Kingdom may not declare war on Italy before the end of the 'Sitzkrieg', or after France has become conquered (whether Vichy France is established or not), notwithstanding via the "Force Italian Entry" rule. Add: Germany or Italy may not initiate a war with Spain before August of 1940.
[9.2] Invading Minor Nations Vichy State Reaction Vichy France proper and Corsica are considered to be one “Vichy state”, Dakar, Morocco, Algeria and Tunisia are considered to be one “Vichy state”, and Lebanon-Syria is considered to be one “Vichy state”. Each “Vichy state” will react collectively to any invasion. Add the following modifiers to the Vichy Reaction: - 2 : If Spain proper (i.e., not Spanish Morocco) is or ever was an Axis conquest. - 2 : If Spanish Morocco is an Axis conquest, or presently occupied by any Axis unit(s). - 3 : If invading any Vichy area (except Lebanon-Syria) before a US entry into the war (i.e., December, 1941). Change the first modifier (If invading Vichy France proper) to a “-3”.
[9.6] German Invasion of Norway The Vidkun Quisling rule applies during the first turn of an invasion of Norway only.
[9.7] Italian Forced Entry into the War The UK player may only attempt to force Italy into the war ‘once’ during a game.
[9.11] Effects of Conquest Disposal of Naval Units Add the modifier “- 2 : If the naval unit(s) are presently in a port that is controlled by an enemy of the conqueror.” to the “Disposal of naval units” rule.
[9.23] Holding Out in Colonies Spain Holding Out in Colonies After a conquest of Spain, the officiating player may declare Spain to be “Holding Out in Colonies”, provided that Tangier (W 1406) has not been captured. If so, all presently extant Spanish units (regardless of their location on the map) remain in play (even if still in Spain proper), and all Spanish land hexes that are not presently occupied by any enemy units remain Spanish-owned (until occupied by any enemy combat land units, and thereafter remain enemy-owned unless subsequently reoccupied by any Spanish combat land unit; see [5.11]). In addition, Spain remains eligible to receive its replenishment normally (see [7.14]), although a replenished Spanish unit is subject to all normal supply requisites. However, if Spain is a UK ally, all Spanish units may trace supply to Gibraltar and/or any accessible allied supply chit(s) normally.
[10.7] Soviet Aircraft Ramming Attacks Soviet fighters that were “hit” (not merely aborted) before they ram during that same air combat round may NOT ram.
[11.15] River Zone of Control Limits In addition, all land units (regardless of type) must expend 1 MP to cross any river hexside (unless frozen), if this rule is in effect.
[11.21] UK Home Fighter Command Deployment Optional Rule [11.21] should read “half of all extant full-strength UK Fighter units (fractions rounded down) within the United Kingdom proper (but not including Northern Ireland, with regard to this rule), regardless of their quality rating…”
[11.24] Scrounging Restrictions Add: You can voluntarily eliminate any friendly unit, but it's eliminated perm. EOF
Order of Battle Errata (2008)
DUTCH
- Add "1(1)" under the 1944 column of the 2-3 Infantry row.
FINNISH
- Delete the word "Mountain" from the Finnish 3-3 Mountain row, and replace it with the word "Infantry". Accordingly, delete the word "Mountain from Finnish note (1)”.
FRENCH
-
French note "(35)" is to read: "Set-up in Tunisia (W 0823). This fort is not removed if France is conquered, and if Vichy France is established."
-
Delete the "1(21)" from under the 1939 column of the 1-9-41 CL row, and add it under the 1940 column of that row.
-
Delete the "1(21)" from under the 1939 column of the 0(2)-6-48 DD row, and add it under the 1940 column of that row.
-
French note "(29)" is to read: "DeGaulle; Arrives (Spring)."
GREEK
-
Greek note "(2)" is to read: "If Greece is conquered by the Axis, this unit arrives (Autumn) in any UK- controlled hex in Egypt, if Egypt is not an Axis conquest.
-
Greek note “(4)” is to read: "Averoff. Set-up in port in Athens (E 4731)."
NORWEGIAN
- Add "1(4)" under the 1943 column of the 2-3 Infantry row. Accordingly, add note "(4)", which is to read: "If Norway is conquered by Germany, this unit arrives (Spring) in any German home city as a German-controlled unit."
