Arnhem 1944 (Taktyka i Strategia)
Arnhem 1944 (Taktyka i Strategia) Rulebook
Table of Contents
Table of Contents
- 1.0 Game Equipment
- 2.0 Designation of Units
- 3.0 The Play
- 4.0 Movement
- 5.0 Units Concentration / Stacking
- 6.0 Zone of Control (ZoC)
- 7.0 Combat
- 8.0 Counterattacks
- 9.0 Artillery
- 10.0 Artillery Units
- 11.0 Reconnaissance Units
- 12.0 Fortifications
- 13.0 Combat at Night
- Part II
- 14.0 Headquarters
- 15.0 Firing at Range (FaR)
- 16.0 Combat During Movement / Attack From March
- 17.0 Airborne Assault
- 18.0 Naval Units
- 19.0 Beach Landing
- 20.0 Engineer Units
- 21.0 Minefields
- 22.0 Objects
- 23.0 Bridges (Road, Railway)
- 24.0 Ferry
- 25.0 River Crossing in the March
- 26.0 Air Units
- 27.0 Infantry Units
- 28.0 Commando
- 29.0 Armored Units
- 30.0 Heavy Machine Gun Units (MG)
- 31.0 Battlegroups / Task Forces
- Part III
- 32.0 Supplies
- 33.0 Trains
- 34.0 Transport Columns (TC)
- 35.0 Special Units
- 36.0 Pontoon-Bridge Columns
- 37.0 Amphibious Units
- 38.0 Japanese Land Forces
- 39.0 Caves
- 40.0 Anti-Japanese Partisans
- 41.0 Kamikaze
- 42.0 Soviet Units
- 43.0 SS Units
- 44.0 Camouflage
- 45.0 Weather
- Charts and Tables
- Combat Results (COMBAT)
- Casualties after Battle (printed as "Combat loses")
- Terrain Effect
- Recon Units Surprise Attack
- Artillery Fire (printed "ARTILLERYFIRE")
- Anti-Aircraft Fire Against Bombers
- Anti-Aircraft Fire Against Fighter, Tactical and Recon Air Units
- Anti-Aircraft Fire Against Air Transport Units
- Weather Change Table
- Fighter Combat (printed "FIGHER COMBAT")
- Bomber Units Attack
- Arnhem 1944 Scenarios
1.0 Game Equipment
[1.1] The Chart
The content of the chart is fictional and is made in such a way that it allows for playing any kind of combat, starting from dogfights in the air, through land battles and ending at naval assault. Each hexagon (field) represents nearly 1 km. Hexagons in historical games can represent 1.5 km.
The chart carries, for each unit, the following printed information: the ID unit (for example, Battalion or Division number), the strength, the artillery range, the movement points, and a reference to the rule that applies (for example, "look [9.0]").
[1.2] The Counters
The counters represent combat units: infantry and armored units in battalion scale (sometimes company), and artillery units in squadron (or battery) scale. Some units, mainly Soviet, can represent regiments or brigades.
Each unit has an obverse and a reverse. The obverse includes the name, the symbol and some values. Numbers and names are authentic. The reverse includes only the side of the conflict. Naval, transport and air units are neither historical nor authentic, and their size is conventional.
Data such as strength and the number of efficiency levels are in tables proper to the relevant scenario. Movement, artillery fire range and other information are printed on the unit's token:
- SP – strength points
- EP – endurance points
- MP – movement points
- AFO – artillery fire range
- FaR – firing at range
- IZoF – interior zone of fire (interior)
- EZoF – exterior zone of fire (exterior)
The unit-type icons printed on the counters are listed in the rulebook's key in the following printed names (grouped only by the nation they are printed for, without further classification):
- Allied: Tetrach, Stuart, Lee/Grant, Sherman, Sherman Firefly, Sherman 105 mm, Sherman (flame), Cromwell, Churchill, Challenger, Comet, Pershing, Chaffee, M8, M18 Hellcat, M10 Achilles, M36 Jackson, M12 (artillery), Sexton (artillery), M7 Priest (artillery), Bishop (artillery), Humber, AEC III, Jeep (reconnaissance), Puma (reconnaissance), heavy AA artillery, light AA artillery (40 mm), AT artillery (76.2 mm), AT artillery (57 mm), medium artillery, heavy artillery, heavy machine gun, mortars, engineers, supply column, pontoon-bridge columns, amphibious units, commando, British parachutist, Polish parachutist, US parachutist, British infantry, US infantry, Scottish infantry, rangers, US Marines, mechanized infantry, motorized infantry, infantry.
- Russian: IS 2, IS 3, SU 122, SU 152, SU 100, ISU 122, SU 76, SU 122 (anti-tank artillery), motorcycles, light AA artillery, heavy artillery, infantry, heavy machine gun, cavalry, guards infantry, paratroopers.
- Germans: Sturmtiger, Panther, Hetzer, Pz IV, StuG III, StuG IV, Brummbär, Ferdinand/Elefant, Jagdpanther, Jagdtiger, Hummel (artillery), Wespe (artillery), Demag (light AA artillery), Möbelwagen (light AA artillery), Wirbelwind (light AA artillery), SiG (artillery 150 mm), ZSU 37 (light AA artillery), SdKfz 251/9 (reconnaissance), SdKfz 233 (reconnaissance), SdKfz 222 (reconnaissance), BA 20, heavy artillery, artillery 88 mm (AT), AT artillery, glider AT artillery, glider artillery, motorized infantry, artillery, heavy machine gun, engineers, snipers, z.b.V., infantry, panzerfaust unit, paraschut unit, glider units, mountain infantry, cavalry, mortars, light artillery, rocket artillery, motorcycles, guards infantry, paraschuts.
- Other: L11/39 (Italy), reconnaissance (Italy), Ha 38 (Japan), Zrinyi (Hungary).
2.0 Designation of Units
Armored units are those which have a tank, armored car or self-propelled gun icon on the counter and are not artillery or AA cannon. If there is a halftrack or track vehicle symbol, the unit is considered to be mechanized.
Motorized units have the symbol of a truck or other wheeled vehicle. The rest of the icons on the counters symbolize an infantry unit. The list of units in chapter 1.0 can help in determining which units are armored, mechanized and motorized.
By line units we consider all units that can participate in direct combat and have SP. Units that are not considered line units are:
a) HQs; b) field artillery; c) pontoon-bridge columns; d) transport columns.
Armored units are those that have an armor rating greater than 2 during FaR (firing at range, see 15.0).
Scale of units:
- XX – division
- X – brigade
- III – regiment
- II – battalion (art. division)
- I – company (art. battery)
3.0 The Play
[3.1] Days, Phases
Each play is divided into an adequate number of days. Each day is divided into an adequate number of stages. The detailed calendar for each scenario (stages track) is shown on the scenario chart. Each stage is divided into 16 phases. In every phase there are specific procedures to execute. It is forbidden to make procedures that are not in the precise phase. Each stage is considered to be finished when all 16 phases are ended.
[3.2] Notions Used in the Game
Initiative – a manmade notion. It helps to state the active player. Initiative indicates the player who is making the first move.
Combat table modifier – a positive or negative number which, during the search of battle results, changes the rate between attacker and defender left or right. A negative modifier changes the rate left, a positive one right. Whenever the name MODIFIER is used in combat, it means the modifier of the table COMBAT RESULTS.
For example: the attacker/defender rate is 1:1. Modifier +3 changes the previous rate three positions to the right and gives the result 4:1. Applying modifier -2 in the same situation will give the rate of 1:3.
Chart of the rates, from left to right: 1:3, 1:2, 1:1, 2:1, 3:1, 4:1.
Unit's ability to move (movement) – the number which means the maximum range (movement points) which a unit can make during its own movement phase. It depends on the type of unit (an infantry unit usually has 5 MPs, a Sherman tank unit 10 MPs, etc.). A unit's movement is shown in a table or on a counter.
Units' strength is in strength points (SP) and shows the unit's combat ability. Strength is on the units tables.
Endurance points (EP) are used to represent training and experience of units, and separate strength from their capability of receiving casualties.
Artillery fire range is a number which shows how far (in hexes) an artillery unit can fire. The AFR is on the counters or in the tables. For example, II/1 AR has AFR = 5, meaning that it can fire at every hex within 5 hexes' radius (excluding the hex where the unit stays).
Artillery fire strength (AFS) is in strength points and indicates the ability of an artillery unit to fire at an enemy unit, support its own forces, make an artillery barrage, and other situations when an artillery unit fires.
[3.3] Phases of the Game
A – player with initiative. B – player without initiative.
- Air phase – A player. At the beginning of this phase one player makes the procedure about weather conditions during this stage (see 45.0). After the state of weather is given, players deploy their air units on the map. After applying the influence of anti-aircraft artillery, players check for the results of missions of air units (see 26.0).
- Airborne assault phase – A player. In this phase the player with initiative, if he has airborne or glider units, can make an airborne assault (see 17.0). In this phase enemy anti-aircraft artillery can fire at assaulting units, and after this a "combat after drop" takes place.
- Artillery barrage phase – A player. During this phase the player with initiative can make artillery barrages (see 10.7).
- Naval assault phase – A player. In this phase the player with initiative can unload his own land units from barges onto the beaches (see also 16.0).
- Movement phase – A player. In this phase the player can move his units up to the range limited by movement points (considering the table TERRAIN INFLUENCE ON MOVEMENT AND COMBAT), and can make combat from march, lay minefields, and carry out other things which need to use movement points.
- Counterattack phase – B player. This is the phase in which the player without initiative can perform counterattacks (see 8.0).
- Combat phase – B player. During this phase all units which are in the ZoC of enemy units have to take action in direct combat (excluding [16.2.14] and [7.1.3]). First the players resolve counterattacks. Their order is designated by the B player. Attacks of the A player are resolved next; their order is designated by that player, and his units are attacking.
- Supply phase – A player. Player A checks supplies for his units (see 32.0).
[3.4] Rounding
[3.4.1] Fractional numbers which have appeared due to mathematical calculation, and which have to be used under the conditions in the guidebook, are rounded as follows:
- 3.51 : 1 rounds up to 4:1.
- 3.5 : 1 rounds down to 3:1.
- 3.49 : 1 rounds down to 3:1.
Example: attacking units have a strength of 6 SP, the defender has only 4 SP. The power ratio is equal to 1.5:1. After rounding we get a modifier of 1:1. If the result was higher than 1.5 (1.51 for example), the modifier would be 2:1.
[3.4.2] Unless an instruction says otherwise, every result of dividing the strength of units in half is rounded up.
Example: tanks of strength equal to 5 SP attacking in a forest have only 3 SP.
[3.4.3] If an instruction orders dividing more than once, we round to a full number at the end.
Example: tanks attacking at night from the woods divide their strength in half (night modifier) and then once again (forest modifier). After those calculations we round their SP to a full number.
[3.4.4] The strength after rounding cannot be lower than 1.
[3.4.5] When we divide the movement points of a unit and get a fractional number, and the instruction does not order rounding, the player can use "half" points.
Example: an airborne unit after landing can use only half of its MP. If its normal number of MP is 5, then after landing on the road the unit can move through 5 hexes (each costs 0.5 MP).
[3.5] Visibility
Rules of visibility relate to actions that require one unit to see another one on a different hex.
[3.5.1] The maximal visibility range is 2 hexes, not including the hex that the unit is occupying.
[3.5.2] A unit always has visibility on an adjacent hex, unless this hex is above a scarp.
[3.5.3] If on both fields between hexes there are cities, forts, hills, mountains or forests, those hexes are not visible to each other.
[3.5.4] Units stationed in a city, woods, fortified line or fort are visible only to units on adjacent hexes (exception: reconnaissance units, see [11.4] and [26.7.1]).
[3.5.5] Recognized enemy units are visible until the end of the next own battle phase.
[3.5.6] At night visibility is limited to adjacent hexes.
[3.6] Endurance Points
[3.6.1] The examples below show how different units that have the same SP have different EP. The EP values are listed from the first to the last grid of the unit's table:
- Infantry battalion: 5 SP – 7 EP (5 4 4 3 2 2 1).
- Infantry company: 2 SP – 3 EP (2 1 1).
- Parachute company: 2 SP – 3 EP (2 2 1).
- Engineer company: 2 SP – 2 EP (2 1).
- Infantry battalion: 6 SP – 6 EP (6 5 4 3 2 1).
- Commando: 5 SP – 7 EP (5 4 4 3 3 2 1).
- Engineering battalion: 4 SP – 5 EP (4 3 3 2 1).
[3.6.2] Units that have suffered losses lower their EP (represented by grids at the units table) by a number equal to their losses.
Example: a battalion of infantry has 5 SP. After losing 2 EP its SP is reduced to 4.
4.0 Movement
[4.1] Direct Rules
[4.1.1] During the movement phase each unit can be moved in any direction by using its movement points. When a unit enters a square it must spend an amount of movement points (see the table TERRAIN AFFECT ON MOVEMENT AND COMBAT).
[4.1.2] A player can move as many units as he wants during his own movement phase.
[4.1.3] During the movement phase units can carry out other things which need movement points.
[4.1.4] Units cannot move at the same time. Starting movement (or spending MP) with one unit means that the previously moved unit has reached its destination. This rule does not apply to stacking units.
[4.2] Indirect Rules
[4.2.1] A unit can't enter a hex with an enemy unit (exception: a solitary headquarters, PT or KT).
[4.2.2] A unit can't spend more movement points than it has, but it doesn't have to spend all of its movement points. Regardless of the MP limit, a unit can always move to an adjacent hex (restrictions of terrain accessibility apply).
[4.2.3] Unused movement points can't be carried over to another stage.
[4.2.4] Units can't give MPs to themselves.
[4.2.5] Going through an allied unit doesn't cost any extra movement points.
[4.2.6] Passing through one's own units does not cost additional MPs.
[4.2.7] A unit crossing a terrain type that is at the edge of a hex (river, scarp) must spend additional MP (see the table TERRAIN AFFECT ON MOVEMENT AND COMBAT).
More information about the effects of terrain on the movement of different types of units can be found in the table TERRAIN AFFECT ON MOVEMENT AND COMBAT.
[4.3] Terrain Effect on Movement
[4.3.1] A unit is moving along a road when there is a road between two adjacent hexes.
[4.3.2] When a unit enters a hex with a road from a hex without a road, it spends MP for entering the terrain on which the road is.
[4.3.3] Entering or leaving inaccessible terrain, a unit must travel along the road.
5.0 Units Concentration / Stacking
[5.1.1] In "Battles of World War II" more than one unit can be in one square. They create a pile.
[5.1.2] A hex can hold up to 28 SP maximum, but only units whose total strength is higher than 24 can fight in combat. When allied units want to cross that hex, they spend no extra MPs.
[5.1.3] Units from other HQs can stay in the same pile.
[5.1.4] Creating and eliminating piles doesn't cost any MPs.
[5.1.5] When calculating the size of a pile which has a field artillery unit, the player should use, instead of the field artillery strength, the levels of strength:
- 1-2 EP is 1 SP.
- More than 2 EP is 2 SP.
[5.1.6] On a road, on terrain forbidden for armored and motorized units and artillery, only 14 SP of those units can stay. It doesn't affect infantry (motorized and mechanized also).
6.0 Zone of Control (ZoC)
[6.1] Basic Rules
[6.1.1] A Zone of Control (ZoC) is the 6 squares surrounding the square with the unit. Only line units have a ZoC [2.0].
[6.1.2] A ZoC doesn't affect fields above a scarp if the unit is below it.
[6.1.3] A ZoC doesn't affect hexes with lakes, sea, or the other side of big rivers.
[6.1.4] Units with strength 1 don't have a ZoC.
[6.1.5] The ZoC of armored and mechanized units does not include hexes with inaccessible terrain.
[6.2] ZoC's Influence on Movement
[6.2.1] When a unit enters an enemy's ZoC it has to stop immediately. This point doesn't affect recon, commando units and other units, if another point makes that see 7.5.2.
[6.2.2] Entering an enemy's ZoC doesn't cost extra MP.
[6.2.3] During its own movement phase a unit can leave an enemy's ZoC and enter another enemy's ZoC (it can't move further – see 6.2.1 – except commandos, recon, and sabotage units). It can also move directly from one ZoC to another.
[6.2.4] A unit can't move in an enemy's ZoC (except commandos and sabotage units).
[6.2.5] The ZoC of an enemy unit includes fields on the other side of a river, unless because of its strength or properties it doesn't have a ZoC.
7.0 Combat
Fights take place during the combat phase, and during the movement phase if the player who is moving his units declares fighting from march.
[7.1] Basic Rules
[7.1.1] Direct combat takes place only when opposing units are on adjacent hexes; this condition does not apply to artillery which supports combat.
[7.1.2] Direct combat is conducted in such a way that in the player's own combat phase (or at another time when direct combat takes place) the player shows which unit(s) he wants to attack. Then both players secretly write down strength points (including support), and then they fight.
[7.1.3] Every unit that starts the battle phase in an enemy ZoC must participate in direct fight, with the exception of fortified units, which do not have to attack.
[7.1.4] The attacker must fight with all enemy units that have attacking units in their ZoC.
[7.1.5] In one combat phase a unit can fight once.
[7.1.6] An enemy unit can be attacked simultaneously by a number of units equal to the number of adjacent hexes. In that case the strengths of all attacking units are summed. A single unit can attack several enemy units if it is adjacent to their hexes; in that case the defender sums the SP of all defending units.
[7.1.7] Units from at least one side have to stay on one square in a precise fight. It is forbidden for units from both sides which are fighting in one fight to be on a couple of hexes.
[7.1.8] When several units are defending on one hex, it is forbidden to attack them separately. In this case the battle is resolved with one direct fight, summing the strength of all defending units on that hex.
[7.1.9] When attacking units are on one hex, it is allowed for each of them to participate in a different battle [7.4.7].
[7.1.10] When units that are not part of one corps take part in a battle, the defender receives modifier -2.
Example: attacking I/1 from 1 DP of XII KA and 9 Rozp. from 9 DPanc. SS from II KPanc. SS receive modifier -2 while resolving the battle.
[7.1.11] While defending, it is allowed to use units from different corps.
[7.1.12] If a unit is attacked from two opposite directions, the attacker receives modifier +1.
[7.1.13] If a unit is attacked from 4 directions, the attacker receives modifier +1; from 5 directions, +2; from 6 directions, +3. In that case [7.1.12] does not apply.
[7.2] Direct Combat Procedure and Details
[7.2.1] Direct combat procedure:
a) After designating the units which will fight, the players compare their strength (including air support and artillery), and the result is rounded up or down (see 3.4.1). b) The result is modified by terrain, HQ and other factors. c) In the Combat Results Table, the adequate ratio column has to be found. d) The attacker throws 2 dice and aggregates the result from both dice. e) The result of combat is at the intersection of the column and the result of the throw. f) Casualties after the battle are checked: both players throw 2 dice, and after aggregating the numbers, the row in the Casualties after Battle table is found and casualties are established. g) Effects of direct combat are applied: first casualties in strength points must be marked, then retreats are carried out (accept no effect result). h) After applying the results of battle, the attacking player indicates the units that will participate in the next battle; direct battles are fought until the conditions of points [7.1.3] and [7.1.4] are met.
[7.2.2] Results in the table COMBAT RESULTS:
- No effect.
- A1 – attacker retreats by 1 square.
- A2 – attacker retreats by 2 squares.
- A3 – attacker retreats by 3 squares.
- B1 – defender retreats by 1 square.
- B2 – defender retreats by 2 squares.
- B3 – defender retreats by 3 squares.
- B4 – defender retreats by 4 squares.
[7.2.3] Results which are in the Casualties after Battle table indicate a loss of endurance points. The player who suffered the loss takes EP from all units which were fighting in the concrete fight and decides which of them will take the casualties. Losses of EP must be marked in the table of units included in the scenario [3.6.1]. If retreating causes losses (e.g. through a small river), analogically EP are taken from all units that were forced to cross unfriendly terrain.
Example: an attack is made by a stack of three tokens. The attacker lost 4 EP, therefore each of the attacking units loses 1 EP. The fourth point the player can take from one unit that he chooses out of these three.
[7.2.4] Casualties after battle are established by using the Casualties after Battle table, taking the strength of the units that were used to calculate the strength ratio of attacker/defender.
Example: a squad of motorized MG with 3 SP attacks on clear terrain an infantry unit with 6 SP. After dividing the defender's strength the ratio is 1:1. The attacker's casualties are found in the line corresponding to 3 SP of the defender.
[7.2.5] Casualties of the attacker and defender are modified by:
a) Modifiers from trenches, fortifications and terrain which have an influence on the result in the Combat Results table also have an influence on casualties, by moving the adequate number of rows in the Casualties after Battle table: for the defender they increase the attacker's losses and reduce the defender's casualties.
b) Armor modifiers (black and yellow stars) and flamethrowers change the row in the Casualties after Battle table in the attacker's advantage: they increase the defender's losses and reduce the attacker's casualties.
c) Modifiers for commandos' night attack and the surprising assault of airborne units change the row by one in the CASUALTIES AFTER BATTLE table for the attacker; they both reduce the attacker's losses and increase the defender's losses.
Attacking or defending machine gun units, and defending sniper units (when the modification from 35.1 and 35.1.1 takes place), can only increase the losses of the defender; for those mentioned cases the row is modified by 1 in the CASUALTIES AFTER BATTLE table.
Example: the attacker has 36 SP, the defender has 21 SP. After checking the result of battle, each player throws dice to check the enemy's casualties. To see the attacker's losses we check the row 21-25, because the defender's strength is 21 and is in this row. To see the defender's casualties we use the row 36-40, because the attacker had 36 SP. The row in which we look for casualties can be modified for the defender's advantage, depending on the terrain where the defender stays, trenches and fortifications. For example, the modifier for a city hex means that when we check the attacker's losses we change the row by 2 rows down, and when we check the losses for the defender we change the row by 2 rows up in the table. The city modifier increases the attacker's losses and reduces the defender's casualties at the same time.
Example: in the case of an attack by Panthers (modifier for black stars +3) against non-entrenched infantry on clear terrain, we look for the defender's losses in the row which is moved 3 rows down, and we look for the attacker's losses in the row which is 3 rows up. The armored/tank modifier reduces the attacker's and increases the defender's losses.
Example: MG units (in attack and defense), defending sniper units and attacking engineer units increase only the defender's losses. In the case of an attack by engineers, we search for the defender's losses 1 row down, but when we check for the attacker's losses we do not move the row up. To see the casualties of infantry which is attacking sniper or MG units, we move the row in the table down by 1, but when checking the defender's losses we do not move the row up by 1.
[7.2.6] Units suffer casualties in this order:
a) Losses for inability to retreat (defender field). Each token loses EP equal to the number of hexes that it would move if retreat was possible. b) Losses inflicted by the obligation of non-motorized artillery (defender field) – see [9.5.5]. c) Casualties suffered from attacking units (on the defender field) according to the table CASUALTIES AFTER BATTLE. d) Casualties suffered when a unit cannot retreat at full distance or by crossing terrain obstacles (river, impassable terrain) – units lose EP right before entering the hex that causes their casualties.
Example: the result of battle is B3(-2). If the defender can retreat only by one hex, then first it suffers 2 EP loss inflicted by attacking units (section c)); next it retreats by one hex and suffers the next 2 EP loss because of its inability to retreat the full distance.
Example: an armored unit (4 EP) gets the result B3(-2). During the retreat it must cross a small river. First this unit loses 2 EP because of attacking units; next, on the field before the hex with the river, it loses 1 EP, then crosses it and moves one more hex away. If the unit could not cross the river (e.g. enemy ZoC), then on the first hex of its retreat it would lose 2 EP because of inability to escape and would be destroyed (hex A). If the unit could escape only by 2 hexes (1 hex beyond the river), then this unit would lose 1 EP on the first hex of its escape because of crossing the small river, and on the second hex (after crossing the river) would lose another EP because it could not escape any further and would be destroyed (hex B). The difference is on the hex on which the unit was destroyed.
Example: a Sherman squad from 10th Panzer Division (out of range of allied engineers) with 5 EP has to retreat (B3, -2). Only the field that allows withdrawal by 3 hexes is field A. The retreating unit loses an additional 3 EP by crossing the river and is eliminated. Elimination of the unit occurs during crossing of the river (hexes B, D or E). If the unit could not retreat by 3 hexes, it had to retreat to hex B, because in that way it loses the least EP (1 EP for not retreating by 3 hexes and 2 EP for losses caused by the attacking enemy, in total 3 EP are lost). If the unit withdrew to field C it would lose an additional 3 EP by crossing the river (6 EP in total).
[7.2.7] A player using special abilities of units (black stars or engineer influence) after suffering casualties must take the first EP from these units.
[7.2.8] Using special abilities (stars, engineering influence, HM) is not obligatory. Units can fight on normal rules (using only their SP).
[7.3] Terrain Influence on Combat
[7.3.1] Terrain influence during combat is shown by modifiers. Modifiers can be divided into surface modifiers (hills, woods, etc.) and edge modifiers (rivers, scarps, etc.). All information about types of terrain and their influence on combat is in the table TERRAIN INFLUENCE ON MOVEMENT AND COMBAT.
[7.3.2] The type of terrain where the defending unit stays influences combat. The type of terrain where the attacking unit stays influences combat when the attack comes from a swamp: the attacker attacks with half of its strength (round down).
[7.3.3] Terrain influence on combat accumulates.
Example: 5th/DSK is attacking through a small river against I/43rd, which is staying in a forest. The attacker/defender ratio is 1:1; terrain influence: -1 hills, -1 small river; the ratio will be 1:3.
[7.3.4] When attacked during one combat, units are on a couple of hexes with different terrain: we take the modifier of the hex with the strongest defending units. This hex is also taken into consideration when calculating any other modifier that influences combat and battle losses. When two hexes hold units of equal strength, we use the modifier favorable for the defender.
[7.3.5] The modifier of rivers and scarps is added only when the majority of enemy forces attack through the scarp or river.
Example: if unit 1/19 PGR is attacked by units 1/1 and 2/1 with 4 SP each, through a river, and unit 3/1 with 5 SP which is not attacking through the river, then the river modifier applies. When the attack is performed only by units 1/1 and 3/1, the river modifier is not applied. If on the hex from which unit 3/1 is attacking there was a swamp (the strength of units attacking on swamps is divided in half), then during the attack of units 1/1 and 3/1 the river modifier would be applied.
Example: I/22 and II/22 are standing on one hex and, with III/22, are attacking 4th Panzer Battalion. As the result of battle they must retreat 1 hex away. If III/22 planned an attack on 6th Panzer Battalion, this attack will not occur, because III/22 must retreat with I/22 and II/22 (a retreat of one unit from a stack causes the whole stack to retreat).
[7.3.6] If units with black and/or yellow stars or motorized HM attack through an edge modifier (e.g. a river), then their special abilities do not apply, even if on the overall battle result this modifier has no application.
[7.4] Retreat
[7.4.1] A unit which is forced to retreat, retreats by the prescribed number of squares from the hex on which it fought. A unit which can retreat has to retreat (excluded: Japanese units, NKWD, stationary artillery and AA cannons). If a retreat by the prescribed number of squares cannot be performed, the units must retreat the maximum possible number of hexes.
Example: 2/1 received B2 after battle. The retreat route has to be such that after finishing the retreat the unit is 2 hexes from the position it occupied just before combat. Route A is correct; route B is incorrect.
[7.4.2] A retreating unit must withdraw in a way that suffers the smallest losses.
Example: unit A is attacked from march and gets the result B3. The player commanding that unit must withdraw in such a way that the unit ends up 3 hexes away from the field it is retreating from, and in a way that suffers the smallest losses. If retreating the full distance is impossible, the player withdraws the maximal possible range in a way that suffers the smallest losses.
[7.4.3] A retreating unit moves without movement point limit and terrain effect, but units cannot leave the map, cross a big river, enter a square in an enemy unit's ZoC, or enter forbidden terrain [4.3.3].
[7.4.4] A retreating unit can move through squares with allied units when those units are in an enemy ZoC; in that case the retreating unit/stack loses 1 SP for entering every square in an enemy ZoC.
[7.4.5] If in a retreating stack there are units that cannot withdraw, they suffer all losses for not moving away and for the direct attack from the enemy. If these units are eliminated in that process, the rest of the units retreat accordingly to point [7.4] and suffer other losses.
Example: AA artillery (2 EP) and an infantry unit are attacked on hex A. The battle is resolved and the artillery gets the result B1 (-2). The artillery unit loses 1 EP for inability to retreat and 1 EP dealt by the enemy forces, which causes the elimination of that unit. The infantry unit receives the remaining 1 EP of losses and retreats 1 hex away.
[7.4.7] Retreating even one unit from stac[k] … causes whole stack to retreat.
Transcriber's note: in the PDF, point [7.4.7] is cut off after "from stac"; the completion "causes whole stack to retreat" is the phrase printed beside the rule in the 7.3.5 example.
[7.5] Pursuit
[7.5.1] When a unit is forced to retreat, all victorious units which were fighting directly can pursue by moving along the same route as the beaten unit, with the same or a smaller number of squares than the beaten unit's retreat route.
[7.5.2] A pursuing unit ignores the enemy's units ZoC.
[7.5.3] If a couple of beaten units fled in different directions, the pursuit can be made alongside whichever retreat route.
[7.5.4] A unit which makes a pursuit has to stop on the first hex which does not belong to the retreat route, even when that hex is not in an enemy ZoC.
Example: 33 Recon can pursue retreating 79 Eng. along its retreat route (A), or stop on the first square which does not belong to the retreat route (B, C, D, E, F, G). First, 33 Recon has to enter the hex where 79 Eng. stood before combat. The alternative route is incorrect. If another enemy unit stood on hex H, pursuit would be possible only through hexes B and C.
[7.5.5] A pursuing unit moves without movement point limit and terrain effect. A pursuing unit cannot enter a square which is forbidden for it [4.3.3].
[7.5.6] Artillery units, except SP artillery, cannot pursue.
[7.5.7] If the beaten unit is eliminated, the victorious unit enters the hex where the eliminated unit was, and then it can move 2 hexes in any direction, but the victorious unit will be affected by enemy ZoC.
[7.5.8] In case of an unsuccessful attack, the whole stack retreats [7.4.7].