UNITED KINGDOM
-
Delete the "1(3)" from under the 1943 column of the 3-4 Infantry row, and add it under the 1944 column of that row.
-
Add a 4-3 French Mountain row to the UK order-of-battle. Accordingly, under the 1942 column of that row, add "1(13)".
-
Delete note reference "(53)" under the 1941 column of the 4-4/2 F (Hurricane) row, and replace it with note reference "(5)".
-
Delete the "1(50)" from under the 1945 column of the Battleships row, and add it under the 1944 column of that row.
-
Add a UK 4-5/4 F (Spitfire) row to the UK order-of-battle. Accordingly, under the 1944 column of that row, and under the 1945 column of that row, add “1” [NOTE: This game piece is to be included with AOI].
-
Delete the "4" from under the 1944 column of the 4-5/3 F (Spitfire) row, and replace it with a "3".
-
Delete the "2" from under the 1945 column of the 4-5/3 F (Spitfire) row, and replace it with a "1".
-
Delete the word "depleted" from UK note "(55)". If playing a conjoined game (i.e., with the East African Theater), remove the 3-4 Infantry from hex E 5008, and place it in hex S 5207.
-
Add "+2 per minor partner resource hex." to the UK annual national economic point income tabulation.
UNITED STATES
-
Delete the "1" from under the 1943 column of the 6-4 Mountain row, and add it under the 1944 column of that row.
-
Delete the word "(August)" from US note "(7)", and replace it with the word "(Autumn)".
-
Add note reference "(6)" under the 1943 column of the 4-12/2 B (B-26) row.
-
Add note reference "(6)" under the 1944 column of the 4-12/2 B (B-26) row.
-
Add note reference "(6)" under the 1943 column of the 4-13/1 B (B-25) row.
-
Delete the "2(15)" from under the 1943 column of the Battleships row, and replace it with "4(15)". Accordingly, US note "(15)" is to read: "South Dakota; Arrives (Spring); Iowa; New Jersey; Both arrive (Autumn); Nevada; Arrives (Autumn) if not playing a combined game."
-
Delete the "4(16)" from under the 1944 column of the Battleships row, and replace it with "2(16)". Accordingly, US note "(16)" is to read: "Missouri; Wisconsin; Both arrive (Autumn)."
SOVIET UNION
-
Delete the word "West" from Soviet note "(29)".
-
Delete the word "(La-7)" from the 4-4/2 F (La-7) row, and replace it with the word "(La-5)". Accordingly, Soviet note "(6)" is to read: "Also represents other various aircraft types, such as the La- 7."
-
Delete the "2" under the START column of the 9-18 B (Pe-8) row, and replace it with a "1", and add "1(4)(7)" under the 1943 column of that row.
GERMAN
-
Add to the GERMAN ORDER OF BATTLE header: German units may not start "set-up" in Slovakia (hexes W 3133 and E 3134)."
-
The "3-3 Infantry" row (i.e., the Spanish volunteer unit) is to read: "4-3 Infantry(4)".
-
Add the word "depleted" to German note "(15)", after the word "Arrives". Delete note reference "(17)" from under the START column of the U-boat row.
-
Add note reference "(16)" under the 1943 column of the 6-12 B (He-111) row.
-
Add note reference "(16)" under the 1944 column of the 6-12 B (He-111) row.
-
Add the sentence: "Set-up the BB Schleswig-Holstein" in Danzig (E 3931)." to German note "(20)".
-
Delete the "3(42)" from under the START column of the HQs row, and add "2(42)" under the START column of that row. Accordingly, delete the word "Center" from German note "(42)".
-
Delete the "3(43)" from under the 1940 column of the HQs row, and add "5(43)" under the 1940 column of that row. Accordingly, add the word "Afrika (Autumn)" and "Center (Autumn)" to German note "(43)".
-
Delete the "2(45)" from under the 1943 column of the HQs row, and add "1(45)" under the 1943 column of that row. Accordingly, delete the words "Afrika (Autumn)" from German note "(45)".
ITALIAN
-
Delete the sentence: "The East HQ may be set-up in any Italian controlled hex." from Italian note "(17)".
-
Delete the hex location "E 4927" from Italian note "(22)", and replace it with hex location "E 4926".