[7.5.9] If a player attacks a hex that is occupied by units that retreated from previous battles, they do not participate in the battle but are affected by its result.
Example: 4th and 6th Panzer Battalions attacked I/22 and II/22, causing them to retreat by one hex. The retreating units have to move to III/22 (the only possible route), losing 1 EP. If another attack occurs, this time on the hex occupied by III/22, this unit will fight alone without the support of the withdrawn I/22 and II/22; their SP is not included, and if III/22 is forced to retreat the whole stack must move away. If withdrawal were not possible, then all three units would suffer losses for inability to retreat.
[7.6] Chase and Retreat Through River and Scarp
[7.6.1] A unit retreating through a river loses additional EP according to its number of SP:
- 24-13 SP – loses 2 EP.
- 12-1 SP – loses 1 EP.
If the hex on which the withdrawing unit plans to retreat is not in range of allied engineer units, the units lose an additional 2 EP (per stack).
[7.6.2] The condition for dealing this additional damage from point [7.6.1] while crossing a small river is to perform a successful chase to the river line.
[7.6.3] Panzer and motorized units can perform a chase through a small river only when, before the battle, they stood on a field adjacent to the river they intend to cross and the attacked unit stood on the other side of the river. Together with the chasing unit must stand an allied engineering unit or pontoon column from the same brigade, corps or army. After crossing, the units that performed that action cannot continue the pursuit, even if the enemy unit was destroyed. This rule does not apply to infantry, motorcycle and cavalry units.
[7.6.4] Pursuit through a big river can be performed only by infantry, motorcycle and cavalry units. After crossing a big river they cannot continue the chase.
[7.6.5] The rules stated above do not apply if the chase is performed through a bridge or a bridge-pontoon column.
8.0 Counterattacks
The purpose of a counterattack is to force the enemy to spread his forces, to stop him from attacking, or to take back lost positions.
[8.1] Basic Rules
[8.1.1] If a player wants to make a counterattack, he must move, during the counterattack phase, his units by one square in such a way that the unit (stack) will be in an enemy ZoC after the move. The unit makes the move to attack the enemy unit.
[8.1.2] A counterattacking unit has to, during the enemy combat phase, attack all neighboring squares (those where enemy units are).
[8.1.3] The enemy of the counterattacking player has to choose at least one unit from each hex that is counterattacked. Units fighting during a counterattack cannot fight during the battle phase. If all units are designated to defend against the counterattack, then there is no fight during the battle phase.
Example: units 5 pcz., supported by 2 ckm, attacked II/SBSK. Overwhelming German dominance can lead to the elimination of the Polish unit, so to avoid that, I and III battalions of SBSK counterattack. To defend against the counterattack the Germans designate 2 ckm – it must participate in the fight with I, III/SBSK, and the attack on II/SBSK will be weaker. If the Germans designate both units to defend against the counterattack, then even when they win the battle they cannot attack II/SBSK. A successful counterattack of Polish units (B1 or better) means that the Germans can't attack [7.4.7].
[8.2] Details
[8.2.1] A unit which is in an enemy ZoC at the beginning of the counterattack phase can't counterattack. A unit that was adjacent to the attacking unit before its movement cannot be counterattacked.
[8.2.2] A unit can't make a counterattack from a square where another allied unit stays.
[8.2.3] A unit can't make a counterattack from a square where another allied unit stays.
[8.2.4] Fights with counterattacking units are made first, at the beginning of the combat phase. Counterattacking units and units allocated to fight against the counterattack can be supported by artillery and air units.
[8.2.5] A unit which has counterattacked cannot be attacked by single-handed artillery fire.
After finishing all battles, units that do not have a ZoC [6.1.4], [9.2.3], [14.1.1] can be attacked. A battle can be performed only when both units did not participate in a battle in this phase.
9.0 Artillery
There are several types of artillery: non-motorized, motorized and self-propelled.
Self-propelled artillery units are those with guns which do not have to be carried by any carrier. The gun is mounted on a vehicle and moves with it. Self-propelled artillery can move and fire at the same time. Other artillery do not have this ability.
Example: Axis – Wespe, Hummel, Hetzer, Demag, Möbelwagen. Allies – Sexton, M-7 Priest, Achilles, Hellcat, M-12, light AA guns.
Motorized artillery units are those which have a field gun and a truck or halftrack on the counter. The guns are carried or pulled by transporters.
Non-motorized artillery units are those with only a gun on the counter.
Artillery can be divided into:
- field;
- anti-aircraft;
- anti-tank.
Field artillery units are those which have an artillery fire range quotient. This quotient is shown on the counter (red square – see 1.2). Mortars and rocket artillery belong to field artillery.
Anti-aircraft (AA) artillery are units with tokens described as AA or Flak [10.2].
Anti-tank (AT) artillery are units with tokens described as AT [10.2].
Rules of artillery battles are described in chapter [9.0], and other types of artillery in chapter [10.0].
[9.1] Basic Rules
[9.1.1] Artillery units can fight without the need of being adjacent to an enemy hex.
[9.1.2] A field artillery unit has a fire range shown on its counter; the strength of the artillery unit is also shown there.
[9.1.3] An artillery unit is not affected by the effects of combat when it fires at range.
[9.1.4] By the meaning of artillery fire we understand: single-handed artillery fire, artillery barrage, firing at beach-landing units, firing at naval units, supporting attack/defence, situations when an artillery unit fights directly under the rules of supporting attack/defence, and the situations mentioned in [18.9.3].
[9.2] Details
[9.2.1] During one stage an artillery unit can fire once. The hex has to be in the fire range of the unit.
[9.2.2] An artillery unit can use artillery attack only once per stage, in one of the forms described in [9.1.4]. When a player has already used artillery, or chooses not to use artillery support, then the artillery unit does not participate in the battle (when stationed with a line unit) or fights in the terms explained in [9.5.1].
[9.2.3] Field artillery does not have a ZoC.
[9.2.4] Field artillery which is in an enemy's ZoC can provide support for allied units and fire at all enemy units in range when it stays with another allied line unit on the same hexagon; in other cases the artillery fights directly.
[9.2.5] Motorized and non-motorized artillery which provided an artillery barrage can move during the closest movement phase with half of its movement points (rounded up). Self-propelled artillery which provided the barrage can move with all its movement points during the closest movement phase, can attack at march, and can fire at range.
[9.2.6] Non-motorized field artillery which has moved during its own movement phase fires with half of its strength (rounding up from the sum of artillery units which have moved). Each motorized field artillery unit which has moved during its own movement phase fires with its strength lowered by 1 point, but not below 1. Self-propelled artillery can move during its own movement phase and provide artillery fire, and fires at range with full strength.
[9.2.7] Field artillery can support only units from the same headquarters or subordinate headquarters (corps and army artillery).
[9.3] Supporting Attack
[9.3.1] If a player wants to support attacking units with artillery fire, the enemy unit has to be in range of the allied artillery unit.
[9.3.2] During supporting, the player adds the artillery strength points to the strength points of the attacking units.
[9.3.3] If artillery supports an attack against several units, only one of the attacked units has to be in range of the artillery fire.
[9.4] Supporting Defense
[9.4.1] When artillery supports defending units, it uses half the strength of its fire power, which is added to the strength of the defending unit(s).
[9.4.2] In a situation where the target of an enemy attack is several units, and if one of those units is in range of an allied artillery unit, the artillery can support those defending units with its fire.
[9.5] Direct Combat
[9.5.1] During direct combat in the combat or other phases, artillery units fight with 1 SP. This rule applies when artillery stands alone without any line unit [9.2.2].
[9.5.2] Self-propelled artillery with more than 3 SP fights with 2 SP.
[9.5.3] Field artillery stationed with a line unit can participate in direct battle by supporting the defense of this allied unit [9.4].
[9.5.4] Field artillery unit can participate in indirect battle by supporting the attack of an allied unit [9.3].
[9.5.5] A motorized or non-motorized field artillery unit which is forced to retreat after the combat loses extra SPs which are adequate to the number of squares needed to make the retreat (in addition to the normal losses caused by battle) [7.2.6].
[9.6] Single-Handed Fire
[9.6.1] An artillery unit can make a single-handed fire in its combat phase on enemy units or objects [22.1] which are in range.
[9.6.2] A single-handed fire at enemy units can be made by unit(s) which have at least 7 SP.
[9.6.3] Artillery units can fire only at visible or spotted/identified units.
[9.6.4] Artillery can fire at a unit which was attacked by fighter or CAS (Close Air Support) units if the enemy unit still stays on the square which was attacked by planes.
[9.6.5] A single-handed fire at an object can be made by unit(s) which have at least 3 SP.
[9.7] Artillery Barrage
An artillery barrage is a single-handed artillery fire which takes place in the artillery barrage phase.
[9.7.2] A minimum of 3 artillery units are needed to make the barrage, and they have to have a minimum of 11 SP strength (all together).
[9.7.3] See also [9.6].
[9.7.4] If there are only heavy artillery units (fire range longer than 5 squares), we add +2 to the throw.
[9.7.5] Motorized or non-motorized field artillery that performed a barrage can move in the next movement phase using only half MP. Self-propelled artillery that performed a barrage in the next movement phase can move using all MP.
[9.8] Effects of Single-Handed Fire and Artillery Barrage
[9.8.1] Results of single-handed fire and artillery barrage are in the single-handed fire and artillery barrage table.
[9.8.2] The effect of single-handed fire and artillery barrage is affected by terrain (including fortifications where the enemy unit stays). During checking the result of fire we add the modifiers of terrain and fortifications from the TERRAIN INFLUENCE ON MOVE AND COMBAT table.
Example: a 2nd engineer battalion is in woods. Woods give a -1 modifier, so during the checking of the artillery fire effect on the dice we take 2. So if the unit was to lose 3 EP, it loses 1 EP. In case of an artillery barrage the unit would lose 2 EP.
[9.8.3] If the strength of a single-handed fire or barrage equals 26-30 SP, we add +1 to the result – checking in the row "21 and higher"; if more than 30, we add +2.
[9.9] Ammunition
[9.9.1] The rules of ammunition apply only to units of field artillery.
[9.9.2] Ammunition is assigned to each division, brigade, regiment, etc. at the beginning of each scenario. The number of available ammunition rounds (AR) is described in the scenario and does not change during the game. If the scenario does not determine AR, use this scheme: AR = 2 x SP of artillery.
Example: a division has four groups of artillery, 5 SP each, so the whole division has 20 x 2 = 40 AR.
[9.9.3] A player that performed an artillery attack is obliged to mark that in the Ammunition Round table by reducing the total number of AR by:
- 4 AR – after a barrage;
- 2 AR – after single-handed fire;
- 1 AR – after supporting battle.
Divisions, regiments, brigades, etc. cannot give AR to each other.
[9.9.4] If a unit uses all its AR, the artillery can't fire any more [9.5].
10.0 Artillery Units
[10.1] Anti-Tank Artillery (Guns)
[10.1.1] During direct combat anti-tank artillery fights with full strength.
[10.1.2] Entrenched anti-tank artillery ignores armor modifiers (black stars).
[10.1.3] Anti-tank artillery does not lose EP when forced to retreat.
[10.1.4] Anti-tank artillery are units with AT in the name. Detailed rules of a scenario can describe other units as anti-tank artillery.
[10.2] Anti-Aircraft Artillery
[10.2.1] Light AA artillery does not affect strategic bombers; heavy AA artillery affects every type of air unit. (Anti-aircraft artillery is split into 2 groups: light, 20-75 mm; heavy, 88 mm and higher. See 10.3.)
[10.2.2] Heavy AA artillery that is not self-propelled, when forced to retreat, loses EP like field artillery [9.5.5].
[10.2.3] After placing all air units and checking the weather influence, the AA fire influence should be checked. Every player can fire at enemy air units which are in a 1-square radius; heavy AA guns can fire at air units which are in range of 2 squares.
[10.2.4] AA artillery can shoot at one aircraft unit for each SP of that artillery.
[10.2.5] Firing at an air unit: the player who wants to fire at an air unit chooses which air unit will be under fire, then makes a throw and checks for a result in the Anti-Aircraft Fire table. The effect of fire depends on: AA unit type, strength, range, and type of air unit.
[10.2.6] We assume that an LS or LB that bombards a bridge occupies both hexes that the bridge connects.
[10.2.7] Besides firing during the air phase, AA artillery can perform 1 attack on 1 unit during the movement or combat phase. In its own movement phase, only self-propelled artillery can shoot.
[10.2.8] In the case when, in one stage, an AA artillery unit fires at an enemy aircraft, rule [9.5] applies. It therefore cannot perform FaR or act as MG.
[10.2.9] An aircraft unit (other than LM) that is forced to retreat by AA artillery (result U) and is in range of enemy fighters remains on the board for applying any other losses in SP as a result of fighting with fighters [26.4.10].
[10.2.10] When targeting recon planes we use the same table that is used for fighter and bomber units. AA artillery units don't suffer any losses.
[10.2.11] When an enemy wants to attack our planes with his fighters, and our planes are in range of our AA unit, we can fire at his fighters. It is considered that the enemy fighters are on the same square as our air unit. This point is also used in 26.4.3.
AA artillery can fire at LM and LS:
- at the beginning of the air phase – 26.2.1;
- when, during the attack, the hex attacked by enemy air units is in its range – the AA attack is made before the aircraft attack.
[10.3] German 88 mm Guns
[10.3.1] 88 mm gun units are considered to be both an AA unit and an AT gun unit.
[10.3.2] During the same phase, 88 mm guns can't act as AA guns and AT guns. A player who has an 88 mm gun unit has to declare what role his unit will have.
[10.3.3] 88 mm guns which are forced to retreat are treated as heavy AA artillery.
[10.4] Rocket Artillery
[10.4.1] During an artillery barrage, or single-handed fire, when we check the result of the fire we add +1 to the throw if at least half of the strength of the firing units is rocket artillery.
[10.4.2] Rocket artillery units supporting a battle don't add their SP to allied units if 2/3 of the enemy units are armored. AR are used as usual.
[10.5] Mortars
[10.5.1] Mortar units supporting a battle don't add their SP to allied units if 2/3 of the enemy units are armored. AR are used as usual.
11.0 Reconnaissance Units
[11.1] Movement
[11.1.1] A recon unit can enter and leave an enemy unit's ZoC in the same movement phase and can continue movement. When leaving an enemy ZoC, a recon unit has to spend 3 MP extra; it can leave and enter the next enemy ZoC.
[11.1.2] A recon unit can't move in the same enemy unit's ZoC.
[11.1.3] A recon unit moves spending points according to the table Effect of Terrain on Battle and Movement for the gear that the unit is using.
Example: a recon unit using Humber armored cars can't cross swamps.
[11.2] Attack from Surprise
[11.2.1] During its own movement phase a recon unit, thanks to its speed, can make a surprising attack. This kind of attack can be made against units which aren't entrenched.
[11.2.2] A surprising attack can only be made by recon units (including motorcycles). This attack is like an attack from march with the rules from this chapter included; the results of a surprising attack are in the RECON UNITS SURPRISE ATTACK table.
[11.2.3] By using this table we use the full strength of those units, with optional support of air units. During a surprising attack we don't use modifiers.
[11.2.4] During a surprise attack we don't apply the rules of FaR.
[11.3] Motorcycle Units
[11.3.1] Motorcycle units are treated like recon units.
[11.3.2] During combat, motorcycle units are treated like motorized infantry (sniper effect, armored modifiers).
[11.3.3] Motorcycle units, by spending all MP, can cross great rivers.
Transcriber's note: the source prints a second point numbered [11.3.2] for the great-river rule; it is shown here as [11.3.3] so the numbering stays unique.
[11.4] Identifying Units
[11.4.1] During its own movement phase a recon unit can make an effort to identify enemy units; it costs 3 MP.
[11.4.2] Every square within 2 squares' range of a recon unit can be identified. Enemy units which are in a city, woods, fort or in mountains can be recognized from an adjacent square.
[11.4.3] The player who wants to identify enemy units shows the square with the enemy units and makes a throw:
- 1-2 – enemy units aren't recognized;
- 3-6 – all units on this hex are recognized (counters are turned to the obverse side).
Modifications to the throw:
- -1 if the enemy unit is entrenched;
- -1 if the enemy unit is in woods, fort, city or mountains.
[11.4.4] During identification at 2 hexes, there has to be a visibility line between the recon unit and the enemy unit [3.5].
[11.4.5] A recon unit in an enemy ZoC can't perform identification at a range of 2 hexes.
12.0 Fortifications
[12.1] Field Fortifications
[12.1.1] All units except HQs, sabotage units, transport columns, trains and AT units can build field fortifications. They are built during the movement phase and cost all MPs.
[12.1.2] Field fortifications can't be built on swamps or on minefields.
[12.1.3] Field fortifications can be built in an enemy ZoC.
[12.1.4] Field fortifications are automatically destroyed when, at the end of the movement phase, there are no units on them. Fortifications can be built many times on a square.
[12.1.5] Field fortifications are automatically destroyed when an enemy unit enters the square with the field fortifications.
[12.1.6] A defending fortified unit gets a -1 modifier.
[12.1.7] Terrain and fortifications influence on combat cumulates.
[12.1.8] When a unit is fortified, a special counter which shows the fortifications has to be put under the unit counter.
[12.2] Fortified Lines
[12.2.1] Fortified lines can't be destroyed and are on the map all the time.
[12.2.2] Fortified lines are on the edge of the square.
[12.2.3] Fortified lines affect when an attacker attacks from outside, through the edge where the fortified line is, and give the defender a -2 modifier. Units in fortified lines are considered to be entrenched.
[12.2.4] During an artillery barrage, or an air attack by strategic bombers and tactical bombers on a unit in a fortified line, we modify the throw by -2.
[12.2.5] Fortified lines can be used by both sides.
[12.2.6] Terrain and fortified-line modifiers cumulate.
[12.3] Forts
[12.3.1] Forts can't be destroyed and stay on the map.
[12.3.2] A unit in the fort gets a -3 modifier, regardless of the side from which it is attacked.
[12.3.3] Units in forts are considered to be entrenched.
[12.3.4] Conditions about forts are affected by [12.2.5] and [12.2.6].
[12.3.5] Forts are considered to be supply bases for units which are in those forts.
[12.4] Anti-Tank Barricades
Anti-tank barricades have only 3 edges; only on chosen directions do they affect enemy units.
[12.4.1] Anti-tank barricades can only be built by engineer battalions [12.1.1].
[12.4.2] The token of an anti-tank barricade must be directed when placed on the board.
[12.4.3] Armored and motorized units which cross the edge with barricades have to spend 3 MP extra.
[12.4.4] Defending units, when attacked from sides affected by barricades, are considered to be entrenched.
[12.4.5] AT barricades cancel the modifiers for black stars and flamethrowers.
[12.4.6] AT barricades divide the strength of attacking armored units by half.
[12.4.7] When only armored, mechanized and recon cars are attacking through the affecting side of barricades, the defender gets a -1 modifier.
Example: 1/1 PGR is attacked through the affecting side of a barricade by American tanks. The strength of the attacker is halved; additionally the defender receives a -2 modifier for fighting from an AT barricade.
13.0 Combat at Night
[13.1] Details
[13.1.1] Line units attack using half of their SP. Artillery attacks using 1 SP.
[13.1.2] Casualties on minefields are twice as high at night.
[13.1.3] Before any direct combat, the players have to throw dice:
- Result 1 – extra modifier -2; the attacker also loses 1 SP.
- Result 2 – extra modifier -2.
- Result 3 – extra modifier -1.
- Result 4 – attacker and defender lose 1 SP each.
- Result 5 – no effect.
- Result 6 – attacker gains a +2 modifier.
The extra casualty of 1 SP (result 1 or 4) is put after the battle.
[13.1.4] During an artillery barrage in the night stage, we modify the result of the throw by -2. Single-handed fire is forbidden.
[13.1.5] A unit in the night stage can ignore an enemy ZoC if it comes through its own entrenched unit; the extra cost for this move is 2 MP for non-motorized units and 3 MP for motorized units.
[13.1.6] In the case of a night attack by commandos, the player can skip point [13.1.3].
[13.1.7] During the night every unit can move by spending only 2 MP, or by one hex.
[13.1.8] At night only artillery that is entrenched in a fort or fortified line can fire.
[13.2] Air and Anti-Aircraft at Night
[13.2.1] Recon and close air support units can't make their missions.
[13.2.2] Air transport is the same as in day stages, except for supply drop – see [26.8.11].
[13.2.3] Heavy bomber units can bomb cities and can carry out bombing missions – see [26.6.5], [26.6.6], [26.6.7].
[13.2.4] At night, shooting at aircraft is performed with a -1 penalty to the dice roll.
Part II
14.0 Headquarters
There are four types of headquarters in the game: army, corps, divisional and brigade HQ.
[14.1] Basic Rules
[14.1.1] HQs don't have a ZoC, but they have strength points and can attack and defend like regular units.
[14.1.2] HQs fight on normal rules.
[14.1.3] HQs are treated like motorized units: they move with 8 MP [20.1.1] must be applied. HQs of airborne troops are exceptional: they move with 5 MP and are considered infantry units. At the beginning of the game the player can choose whether he wants his HQ to move like one of the infantry units that is its subordinate, or like a motorized unit with 8 MP.
[14.1.4] HQs can stay on squares with other units under the rules for making piles.
[14.1.5] If an enemy unit enters, in the movement phase or during the chase, a square with a lone HQ, then the HQ unit is eliminated.
[14.1.6] While retreating, HQs can't be destroyed (Bx and Ax results).
[14.1.7] If units standing together with an HQ are eliminated and the HQ can't withdraw, then enemy units can enter the field with the HQ.
Example: an occupying infantry unit with 1 EP and an HQ with 2 EP are attacked by enemy units from opposite sides. As the result of the battle the defenders got B1 and didn't suffer any losses. Both defender units lose 1 EP, which means the infantry unit is eliminated. In that case the attacker can enter the hex with the lone HQ.
[14.2] Influence on Combat
[14.2.1] Headquarters don't modify battle results directly.
[14.2.2] Each HQ of army, corps, division or brigade can establish the number of Battle Groups / Kampfgruppe [31.0] determined in the scenario. If the scenario does not mention BGs, the player can't establish them.
[14.3] HQ Elimination Effects
[14.3.1] If a division HQ is eliminated at any time in the game, units from this division can move in the nearest movement phase by using 2 movement points each, or move by 1 square.
[14.3.2] Units assigned to a destroyed HQ can't group up into Battle Groups, and an already established BG must be resolved.
[14.3.3] For each hex that units with a destroyed HQ attack from, the defender gains -1.
Example: 2. DP lost its HQ, but it still attacks the enemy. The attack on the enemy hex is performed from 3 different fields, which means the battle will be modified by -3 in the defender's favor.
[14.3.4] In case of eliminating a Corps HQ:
a) units from different divisions in this corps can't attack together until a new Corps HQ is in the game, except where the total strength of the division's units is lower than 8 SP; b) for every division in the corps a dice throw should be made: a result higher than 3 (for Germans and Allies) or 2 (Russians, French and other nations) means that the units from this division can move in the nearest movement phase under the rules as when they lost a Division HQ. Corps units are automatically subject to the procedure in 14.3.1.
[14.3.5] In case of ARMY HQ elimination, all corps units are automatically subject to the procedure in [14.3.4].
[14.3.6] The destruction of an HQ causes all of its subordinate units to be revealed (turned to the obverse side). Their strength points are also revealed.
[14.3.7] After an HQ is destroyed, a new one can arrive after one full day, in the movement phase. HQs arrive on the place shown in the scenario. When there are no places in the scenario, it is considered that the new HQ arrives in the supply base. New HQs can arrive when the total strength of the division / operating units is at least 8 SP. When an HQ arrives, the player must take as many levels of SP from subordinate units as the SP this HQ is supposed to have. The maximum strength of a restored HQ is one SP less than before it was destroyed.
[14.3.8] Units which have lost a division or corps HQ can build trenches in their movement phase.
15.0 Firing at Range (FaR)
[15.1] Basic Rules
[15.1.1] Firing at range can be performed by every unit with a GUN factor.
[15.1.2] Targets of FaR can be units with an ARMOUR factor.
[15.1.3] Firing at range can take place in the exterior (EZ) zone of fire and the interior (IZ) zone of fire.
[15.1.4] Firing in the exterior zone takes place during the movement phase and the counterattack phase, only if the possibility of firing at range emerged as a result of a counterattack.
[15.1.5] During own movement, counterattack and combat phases, panzer and mechanized units can fire at range. Other units can provide fire at range during own movement and combat phases if they weren't moving and won't move in the current phase.
[15.1.6] Performing FaR in one's own movement phase requires spending 2 MP.
[15.1.7] An enemy unit that is the target of FaR can counterattack if this unit can perform FaR in this phase (see [15.2]).
[15.1.8] Every FaR is resolved separately. One token fires at another one.
[15.2] Details
[15.2.1] During a stage, a unit that can perform FaR can:
a) perform FaR once at any moment of its own movement phase and the enemy counterattack phase; b) perform FaR once in its own attack phase (attack from march or normal); c) perform FaR once at any moment of the enemy movement phase or its own counterattack phase; d) perform FaR once during an enemy attack (attack from march or normal).
In total a unit can perform 4 FaR during one stage.
Example: a unit that performed firing in the exterior zone during its own movement phase, and firing in the interior zone during fighting in march, can't shoot in the enemy's counterattack phase or in its own battle phase.
[15.2.2] A unit that performed FaR can't shoot even if it is attacked by other units.
[15.2.3] During the movement phase, a unit that ended its movement can't be shot at in FaR in the interior zone, and can't perform it either.
Example: a Sherman unit enters the ZoC of a German AT artillery unit. The Germans can't shoot at the Allied unit in the interior zone, but can do so earlier in the exterior zone (if that is possible). Also the Sherman unit, even if it still has some unused MP, can't in the movement phase shoot at the enemy in the interior zone. In this case the fire in the interior zone can be performed during battle.
[15.2.4] While performing counterattack, FaR can be performed only in the exterior zone, and only by counterattacking units or against counterattacking units. FaR in the interior zone can be performed only during the fight while counterattacking. It is FaR performed in the battle phase taking place after the given counterattack phase (it is applied to point b) or d) from [15.2.1]).
Example: before or after a counterattack a unit can perform FaR in the exterior zone, and can also be the target of FaR, but only when it is in the exterior zone of the shooting unit. A unit cannot perform FaR if, as the result of the counterattack, it will be in the ZoC of another armored unit or AT artillery.
[15.2.5] It is forbidden to fire at an enemy in the exterior zone when the unit which will fire is in an enemy armored unit's or AT artillery's ZoC.
[15.2.6] During firing at range in the exterior zone there has to be visibility between the firing unit and the target.
Example: firing at range is possible when the 33rd tank battalion decides to fire at 1st/501st first.
[15.2.7] Motorized and non-motorized field artillery units can fire at range only when they are entrenched, stay in forts or stay on fortified lines.
[15.2.8] Field and AA artillery, pontoon-bridge columns, bridge columns, and transport columns which are stationed with another line unit on terrain other than open can't be targeted by FaR, unless the commanding player declares that he wants to take part in FaR [15.3.1].
[15.2.9] Mechanized infantry which stays on terrain other than open can't be the target of FaR. At night stages [15.2.8] and [15.2.9] apply to every kind of terrain.
[15.3] Procedure
[15.3.1] When FaR takes place in the interior zone, both players indicate one or more units (from the hex that is being fired at), and only those units are affected by FaR. If all units were eliminated, the player must indicate another group consisting of at least one unit. This procedure is repeated until all units have performed FaR or all units from one side have been destroyed.
[15.3.2] For every unit participating in FaR (interior zone: among the units designated in [15.3.1]; exterior zone: among every unit stationed on the hex that is being fired at, applying the restrictions from [15.2]), the commanding player chooses a target and fires the specified number of shots. Firing can be performed in any order; the result of FaR (losses in EP) is counted when all units have fired.
[15.3.3] The number of shots that a unit can perform is calculated from the unit's strength and its type:
a) Armored units: a unit can shoot once for every 3 SP (started). Example: a Panther company with 7 SP can shoot 3 times. A battalion with 2 SP can shoot once.
b) Field and AA artillery: can shoot only once.
c) AT artillery (also self-propelled): can shoot once for every SP.
d) AT teams: can shoot only in defence and only once. The basic power of attack is +1 for Germans and 0 for Allies (the rate of enemy armour doesn't matter). This value is modified only by the terrain that the AT team is occupying [15.5.1].
Example: a German Panzerfaust unit defending in a city (modifier +2 for defender) shoots with +3 modifier.
[15.3.4] If the difference between the GUN and ARMOR trait is bigger than -3, FaR is forbidden.
[15.3.5] Firing procedure:
a) From the GUN trait of the attacker we subtract the ARMOR of the defender. b) From the result of that calculation we subtract the cumulated terrain (only surface modifiers), fortification and other modifiers [15.5].
Example: the attacked units are stationed on hills near a river. The difference between GUN and ARMOR is lowered by the terrain modifier for hills. The river does not influence FaR.
c) The attacking player rolls two dice and checks for the result in the table FIRING AT RANGE. The result is shown at the intersection of the line designated in point b) and the column indicated by the dice roll.
Example: unit A (7 SP, GUN = 5, ARMOUR = 4) and unit B (10 SP, GUN = 4, ARMOUR = 4) are shooting at each other. First performing FaR is unit A. The difference between the GUN of unit A and the ARMOUR of unit B is +1. The player commanding unit A can roll two dice three times. For a roll of 6 or less, unit B loses 1 EP. An analogous procedure is performed for unit B. The difference between GUN and ARMOR is 0, and the commanding player may roll two dice 4 times. For each roll of 5 or less, unit A loses 1 EP. After calculating all losses we take equal EP from the units.
[15.3.6] If during FaR an enemy unit is eliminated, the attacking unit can continue to fire at other enemy units.
Example: a battalion of Russian T-34 can shoot 4 times. The first attack caused the enemy armoured grenadier battalion 2 EP of losses, and this unit is eliminated. The Russians can continue FaR at other German units (if there is such a possibility).
[15.3.7] Point losses of units participating in FaR are taken after all units have finished shooting. In a phase other than battle, the end of firing is indicated by the declaration of both players (or when FaR is no longer possible). During a direct fight, FaR ends when all units participating in the battle have finished shooting.
[15.4] The Influence of Casualties Suffered During Firing at Range
[15.4.1] The player whose unit has suffered losses during firing at range makes a throw with one die: if there is a result which is lower than or equal to the lost SP (not EP), then:
- to the end of the given phase, the unit stays on the hex on which it was fired at (exterior zone firing);
- the unit will be forced to retreat by one square (interior zone).
[15.4.2] A retreat of a unit as the result of FaR is treated as withdrawing after battle [7.4].
[15.4.3] A unit directly commanded (there is a division HQ with the unit under fire) modifies the throw mentioned in 15.4.1 by +1. If the unit isn't in range of the divisional HQ, the result of the throw is modified by -1. In other cases there are no modifications.
[15.4.4] A unit can avoid the situation mentioned in 15.4.1 if its HQ is on the map. In that case the unit loses an extra 1 EP.
[15.4.5] Units stationed on the same hex, before FaR in the interior zone has started, with a unit that was forced to retreat as the result of FaR can withdraw with that unit.
[15.4.6] If an enemy unit is forced to retreat due to the casualties from firing, the player who was firing can chase by one square and enter the hex where the enemy stayed. In the battle phase, chasing units can continue the attack. In the movement phase, pursuit is considered entering an enemy ZoC.
[15.5] Modifications of FaR
[15.5.1] To check the final difference between the ARMOR and GUN rates of units which are firing at range, we add terrain effects. Terrain influence is cumulative, as in direct battle, but only surface modifiers are taken into consideration. Trenches are treated like terrain.
[15.5.2] During night stages all units with GUN decrease their power by 2. This rule is not applied to AT teams.
[15.5.3] AT artillery (including self-propelled) stationed at fortified terrain [9.0] increases its ARMOR by +1.
[15.5.4] An AT team shooting at units attacking without the support of infantry increases its power by +1.
[15.5.5] Mechanized infantry standing on an open surface with another armored unit (with strength equal to or greater than this infantry unit) increases its ARMOR in FaR by +1.
[15.2.6] A unit attacked by FaR from two opposite sides modifies its ARMOR by -1.
Transcriber's note: the source prints this last point as "[15.2.6]" under section 15.5 (a duplicate of point [15.2.6] above). It is kept as printed here and is best read as a 15.5 point.
16.0 Combat During Movement / Attack From March
This is a specific type of combat which is possible during the movement phase. This type of combat allows attacking the same enemy unit twice during one stage (once during the movement phase and once during the combat phase). It allows a breakthrough in a chosen direction and then an attack on the enemy with a second wave.
[16.1] Basic Rules
[16.1.1] Combat can be made when a unit or stack is adjacent to an enemy. This type of combat can be made only when the player with initiative decides to attack in this way. The procedure of the fight is analogous to a fight during the combat phase, with the exception that all units have to be on one square. An attack from march (AfM) can't be divided; it is always an attack on all units with a ZoC covering the hex that is assaulted.
[16.1.2] AfM can be performed by units that are standing on different hexes. They can stack together and perform AfM. Joining of troops can take place on the hex from which the AfM will be performed.
[16.1.3] To perform AfM, all attacking units must spend 1 MP.
[16.1.4] During the fight, attacking units use 2/3 of their strength. The defender, if entrenched, uses full strength. If not, the defender uses 2/3 of its strength points.
[16.1.5] An attack from march through a scarp or big river (except through a bridge) is forbidden.
[16.2] Details
[16.2.1] Units which are attacking in the movement phase can be supported by air units which were attached before the fight. Aircraft units use full SP.
[16.2.2] An attacker attacking from march can't support its units with artillery (only self-propelled artillery can fire, when attacking during march).
[16.2.3] Artillery supporting a battle uses only 2/3 of its SP.
[16.2.4] Artillery supporting a battle uses only 2/3 of its SP.
Transcriber's note: 16.2.3 and 16.2.4 are printed with identical wording.
[16.2.5] A victorious unit can chase on the same rules as in chapter [7.5].
[16.2.6] After an AfM, any movement of the victorious unit is forbidden.
[16.2.7] A defender, when forced to retreat (Bx result), even if it couldn't retreat, loses its ZoC from the result of the combat to the next unit move or stack of the attacker.
[16.2.8] The movement of one unit ends when another unit starts to move [4.1.4].
Example: a unit was attacked by unit B and had to retreat by 2 squares (B2). The attacker chased for 2 squares. If the next unit is unit C, we can move it and ignore unit A's ZoC. If we decide to move unit D (after the combat) and send it in a different direction, we lose the benefit of "temporary disorganization", and unit C will have to stop in unit A's ZoC.
[16.2.9] A unit can perform AfM and pursuit using [16.2.7].
[16.2.10] Units fighting during the movement phase can also fight during the combat phase.
[16.2.11] In the enemy's movement phase the defender participates in AfM as long as it gets the result of Bx.
Example: II/10 attacks from march 1/1 DP. As the result of the battle the defender didn't get a Bx result. If I/10 PzR attacks 2/1 DP while in the ZoC of 1/1 DP, then it will fight with 1/1 DP and 2/1 DP.
Example: 11 Hus. AfM II/19 PGR. As the result, the German unit retreated by one square. Next, 10 Sk moves and enters a hex adjacent to II/19 PGR, AfM I/29 PGR. III/19 PGR can't participate in any AfM in this phase.
[16.2.12] A stack using [16.2.7] can't split until the end of the movement phase.
[16.2.13] The defender's units, when forced to retreat, can't retreat along the road (they can do so when it is the only way to retreat, or when they are in the city).
[16.2.14] If an attacking unit didn't force the enemy to retreat and wasn't forced to retreat, it can voluntarily retreat by one square, from the direction from which it came.
[16.2.15] Attacking units that, as the result of the battle, got a result different from Bx can't participate in the next own battle phase.
17.0 Airborne Assault
Only specialized units, such as paratroopers, commandos and glider infantry, can make the assault.
[17.1] Assault Procedure
[17.1.1] Airborne units can be dropped during the airborne assault phase. They are put on the map in a landing point/zone (where we want to make the assault), and then we check the influence of wind and any additional change of drop.
[17.1.2] Assaulting units are affected by the influence of wind. To check the landing point we throw for the result of missing the landing point/zone:
- 1, 2, 3, 4 – the unit missed the point/zone;
- 5, 6 – the unit landed in the designated area.
If the unit missed the zone/hex, we make a throw with a die to check in which direction the unit went. Numbers 1-6 show the direction of the miss (diagram of the six directions omitted).
[17.1.3] In case of "dropping" at night, the radius of missing the target is greater. Numbers 1', 2', 3', 4', 5', 6' show the point on which units will land (diagram omitted).
[17.2] Details
[17.2.1] Landing units can land without any losses in a clear area. In case of dropping into other terrain squares they can suffer casualties – we use the Casualties during the drop table.
[17.2.2] In case of landing on a lake, the unit suffers casualties and is placed on the closest land hex.
[17.2.3] In case of landing on a sea square which isn't near land, the unit is eliminated.
[17.2.4] The result of anti-aircraft fire at dropping units which are in range of those AA units (we take into consideration the hex on which the unit will land after applying the rules from [17.1.2] and [17.1.3]) is found in the ASSAULT CASUALTIES FROM AA FIRE table. (The result of the dice sets the number of EP lost by the shot unit.) One AA unit can fire at landing units analogously to [10.2.4], during the airborne assault phase, with consideration of previously performed anti-aircraft attacks. The procedure of firing is checked separately for every unit. One airborne unit can be under fire from several AA units. Which unit will be fired at is designated by the shooting player.
The table printed as [17.4] (Day and Night, with rows for the light AA ("lekka") and heavy AA ("ciężka") types, the columns for the die roll 1 to 6, and the rows "on hex 0" and "range 1" / "range 2" for the AA unit's distance) reads as follows. The printed Day table for "range 2" has only a light AA row; no heavy AA row is printed for it.
| Table [17.4] | Die 1 | Die 2 | Die 3 | Die 4 | Die 5 | Die 6 |
|---|---|---|---|---|---|---|
| Day – on hex 0 – light AA | -2 | -3 | -3 | -4 | -5 | -6 |
| Day – on hex 0 – heavy AA | -1 | -2 | -2 | -2 | -3 | -3 |
| Day – range 1 – light AA | 0 | -1 | -2 | -2 | -3 | -4 |
| Day – range 1 – heavy AA | 0 | 0 |
[17.2.5] A combat after drop takes place when an airborne unit lands on a unit or on this unit's neighboring square. The combat is performed analogously to [7.2]. Attacking units use 2/3 of their strength.
If a unit lands on a hex adjacent to an enemy, the player can:
- attack only with this one unit;
- wait for other units landing nearby this unit and able to fight together.
If a unit lands on an enemy unit or stack, it has to fight alone immediately after landing (order – [17.2.9]). The defender applies only the modifiers of surface and fortifications. The defender can be attacked multiple times during the airborne assault phase, but always fights with the whole stack (analogously to [7.1.8]).
[17.2.6] Surprise effect of landing airborne units. Before the combat after drop, the assaulting player must roll two dice.
Landing on a neighboring square:
- 2, 3 – attacker loses 3 SP (more than 3 units – loses 4 SP);
- 4-9 – no effect;
- 10 – attacker gets modifier +3;
- 11, 12 – attacker gets modifier +5.
Landing on an enemy's unit:
- 2-4 – attacker is eliminated;
- 5-8 – no effect;
- 9 – attacker gets modifier +4;
- 10-12 – attacker gets modifier +5.
This procedure takes place during the first attack on unit(s), and only if line units or field artillery are attacked.
[17.2.7] Airborne units which have landed on an armored unit with a black or yellow stars modifier lose an extra 1 EP.
[17.2.8] An airborne unit that landed on an enemy unit and did not force it to retreat loses twice as much EP as the LOSSES AFTER BATTLE table indicates, and is placed on whichever adjacent hex it chooses.
[17.2.9] After placing all airborne units on potential landing zones, we:
a) check the influence of wind – see [17.1.2], [17.1.3]; b) check the effects of AA fire – see [17.2.4]; c) check the losses of assaulting units after the drop [17.2]; d) resolve the combat after drop [17.2.5].
Example: airborne assault units A, B and C were set on hexes adjacent to enemy AA artillery as fields of the planned drop. We assume these fields are open terrain. After deployment of these units, the player chooses that the first unit to perform the assault will be unit A. This unit wasn't carried away and landed on the planned field. The player loses 2 EP as the result of AA artillery fire and puts the unit on the map (no more losses during landing). Because other units can support unit A during the attack, the player chooses not to attack and starts the assault procedure of unit B. This unit was carried one hex from its destination and landed on a city hex out of AA artillery range. In this case the unit suffers losses while landing and ends the procedure of the drop. Unit C is carried onto a hex with AA artillery. During firing the unit loses 3 EP and performs a combat after drop (first checking for the surprise modifier for air assault units). The battle is resolved and the enemy artillery wasn't forced to retreat: A2(-2). The assault unit loses 4 EP and is moved to an adjacent hex, and ends the assault procedure. Because there is no unit able to support unit A, it attacks alone (without a roll for the surprise of the airborne drop). As the result of this battle the enemy is forced to retreat A1 (-1), loses 1 EP and withdraws one hex away, ending the procedure of the airborne assault.
[17.2.10] Units which have fought in the airborne assault phase can't move in the next movement phase.
[17.2.11] Units which have fought in the airborne assault phase but did not force the enemy to withdraw (did not get the result Bx) can't attack in the next battle phase.
[17.2.12] Units which haven't fought during the airborne assault phase can move with half of their movement ability in the next movement phase. Dropped units are considered as units that moved during the movement phase, no matter what procedure they used to land or fight.
[17.2.13] An airborne unit can't land in an area with enemy fighter planes.
18.0 Naval Units
In "Battles of World War II" naval units are represented by counters which symbolize a group of ships or naval vessels. They also have movement points. Transport ships and barges have a loading capacity rate, which shows how many land units they can carry. Vessels such as battleships, cruisers and destroyers (Naval Support Units/Groups) have strength and artillery range rates. Details are in the unit's tables.
[18.1] Basic Rules
[18.1.1] Naval units can move just like land units, but only on sea hexagons.
[18.1.2] It is forbidden for a couple of naval units to stay on one square (unless the rules say otherwise).
[18.1.3] a) It is allowed for Naval Support Units to stay on one hex; the maximum strength can't be higher than 15 SP. They should be treated as one Naval Support Unit.
b) It is allowed for PT-boats to stay on one hex; the maximum strength can't be higher than 15 SP. PT-boats in a stack, during a fight with Naval Support Units, should be treated separately.
c) It is allowed for transport ships to stay on one hex; the maximum capacity can't be higher than 60 points. For barges the limit is 24 capacity points. In both cases the units of the stack are treated as one unit.
[18.1.4] A naval unit can cross a hex with an allied naval unit. Both units spend 1 MP extra for crossing.
[18.1.5] All naval units can be attacked by planes (see 26.0). Additionally, barges, PT-boats and artificial harbors are affected by weather conditions (see 45.0).
[18.1.6] Wrecks of transport ships or naval support units can be used for blocking harbors. If the player decides to block the harbor with ships, he puts the shipwreck counter on the hex where he sank those ships. 20% of strength, or capacity in the unit which will be used as a blockade (transport ships – 12 capacity points; naval support – 2 SP), is the condition for this kind of operation. Entering the square with shipwrecks is forbidden.
[18.1.7] Naval units don't have a ZoC.
[18.1.8] The cost of movement on sea hexes is 1 MP per square.
[18.2] Harbors
[18.2.1] Squares which have an anchor on a sea hex and adjoining to it a land square with harbor installations are considered to be a harbor.
[18.2.2] Naval units which want to stay in a harbor have to be on the sea square of the port. Land units have to stay on the land part of the harbor.
[18.2.3] a) In case of destroying the harbor, the land part is considered to be the harbor.
b) In case of an attack from bombers or CAS on a harbor (object), we use point [26.2.6].
[18.2.4] 140 points in total can stay on the sea part of a harbor. Points have to be calculated from strength, load capacity and endurance. Each SP of a Naval Support Unit and PT-boat is equal to 6 points; each endurance point of a carrier = 6 points; each capacity point of transport ships and barges = 1 point.
[18.2.5] During one stage a player can unload/load units with a total amount of 60 SP in the harbor.
[18.2.6] In case of occupation of a harbor by an enemy line unit, all units staying in the harbor are destroyed.
[18.3] Barges
Barges are the only units that can load/unload units on/from the beaches.
[18.3.1] Barges have 8 MP. The movement limit can be used both in the own movement phase and during the beach landing phase (in one stage a barge unit can move 16 squares).
[18.3.2] A barge unit can carry units with a total strength equal to its Capacity Units described in the table.
[18.3.3] a) Barges can be carried by transport ships. In that case there can't be any land units on the barges.
b) During unloading from a transport ship, the barge counter is placed on the adjacent square to the hex with the transport ship. Loading land Loading land units from transport ship to barges can take place at the beginning of the beach landing phase. At the same moment, land units and barges can be loaded onto a transport ship (before barges move). Loading/unloading land units from ships into barges (and the other way) is possible when the ship and the barge are on adjacent squares.
[18.3.4] Barges don't have strength points.
[18.3.5] Disembarking from barges in a harbor is regulated by article [18.4.6].
[18.3.6] Embarking units onto barges can also take place in harbors. In that case foot infantry have to spend 1 MP extra; armored, motorized, mechanized and recon units – 4 MP extra; non-motorized artillery – 3 MP extra.
[18.4] Transport Ships
Transport ships are used to carry land units over longer distances. A carried unit can be directly loaded/unloaded from/onto ships only in harbors. Transport ships are needed during a beach landing operation far away from harbors.
[18.4.1] Transport ships can move only during their own movement phase. Their movement ability is 30 MP.
[18.4.2] A transport ship can carry units with a maximum total amount of strength points equal to the ship's loading capacity.
[18.4.3] Loading or unloading is possible during the own movement phase.
[18.4.4] A transport ship can carry up to 3 barges.
[18.4.5] Transport ships don't have strength points.
[18.4.6] The disembark procedure takes place during the own movement phase. The transport ship has to be on the sea part of the harbor. Unloading units enter the hex with the land part of the harbor. Unloaded land units can move in the same movement phase with half of their movement ability (capacity limits of the hex, see [5.1]). To disembark, the land part of the harbor must be free from the enemy.
[18.4.7] Loading onto a transport ship takes place in the own movement phase. Units spend half of their movement points limit to embark/load. An embarking unit is moved from the land hex of the port to the sea part of the harbor, where the transport ship stays.
[18.4.8] The cost of unloading units in a harbor, unloading barges, and loading land units into them is 20 CP; the same cost applies to loading units in a harbor, and loading barges and units on them onto transport ships.
[18.5] Naval Support Units
Ships which have their own guns, such as battleships, cruisers and destroyers, are placed into Naval Support Units (NSU).
[18.5.1] NSU units use artillery fire like field artillery (the rules about artillery also apply).
[18.5.2] For every artillery fire, the player should check whether the fire is accurate. In that case the player shows which hex will be under fire and throws two dice. Then, using the diagram printed in the rulebook (oriented with the map in the northern direction), he checks where the fire went. The fire misses when the results on the dice are the same (1-1). (The diagram shows the directions for the results 1-1 to 6-6.)
[18.5.3] If the fire goes on allied units, we treat this as single-handed fire or support for enemy units.
[18.5.4] Single-handed fire of an NSU (in the battle phase) is treated as an artillery barrage.
[18.5.5] Only one hex can be the target of an NSU.
[18.5.6] An NSU can't fire during a storm.
[18.5.7] An NSU can't fire at land when it stays on a hexagon which is adjacent to land.
[18.5.8] An NSU can't fire during night stages.
[18.5.9] NSUs are treated like light AA batteries.
[18.5.10] During a fight with enemy PT-boats, an NSU has two zones of fire: interior and exterior (see [18.6]).
[18.6] PT-Boats
PT-boats are units which can attack enemy naval units, especially barges and transport ships.
[18.6.1] PT-boats act only in the enemy's beach landing phase. See [19.1].
[18.6.2] PT-boats have 15 MP, unless the data in the unit's table or on the counter say otherwise.
[18.6.3] PT-boats can choose the target of their attack and can easily go near enemy ships, except within the two zones of an NSU (see [18.6.9]).
[18.6.4] During the enemy's beach landing phase, PT-boats can attack many times, but they are limited by a certain amount of movement points. The attack costs 3 MP.
[18.6.5] A PT-boat unit can't attack the same target many times.
Example: a PT-boat unit has attacked the 10th Barge Group, and after that it is going to attack the 11th Barge Group. During the passage past the 10th Barge Group it has entered the exterior zone of the 20th NSU(G)'s fire. On each hex of the zone it has to fight. If it is forced to retreat, it has to retreat by 2 hexes from the direction from which it came. If the PT-boat unit manages to cross the NSU's fire, it can attack the 11th Barge Group.
[18.6.6] a) After using all movement points, the PT-boat unit automatically returns to the closest harbor.
b) If the PT-boat unit can't enter the harbor because it would exceed the movement point limit, the PT-boat unit stays on the hex adjacent to the square with the sea part of the harbor (the PT-boat unit doesn't stay in the harbor); if that situation happens, the PT-boat unit will move with 2/3 of its MP limit in the next stage.
[18.6.7] PT-boats have to be on an adjacent square to an enemy naval unit if they want to attack it.
[18.6.8] The result of an attack on barges and transport ships is checked in the table PT-BOATS ATTACK ON BARGES AND TRANSPORT SHIPS.
[18.6.9] a) When a PT-boat unit enters the NSU's exterior zone of fire (see the drawing), the player has to make a throw and then check the accuracy of the NSU's fire in the table PT-BOAT LOSSES IN EXTERIOR ZONE. When a PT-boat unit enters the interior zone of the NSU's fire, the player should make the same procedure, but the result is checked in the table DIRECT FIGHT BETWEEN PT-BOATS AND NAVAL SUPPORT UNIT.
b) If the NSU has received the result "z" from the direct fight with the PT-boat unit, the player throws one die to check the casualties of the NSU unit in the table NSU LOSES FROM PT-BOAT ATTACK.
c) In case of a PT-boat attack on a carrier, the player should roll a die: 1-5 – carrier is destroyed; 6 – no effect.
[18.6.10] An NSU can fight many times with PT-boats during one phase.
[18.6.11] A PT-boat unit can fight with many NSU units (separately for each fight with an NSU unit).
[18.6.12] Ships which are attacked by PT-boats can suffer less damage – by 2 SP – if there is an allied fighter or CAS unit within 4 hexes of the attacked unit. Allied air support cumulates: for each 4 SP of air unit which covers the naval units, casualties decrease by 2 SP.
[18.6.13] During the night stage, an attacked NSU's casualties are higher by 2 SP than during day stages. In the case of a PT-boat attack on barges or transport ships, the player should add +2 to the result of the cube throw.
[18.6.14] A PT-boat unit which has succeeded in an attack on an NSU can enter the NSU's exterior zone without being fired at by this NSU.
[18.6.15] PT-boats can't leave the harbor during a storm. All units which are beyond the harbor during a storm are returned to the harbor, and after that we check for losses in the CASUALTIES AT SEA table, and we subtract 2 from the cube throw result.
[18.6.16] a) PT-boats don't have to return to the harbor and can stay on the hex where they finished moving. This costs 3 MP. In the next stage the PT-boat unit moves with 10 MP, but it can move from the hex where it finished in the previous stage.
b) A PT-boat unit can't stay away from the harbor for 2 stages or more.
c) None of the enemy's naval units can enter the hex with a PT-boat.
[18.6.17] PT-boats which are at sea can be attacked by artillery, NSU and CAS units. An NSU can use artillery fire (act as artillery), or fire once in the exterior zone and once in the interior zone, when attacking a PT-boat unit.
[18.6.19] An NSU can't fire at PT-boats (those which stayed beyond the harbor) which are in its exterior zone at night.
Transcriber's note: the source numbers the points under 18.6 as printed, skipping 18.6.18; 18.6.18 is not in the source text.
[18.7] Carriers (CV)
In the "Battles of World War II" games, carriers are treated like floating airfields.
[18.7.1] A carrier has a 40 MP limit, if the scenario rules do not say otherwise.
[18.7.2] A carrier doesn't have any strength points and is eliminated when an enemy Naval Support Group enters the hex with the carrier.
[18.7.3] A carrier can carry aircraft units with a strength not higher than the carrier's EP.
Transcriber's note: the source has no section numbered 18.8.
[18.9] Coastal Batteries
Coastal batteries are not sea units, but because of their special attributes the rules about coastal guns are placed in this chapter.
[18.9.1] Coastal guns don't have movement points. They have to be placed in a specific direction, because they can't be turned or moved during the game. (The source prints this point's number as "[15.9.1]"; it is shown here as [18.9.1] to match the chapter.)
[18.9.2] Coastal guns can fire at targets in a 120-degree sector.
[18.9.3] A coastal battery, during firing, acts as a field artillery (and is also affected by the rules about artillery), but coastal guns can fire at moving naval units during the enemy's movement phase or beach landing phase. A coastal battery can fire together with field artillery.
[18.9.4] During direct combat a coastal battery fights with 1 SP.
[18.9.5] A lone coastal battery is eliminated when, during direct combat, it is forced to retreat or loses 2 strength points.
[18.9.6] A coastal battery can fire at any enemy unit, even when it is in an enemy ZoC. It can provide artillery fire even when it is attacked.
[18.9.7] The minimum firing range for coastal guns is 2 squares. A battery can't fire at units which are on an adjacent hex.
[18.9.8] Coastal batteries are supply bases only for themselves. Other allied units which stay with a coastal battery can't receive supplies from the battery.
[18.9.9] When, during firing at naval or beach-landing units, 2/3 of the strength comes from coastal batteries, we add +1 to the throw when checking the fire effectiveness.
[18.10] Artillery Fire and Air Assault at Naval Units
[18.10.1] Naval units which are in an enemy's artillery range in an artillery barrage or combat phase can be fired at (see also [18.9.3]).
[18.10.3] a) Firing at a beach landing – see [19.2.3].
b) When an enemy's barge or transport ship has entered the harbor and has not unloaded land units, the player can fire at those ships – we use article [19.2.3]. The rule applies when a transport ship/barge has loaded land units and wants to leave the harbor. We use the table ARTILLERY FIRE AT BARGES AND TRANSPORT SHIPS.
Transcriber's note: the source has no point [18.10.2].
[18.10.4] To check the result of the firing, we accumulate the strength of the firing artillery units and throw dice. The effect of the firing is in the table ARTILLERY FIRE AT NAVAL UNITS or ARTILLERY FIRE AT BARGES AND TRANSPORT SHIPS. In the case of firing at transport ships and barges, both the transport and the carried unit suffer casualties.
[18.10.5] If the firing unit stands on land, no further than 2 hexes from the closest sea square, or at sea, we can fire without the regulation of point [9.6.3].
[18.10.6] During the night, naval units can't be shot at by artillery.
[18.10.7] Independent air attacks are treated as single-handed artillery fire.
[18.11] Direct Fight Between NSU and NSU, Barges and Transport Ships
[18.11.1] a) An NSU acts as if it has a ZoC against all enemy naval units (except PT-boats).
b) When a naval unit (other than a PT-boat) enters a square which is within 2 hexes' range of an enemy NSU, it has to spend 1 MP extra for each hex in the NSU's range.
[18.11.2] An NSU can attack an enemy NSU from an adjacent square during the own movement phase. The direct fight looks like this: both players throw dice and each side checks the enemy's losses in the table DIRECT FIGHT BETWEEN NAVAL SUPPORT UNITS. Casualties are marked at the same time.
[18.11.3] A direct fight between an NSU and a transport unit is made as in [18.11.2]. We use the same table as in [18.11.2], but the result from the table is multiplied by 20 – this number then shows the transport unit's percentage casualties. Transported units also suffer losses. Barges and transport ships don't cause any damage to NSU units.
[18.11.4] During one movement phase, one naval unit can take part in one direct fight (except [18.11.6]). Couples of NSUs can attack together.
[18.11.5] During one stage, an NSU can't provide artillery fire and fight directly in the movement phase.
[18.11.6] During the enemy's movement phase our NSU can enter the hex adjacent to the hex with a hostile NSU, to attack directly. The enemy's NSU, during its move, has to be within 2 squares' range of our NSU. We can't do that if the enemy enters our NSU's exterior zone and declares that he will attack.
[18.11.7] If among the naval units stationed on one hex there are NSU units, the player must attack them.
[18.11.8] NSUs can have a naval battle rate in the units table, next to the unit's number. In that case the difference between the naval battle rates of directly fighting NSUs can influence the battle result (see the modifications to the table DIRECT FIGHT BETWEEN NAVAL SUPPORT UNITS).
19.0 Beach Landing
[19.1] Basic Rules
This is the phase in which assaulting units can come ashore (from barges to beaches).
[19.1.1] Order of procedures during a beach landing:
a) Barges are unloaded from transport ships and troops are loaded into the barges; barges are moved towards the beaches and placed on squares adjacent to squares with a coastline. In this part of the phase, units can be loaded from barges onto troopships. b) Torpedo-boat movement and attack. c) Artillery fire at landing craft units. d) Unloading on beaches.
[19.2] Details
[19.2.1] During the beach landing phase, assaulting units can be unloaded from barges onto beaches.
[19.2.2] Every type of unit can land on a beach.
[19.2.3] After assault barges are placed near the coastline, the enemy can fire at them using artillery. Barges have to be in range of artillery fire. The result of firing is found in the table ARTILLERY FIRE AT BEACH LANDING. Rule [9.6.3] is applied.
[19.2.4] If there is an enemy unit on the square where we want to land, a direct fight has to be made. Assaulting units fight with 1/4 of their strength. The attacker is the player who makes the beach landing. If those units win the fight, they can take in chase only the square where the enemy unit was.
If they lose and have to retreat, they suffer casualties as if they couldn't retreat. A landing craft unit suffers losses in its load capacity. The amount is the same as the unit's losses.
[19.2.5] After landing, in the nearest movement phase, non-motorized units can move using half of their movement points, and motorized and armored units can move using 1/4 of their movement points.
[19.2.6] Using landing barges, a player can evacuate his units from beaches. At the beginning of the movement phase the barge unit has to be on a sea hex next to a hex with a coastline (with a beach). Infantry, by using 2 MP; motorized units, armored units and recon units, by using 6 MP; and field artillery, by B MP, are loaded into landing craft units. In the same phase the LC unit can move.
Transcriber's note: the source gives the field artillery cost as "B MP"; the letter is printed as it appears, and the value is not legible in the PDF text.
20.0 Engineer Units
These units can lay minefields, destroy minefields, and build, rebuild and destroy objects.
[20.1] Basic Rules
[20.1.1] Engineer units are considered to be motorized infantry units, but they can:
- cross small rivers (cost 2 MP extra);
- cross great rivers like foot infantry;
- cross scarps (5 MP extra);
- move in mountains by spending 4 MP;
- move through swamps by spending B MP.
The truck icon, or its lack, on the counter does not affect the movement of an engineer unit.
[20.1.2] Engineers of air assault units move like foot infantry.
[20.1.3] Engineer units can perform special actions. These actions are:
- laying minefields and destroying them;
- building and rebuilding bridges;
- rebuilding destroyed objects [22.3];
- helping in crossing a river while moving, for units on one hex;
- destroying objects;
- attacking (two actions).
[20.1.4] The number of actions performed by an engineer unit can't be bigger than its actual SP.
Example: an engineer unit with 4 SP can during one stage put one minefield and perform the destruction of not more than 3 objects. It can also destroy 4 objects when no minefield was put down.
Example: an engineer unit rebuilding a bridge on a small river must spend 1 action at the moment of entering the river edge, and another one at the next turn while crossing to the other side of the river to rebuild the bridge.
Example: an engineer unit helping units to cross the river from 3 hexes must spend 3 actions.
[20.1.5] An engineer unit participating in battle influences the fight with a modifier of +1, but can't increase the losses of the defender.
[20.1.6] Engineers' operating range is equal to their MP. It is calculated by checking whether, by spending all MP, the engineer unit could move to the field on which the given unit is standing. [20.1.1] also applies.
Example: engineers of an air assault division have 5 MP. Checking, after landing, their operating range for an allied unit that wants to destroy a bridge, the player must find out whether, by spending 5 MP (moving as a foot unit), the unit could enter the hex occupied by that unit.
Engineers of an infantry division have 8 MP. Checking their operating range for an allied unit that wants to destroy an airfield, the player must find out whether, by spending 5 MP (moving as a motorized unit), the unit could enter the hex occupied by that unit. It doesn't matter whether that unit had already moved, or will be moving.
[20.2] Details
[20.2.1] Before the start of the game, the player has to decide what his engineer companies (weaker than B SP) will do:
- influence the fight (+1 modifier);
- lay and destroy minefields;
- build bridges.
All engineer companies can rebuild and destroy objects and help in crossing rivers while moving.
[20.2.2] An engineer battalion whose strength has been reduced to 2 SP becomes subject to point [20.2.1].
[20.2.3] Two (or more) weakened engineer battalions can be treated as one battalion with a strength equal to the total of their strength.
21.0 Minefields
[21.1] Laying Mines
[21.1.1] Minefields can be put only by engineer units.
[21.1.2] An engineer unit that is not moving during its movement phase can, by spending all its MP, put a minefield on the occupied or an adjacent hex (but not on a field behind a great river or scarp).
[21.1.3] A minefield is covered with a "minefield" counter.
[21.1.4] It is forbidden to put a minefield in an enemy ZoC.
[21.1.5] Minefields can't be laid on fields on which other units stand.
[21.1.6] It is forbidden to put mines on squares with units.
[21.1.7] If the scenario rules do not say otherwise, through the whole game an engineering unit can't put more minefields than its doubled initial SP.
Example: an engineer unit with an initial strength of 4 SP can during one game put 8 minefields.
[21.2] Minefield Effects
[21.2.1] A unit entering a minefield spends an extra 2 MP (non-motorized) or 3 MP (motorized).
[21.2.2] When a unit (allied or enemy) enters a minefield, casualties should be checked in the table CASUALTIES ON MINEFIELDS.
[21.2.3] The player whose engineer unit has entered the minefield makes a throw:
- 6 – the unit loses 1 SP;
- 1-5 – no effect.
When this happens during the night stage:
- 4-6 – the unit loses 1 SP;
- 1-3 – no effect.
Results from the table CASUALTIES ON MINEFIELDS don't matter in this case.
[21.2.4] A unit which is entering a hex with a minefield on which an allied engineer unit stays doesn't suffer casualties. The unit spends the extra MP (see [21.2.1]).
[21.2.5] Units which are attacking from a minefield use half of their strength.
[21.3] Minefield Disposal
[21.3.1] A minefield can only be disposed of by engineer units.
[21.3.2] When a player wants to dispose of a minefield, his engineer unit has to stand on the square with mines and has to spend all its MP in the movement phase. The minefield is disposed of (the token is put away) after this movement phase has ended.
[21.3.3] Minefields can't be disposed of in an enemy's ZoC.
[21.3.4] When disposing of a minefield, the engineering unit does not participate in battle [9.5].
22.0 Objects
As objects we use: bridges, roads, ports, airfields, minefields, railroads and ferries.
[22.1] Destroying Objects
[22.1.1] Objects can be destroyed by bombers and tactical bombers during the air phase, by artillery during the artillery barrage phase, or during the fight (single-handed fire phase).
[22.1.2] The effect of artillery fire is checked in the table DESTROYING OBJECTS BY ARTILLERY; the effect of an air attack is checked in the tables STRATEGIC BOMBERS ATTACK or TACTICAL BOMBERS ATTACK ON OBJECTS.
[22.1.3] Objects on hexes with units can be destroyed.
[22.1.4] A destroyed object is covered with a special "Z" (D) counter, or taken away from the map.
[22.1.5] The result "Dam." (damaged object) means that the object cannot be used until engineering units standing on its hex spend 3 MP to rebuild it.
[22.1.6] In the case of destroying minefields by artillery or air units, the result "Dam." means no effect; but if the same result happens three times in one stage or in the next two stages, the minefield is considered to be destroyed ("Z").
[22.1.7] Objects can be destroyed during the movement phase by any unit (except artillery, armored trains and HQs). Destroying an object costs 3 MP after entering the hex with the object. A unit which wants to destroy an object has to be in range of an allied engineer unit (from the same division, brigade, corps or army).
[22.2] Effect of Destroying Object
[22.2.1] Destroyed objects can't be used.
[22.3] Rebuilding Destroyed Objects
[22.3.1] Objects can be rebuilt only by engineers.
[22.3.2] The rebuilding unit has to stay for a defined number of stages:
- bridges – see 19.2.2;
- railroads – 1;
- airfields – 3;
- harbors – 6.
Transcriber's note: the source gives the bridge entry as "see 19.2.2" and does not state a stage count for bridges in this chapter.
[22.3.3] Terminated rebuilding has to be started again if the engineer unit had to retreat from the square.
23.0 Bridges (Road, Railway)
[23.1] Destroying
[23.1.1] A bridge can be destroyed (blown up) by any line unit.
[23.1.2] A bridge can be destroyed only during the movement phase and the counterattack phase.
[23.1.3] Bridges are destroyed under the same rules as other objects.
[23.1.4] To blow up a bridge during the own counterattack phase, a unit has to be on one side of the bridge. To destroy the bridge the player throws two dice: a result of 2 or 3 (total) means the bridge isn't destroyed. Other results mean that the bridge is destroyed.
[23.1.5] A bridge can be blown up only when:
- both sides of the bridge are cleared of the enemy; or
- on the opposite side stays an enemy, but the own unit which will destroy the bridge was first near the bridge.
[23.1.6] Bridges can be destroyed by artillery and air forces, like other objects – see [23.1].
[23.2] Building and Rebuilding Bridges
[23.2.1] Bridges can be built or rebuilt only by engineer units. Building (or rebuilding) can start when the hex on the other side of the bridge is free from enemy units and their ZoC, or when an allied unit is standing on that field.
[23.2.2] To build or rebuild a bridge on a big river:
a) an engineer battalion, in its movement phase, takes the square adjacent to the river on which it will build (rebuild) the bridge; b) in the next own movement phase the battalion moves to a free square on the other side of the river; c) at the beginning of the next own movement phase the bridge is considered to be built (rebuilt). A special counter with the bridge should be put down; in the case of rebuilding, the counter which indicates the destroyed bridge is taken off the map.
[23.2.3] A unit which is building a bridge can fight, but when it is forced to retreat it has to start the building procedure again.
[23.2.4] In the case of building (rebuilding) a bridge on a small river, we skip point [23.2.2]c.
[23.2.5] The number of the engineer unit does not affect the speed of bridge building.
24.0 Ferry
[24.1] Ferry Crossing
[24.1.1] During one movement phase two units can be carried by a ferry.
[24.1.2] To make a crossing by ferry:
a) during the own movement phase the unit should stop on a square where the ferry is; b) in the next own movement phase, by spending all MP, the unit is put on the other side of the crossing.
[24.1.3] A ferry crossing is allowed when both sides of the crossing are free of enemy.
[24.2] Destroying the Ferry
[24.2.1] A ferry can be destroyed when one of the players carries out the procedure of destroying objects (see [22.1.7]), or by an air attack.
[24.2.2] It is possible to destroy a ferry by artillery with barrage or single-handed fire. In that case one of the land squares where the ferry runs, and the majority of water hexes, has to be in artillery range. The ferry is destroyed when a "Z" result occurs.
[24.2.3] A destroyed ferry can't be rebuilt.
25.0 River Crossing in the March
Barriers which can be crossed during movement are small rivers and canals.
[25.1] Details
[25.1.1] Armored and motorized units can cross small rivers only by carrying out the procedure of crossing.
[25.1.2] A unit which, at the beginning of its own movement phase, is on one side of a small river can cross to the other side by spending half of its movement points.
[25.1.3] A crossing in the march is possible when an engineer unit from the same division (brigade), or an engineer unit from the same corps or army, is in range.
[25.1.4] When corps units want to cross a river during movement, they can be attached to a division from the same corps, and then they can make the crossing with the help of the divisional engineer unit. This regulation is the same for army support units.
[25.1.5] The regulations about crossing have to be applied when armored and motorized units are crossing rivers in other phases, unless a special regulation states otherwise.
26.0 Air Units
In the "Battles 1943-45" system, air forces are fictional. Air units are not real (there are no squadrons or air wings). Counters represent only strength and type. Air units can perform missions corresponding to their type. More information about air units can be found in the description of the air phase [3.3], AA artillery [10.2], and in the chapter on air units and AA artillery at night [13.2].
[26.1] Basic Rules
[26.1.1] Every air unit has a certain number of strength points. Strength can be reduced by enemy AA guns or enemy fighters.
[26.1.2] Air units aren't affected by the rules about ZoC.
[26.1.3] An air unit can make only one mission during a stage, unless there is another regulation.
[26.2] Procedure of Using Air Units
[26.2.1] At the beginning of the air phase, the player without initiative notes the position of his air units. Then he performs procedure [26.2.2]. After this, the player with initiative puts his air units (abverse up) on the map. Then the player without initiative puts his air units on the chart according to his notes (abverse up). An analogous procedure is performed during the phase of the player without initiative. In that case the player with initiative can, in secret, set his unused units (those that were not set during his air phase), and the player without initiative performs procedure [26.2.2] and deploys his unused units.
[26.2.2] After the player without initiative has written down the position of his air units on paper, the attacking player shows one chosen hexagon on the map and makes a dice roll:
- 1-4 – no effect;
- 5 – R(3);
- 6 – R(5).
R(n) – the enemy has to show all air units which are in range of "n" hexes from the chosen hexagon. Recognized air units are put on the map (reverse side).
[26.2.3] After air units are placed on the abverse side, anti-aircraft artillery can fire at those air units.
[26.2.4] After checking the result of anti-aircraft fire, air units of both sides can make planned air missions with direct orders (shown below):
- Combat between fighter planes.
- Fighter planes affect enemy air units.
- Single-handed attacks of fighter and CAS units.
- Bomber attacks on cities, objects and units.
- Air reconnaissance.
- Supply drop.
- Transporting units by transport planes.
[26.2.5] After completing air missions and checking any casualties, all air units return to airfields (until the next air phase) – air units are put off the map.
[26.2.6] Air units that were not used stay on the map and can carry out other air missions during other phases:
- support land units (movement and combat phases);
- fighter and CAS tactical attacks (see 26.9.1);
- defend sea units from enemy PT-boats (beach landing phase);
- air reconnaissance (movement and counterattack phases – see [26.7.5]).
[26.3] Airfields
[26.3.1] Each airfield has its own name (mostly the name of the city).
[26.3.2] Each player has some airfields in command at the beginning of the game.
[26.3.3] Before starting the game, players allocate air units to airfields. There can't be more than 5 air units on one airfield. Allocated air units can't be moved to other airfields and stay on the airfield until the end of the game. Unit designations and airfield names have to be written down.
[26.3.4] It is forbidden to use an airfield in an enemy ZoC. In that case the air units from this airfield have to land (after air missions) on other airfields; the player has to remember the rules from point [25.3.3]. If this condition can't be fulfilled, the air units which couldn't land are eliminated.
Transcriber's note: the source cross-refers to "[25.3.3]", which does not exist in chapter 25; it is printed as it appears.
[26.3.5] Air units can't be moved to captured airfields.
[26.3.6] Air units are eliminated when an enemy unit enters the square with the airfield.
[26.3.7] If the artillery fire, bomber or CAS attack:
- damages the airfield – we use [26.3.4];
- destroys the airfield – we use [26.3.6].
[26.3.8] A scenario can allow air units to act from airfields outside the map or from carriers.
[26.3.9] A player who doesn't want to use an air unit for combat missions can leave the unit on the airfield.
[26.3.10] If, during the same stage, an air unit didn't make any air mission and the airfield is damaged by artillery fire, bomber or CAS units, then, besides the consequences from 26.3.7, the player who attacked the airfield throws dice to check the damage to those air units which stayed (didn't make any air missions) at the attacked airfield. The result of the dice throw is divided by 2 (rounding up) and shows the losses in SP of the air unit which stayed at the airfield.
[26.3.11] Fighter planes can attack air units which stayed at the airfield (didn't make any air missions). This is a special procedure of fighter attack. To check for losses of air units at the airfield we use the same procedure as in 26.3.10, adding +1 for each fighter unit which is attacking the airfield.
[26.3.12] The procedure from [26.3.10] against an air unit which didn't make any air mission can take place once per stage.
[26.4] Fighter Units
[26.4.1] Fighter units are used to cover a designated area from enemy air units, and to cover allied air units.
[26.4.2] Fighter units can make single-handed fighter attacks at land units or barges (LCA, LCT) that are within a 10-hex radius of the unit (fighter activity zone).
[26.4.3] If a fighter unit is placed in an enemy's fighter zone, then a dogfight has to take place to see whose fighters will dominate the area. The player with initiative shows his fighter unit which will be the main unit; then the player without initiative designates his main fighter units from the fighter units which are in range of the enemy's main unit. All fighter units which have their main fighter unit in range can take action in the dogfight.
[26.4.4] The order of resolving battles is designated by the player whose phase is taking place. Every hex containing an enemy fighter that is within the radius of an allied fighter activity zone must be attacked in accordance with point [26.4.3].
[26.4.5] When an enemy fighter is attacking an allied unit, the defender can interrupt this attack with his own fighter that is in range. In that case, first the dogfight described in 26.4.3 must be resolved. If during this fight the defending fighters were forced to escape (result U) and the attacking units remain (not U), the attacking units can attack.
[26.4.6] To check the result of a fight between fighters (dogfights), we sum the strength points of all fighter units which will fight and throw dice. The result is checked in the DOGFIGHTS table.
[26.4.7] The player who has initiative is the attacking side.
[26.4.8] The results used in the table DOGFIGHTS mean:
- U – the unit returns to its airfield (terminates the mission);
- -1, -2, -3, -4 – loss of 1, 2, 3 or 4 strength points.
Results for the attacker are shown before the line, and results for the defender are shown after the line.
[26.4.9] After determining the dogfight results, the player should check the losses of non-fighter units which are going to make an air mission in the enemy's fighter range (zone). The procedure affects those air units which are attacked by enemy fighters. To see the casualties of non-fighter units we throw one die. The result of the throw is divided by 2 (rounding down); this result shows the number of casualties in strength points. All attacked non-fighter units (whether or not they had suffered any losses) abort their missions and return to airfields.
[26.4.10] One fighter unit can attack any number of non-fighter units up to its number of SP.
[26.4.11] Fighter units that were not attacked can perform their missions.
[26.4.12] The procedure from 26.4.10 can be applied to one non-fighter unit once per stage.
[26.4.13] Fighter units can, during the air phase, attack non-armored land units. Units in forests, cities, forts, fortified lines and mountains can't be attacked. The results of those attacks are found in the SINGLE-HANDED FIGHTER ATTACKS table. If the attacking unit is entrenched, we subtract 1 from the result of the dice throw.
[26.4.14] If there is a transport column in the attacked stack, the player with the fighter planes can declare that the transport column will be the target of the attack. In that case we don't use the SINGLE-HANDED FIGHTER ATTACKS table, but throw one die:
- 1, 2 – 1 endurance point casualty;
- 3, 4 – 2 endurance points casualty;
- 5, 6 – 3 endurance points casualty.
Casualties are suffered by the transport column and the transported units.
[26.4.15] Fighter units can make single-handed fighter attacks on barges [26.4.13]. Casualties are suffered by the carried and carrying units; result "z" doesn't affect them.
[26.5] Close Air Support (CAS)
[26.5.1] CAS units can be used to destroy objects, make single-handed attacks at land and naval units (air phase), support allied land units (movement phase – attack from march, combat phase), and cover allied units from enemy PT-boat attacks or tactical attacks.
[26.5.2] To check the results of a single-handed attack by a CAS unit, we use the table SINGLE-HANDED CAS ATTACK/AIRSTRIKE.
[26.5.3] To check the result of an attack on objects, we use the table CAS ATTACK/AIRSTRIKE AT OBJECTS. A current object can be attacked by many CAS units; every attack is made separately.
[26.5.4] CAS units which will support land units are placed in the air phase in the area where we want to support our land unit. A CAS unit can support an allied land unit which is within a 10-hex radius of the CAS unit. Allocating a CAS unit to a land unit (to a chosen combat) takes place just before the chosen direct combat during the movement or combat phase – the CAS unit is moved to the hex with the supported unit.
[26.5.5] A CAS unit supporting its own land units can be attacked by enemy fighters [26.4.4], [26.4.5].
[26.5.6] When own units are supported by a CAS unit, we add the CAS unit's strength to the strength of the supported land units.
[26.5.7] A CAS unit can support an allied unit once per stage. After completing the mission the CAS unit returns to its home airfield (until the next air phase).
[26.5.8] During a CAS attack at naval units, the result from SINGLE-HANDED CAS ATTACK/AIRSTRIKE is multiplied by 10; this result shows the percentage casualties of the attacked naval unit.
[26.5.9] When checking the result in the SINGLE-HANDED CAS ATTACK/AIRSTRIKE table, we add the effects of terrain, trenches and fortification modifiers – as in the case of SINGLE-HANDED ARTILLERY FIRE (ARTILLERY BARRAGE), with one exception: hills don't give the defender any modifier.
[26.6] Strategic Bombers
[26.6.1] Strategic bombers can:
- destroy objects;
- attack land or sea units;
- bomb cities.
A maximum of 3 Str. Bombers units can bomb one hex; bombing takes place during the air phase. Each Str. Bombers unit attacks separately (except point 26.6.4). The next bombing takes place after the effect of the previous bombing has been checked.
[26.6.2] Str. Bombers can't bomb enemy units which are on squares neighboring hexes with allied units.
[26.6.3] Terrain affects the result of bombing: from the result of the dice throw we subtract the terrain modifier (if there is any) described in the EFFECT OF TERRAIN ON BATTLE table, modify the result by fortifications, and check the result in the table STRATEGIC BOMBERS ATTACK.
[26.6.4] The SP of bombing units also affects the result of bombing – see the STRATEGIC BOMBERS ATTACK table. To make the bombing more effective, two weakened STR. bomber units can attack together with the sum of their SP, but they can't use a strength higher than 5 SP. If the bombing units which have more than 5 SP suffer losses from AA fire, they can bomb together with a strength of 5, which is decreased by the losses.
[26.6.5] During an attack at night, before checking the influence of enemy AA fire, the player should throw dice:
- 1-4 – the hex below the Str. Bombers unit is bombed;
- 5 – the neighboring hex is bombed;
- 6 – the bombers will bomb a hex which is in a 2-hex radius of the bombers' position.
If the results are 5 or 6, we use points 17.1.2 and 17.1.3 to check which square will be attacked. The bombing unit is moved to the hex (new target), and then we check the result of AA fire. If the bomber unit is moved to a hex with an allied unit, the unit or object on this square (the enemy decides) is attacked.
[26.6.6] Bombing units at night give -1 to the result of the dice throw.
[26.7] Recon Planes
[26.7.1] At the end of the air phase, identifying takes place. Camouflaged enemy units are put on the abverse side. Land units which are on the same square as recon planes are automatically identified (regardless of the terrain). All enemy land units which are within 2 hexes of the recon planes and aren't in a city, mountains, woods or forts can be identified. The player who has the recon planes shows the hex, and the enemy has to show which unit stays on the square.
[26.7.2] Recon planes can identify units at a range not higher than their EP.
[26.7.3] A recon planes unit can be attacked by AA artillery just before recognizing. If the AA unit forces the recon planes to flee, the target of recognizing is not identified. The recon planes unit terminates its mission and must return to the airfield.
[26.7.4] An AA unit can fire at a recon planes unit only once during the air phase.
[26.7.5] A recon planes unit which isn't in an enemy fighter planes zone, or wasn't forced to flee by an AA unit, stays on the map (on the same hex) and recognizes all enemy units which will enter (during the movement phase) the hex with the recon planes or an adjacent hex (except when the terrain is city, mountains, fort or woods) [26.7.3].
[26.8] Transport Planes
[26.8.1] Transport planes can carry units between airfields and supply them.
[26.8.2] To transport units:
a) during the current air phase, the transport planes unit is placed on a chosen airfield; b) during the closest movement phase, the unit is moved to the airfield (loaded automatically) c) during the next air phase, the transport planes unit with its carried unit is moved to another airfield. d) in the next movement phase the carried unit moves on the basic rules.
Transcriber's note: the source numbers the transport-plane points 26.8.2 onwards as "25.8.x" (for example 25.8.1, 25.8.3, 25.8.8–25.8.10, 25.8.13) and cross-refers to "26.8.5" and "45.2.4"; the numbers are printed as they appear here, with the chapter number corrected in the headings only.
[25.8.3] Transport planes can carry non-motorized, motorcycle and engineer units, and HQs.
[25.8.4] A transport planes unit can carry units of a total SP equal to the SP of the plane. A loss of EP by the transport plane means that the carried units also lose that many EP.
[25.8.8] A transport planes unit can be a supply base for land units. During a supply drop, the transport planes unit is placed (during the air phase) on the square on which the supply drop will take place.
[25.8.9] From the hex indicated in 26.8.5 we can make a supply line equal to half of the SP of the transport plane. This line can't be extended in any way.
Example: a TP with 5 SP allows supply of units in an area of 3 MP from the drop field.
[25.8.10] A supply drop can't take place on a square in an enemy ZoC, except in the situation when an allied unit is on the square which is in an enemy ZoC. Also, the drop can't take place on hexes unavailable for motorized units.
[25.8.13] Transport planes units which carry land units are not affected by the rules from point [45.2.4].
[26.9] Fighter and CAS Tactical Attack
[26.9.1] Fighter and CAS units can make single-handed attacks against land and naval units during the enemy's movement phase, his counterattack phase or beach landing phase (tactical attacks).
[26.9.2] A fighter or CAS unit can attack an enemy unit which, after finishing its move or during its move (having moved at least 1 hex), is within 10 hexes of the attacking fighter or CAS unit. The air unit is moved to a hex with the enemy unit and the attack procedure takes place; the attack procedure is the same as for a single-handed attack during the air phase.
[26.9.3] A fighter or CAS unit can attack, at the end of the enemy's movement phase, an enemy unit which hasn't moved and stays within 10 hexes of the air unit.
[26.9.4] A tactical attack can be made by those fighter and CAS units which didn't or won't make any air missions.
[26.9.5] An air unit can attack once and then returns to the airfield.
[26.9.6] For tactical attacks the rules of [26.5.5] must be applied.
27.0 Infantry Units
Mechanized infantry units are those which have a halftrack, or a soldier with a halftrack, on their counters. Despite their lower number of men, these units were well equipped with machine guns, mortars, artillery and APCs, which made them stronger than infantry units.
Motorized infantry units have a soldier with a truck on their counter.
Infantry units have only a soldier on their counter. Detailed rules can apply to mechanized or non-mechanized units, or other units.
[27.1] Basic Rules
[27.1.1] Mechanized infantry can be under fire in combat fire (see [9.2]).
[27.1.2] Mechanized infantry units have an armor modifier of +1 when fighting against unarmored units.
28.0 Commando
Commando units are those which have the commando symbol, or the words Commando, Rangers or ZbV, on the counter.
[28.1] Details
[28.1.1] When a commando unit enters a hex it spends 1 MP on every terrain square except mountains, where entering costs 2 MP.
[28.1.2] Commando units can make a paradrop.
[28.1.3] During the beach landing a commando unit is automatically moved to any shore hex within 8 hexes of the transport unit which carried the commando unit. Unlike any other unit, commando units can land on fields other than beaches.
[28.1.4] A commando unit doesn't have to stop in an enemy ZoC; entering the next square which is in an enemy ZoC costs the commando unit an extra 2 MP (day stage) or 1 MP (night stage). Leaving an enemy ZoC causes the commando to spend 1 extra MP during the day, but no extra points during the night.
[28.1.5] In battle phases, commando units are affected by enemy ZoC.
[28.1.6] Commando units can destroy objects by themselves. This costs 2 MP.
[28.1.7] Commando units attacking from swamps use full SP.
[28.1.8] When a commando unit during the night stage attacks single-handed, without any support of allied units, an enemy unit, it gains a modifier of +4 (night attack of commandos) in the attacker/defender rate. Point [13.1.3] is not applied.
Example: a Ranger battalion has attacked a German infantry battalion in a city square. Attacker strength: 4; defender strength: 5; the quotient is 1:1.1, which after rounding is 1:1. Taking into account the night attack of commandos modifier (+4) and the city modifier (-2), we get the rate 3:1.
29.0 Armored Units
[29.1] Effect on Combat
[29.1.1] An attacking armored unit gets a modifier equal to its number of black stars. When more armored units attack, the highest armored modifier is taken into account.
Example: an entrenched infantry battalion (strength 5) is on a hill (-2 for defender) and is attacked by a tank battalion with 21 SP. The tanks have an armor modifier of +2 (for black stars). The strength ratio is 21:5, so 4:1. This ratio is modified by +2 for armor and -3 for terrain and fortifications, so the final ratio is 3:1.
Example: if the infantry battalion from the previous example is supported by a company of heavy "Tiger" tanks with armor modifier +3 and 3 SP, then the ratio of this fight would be 1:3.
[29.1.2] Armored trains are also armored units.
[29.1.3] During an attack on an unarmored unit, if the attacker has an armored unit with a yellow star modifier, he adds a modifier equal to the number of stars of this unit. When more armored units with yellow stars attack, the highest armored modifier is taken into account.
(The star-modifier diagram of the source, with the values "modification +2(+1)", "modification +3" and "modification +1", is not reproduced here.)
[29.1.4] The influence of black and yellow stars on units with flamethrowers can be added even when they concern only one attacking unit.
Example: a German StuH 42 attacking infantry stationed with self-propelled artillery and armored cars gets a +2 modifier for black stars and a +1 modifier for the yellow star. If the armored cars have black stars, then we take their modifier into consideration (in the defender's favor). The attacker can get more modifiers when supported by flamethrower units.
[29.1.5] Armored units which are in woods or in a city hex fight with half of their strength.
[29.1.6] During an attack on woods, cities or mountains, armor modifiers (black stars) don't count.
[29.1.7] During a defence in woods, cities or mountains, armor modifiers (black stars) don't count.
[29.1.9] Armored units fighting without allied infantry units (on one hex) lower their armor modifier (black and yellow stars) by -1.
Transcriber's note: the source numbers the last point of 29.1 as [29.1.9]; there is no point [29.1.8].
30.0 Heavy Machine Gun Units (MG)
[30.1] Impact on Combat
[30.1.1] A defending non-motorized MG unit is a successful weapon against an attack by enemy infantry. Enemy infantry units which are attacking the MG unit reduce their strength by half.
[30.1.2] A motorized MG unit acts the same in defence as a non-motorized MG unit.
[30.1.3] An attacked infantry unit which is not entrenched and is in the open or on hills defends with half of its strength.
[30.1.4] [30.1.3] doesn't apply when there is an armored unit, or a unit with an armored modifier, defending with infantry.
[30.1.5] NKWD and light AA units are also considered to be MG units.
[30.1.6] MG units affect cavalry, HQs, and motorized and non-motorized artillery units in the same way as infantry. This rule applies to defending snipers against attacking enemy units.
31.0 Battlegroups / Task Forces
[31.1] Basic Rules
[31.1.1] A Battlegroup / Kampfgruppe may be created, in its own movement phase, from units with more than 14 SP. A created battlegroup can be terminated during the next own movement phase. Until that moment, units from the battlegroup can split up (during a pursuit, for example). This group has MP equal to the slowest unit of that group.
[31.1.2] If a battlegroup fights in battle, the commanding player gets a +1 modifier.
[31.1.3] Battlegroups must be made from units of the same division, brigade and/or units of the same corps.
[31.1.4] The influence of battlegroups is cumulative.
[31.1.5] Battlegroups have a special token (to hide from the enemy), but can also occur as a stack.
Part III
32.0 Supplies
[32.1] Supply Line
[32.1.1] A supply line is a line of hexes between a supply base and a unit.
[32.1.2] Supply bases are some areas or edges of the map (their placement is in the scenario).
[32.1.3] A supply line can't go through:
- mountains (unless it goes by road);
- sea;
- a slope, bank or scarp (unless it goes by road);
- a river (unless it goes through a bridge);
- lakes;
- swamp (unless it goes by road).
[32.1.4] A supply line can't go through a hex with an enemy unit or a hex in an enemy ZoC. A supply line can go through a hex in an enemy's ZoC when there is an allied unit on this hex.
[32.1.5] A unit has to be within an adequate range (calculated in MP) of a base to be supplied. Every unit has a supply line which has 15 MP. The supply line can be lengthened by HQ units: a corps HQ lengthens it by 12 MP, a divisional HQ by 9 MP, and a brigade HQ by 6 MP. The cost of MP for the supply line and its lengthening is calculated in MP for motorized units.
(The supply-line diagram of the source, with the labels "+0 PZ" and "+2 PZ" and the points A to D, is not reproduced here.)
[32.1.6] A supply line can be lengthened by transport columns and trains (IF THEY AREN'T CARRYING ANY UNITS). Transport columns lengthen it by 12 MP, and trains by 30 MP, only on rail tracks.
[32.1.7] A lengthened supply line must go through the unit which lengthens the supply line.
Example: units A and B are 20 MP away from the supply base. The divisional HQ is 12 MP from the supply base. Unit A, which is 9 MP away from the HQ, is supplied; unit B, which is 10 MP away from the HQ, is not supplied.
[32.1.8] A hex with a supplied unit counts towards the supply line.
[32.1.9] Units that performed an air assault or beach landing get supplies from the areas of assault.
[32.1.10] The supply line from the area of landing of air assault units is half as long as point [32.1.5] would indicate. It is also considered an infantry unit.
[32.1.11] Commando units and diver groups are always supplied.
[32.2] Lack of Supplies and Its Consequences
Transcriber's note: the source prints this heading as "[31.2]"; it is shown as [32.2] to match its chapter. The source header also reads "Supply low".
[32.2.1] All units are considered to be supplied when they have a supply line. (The PDF text of this point ends at "have a the supply line"; no further words are printed.)
[32.2.2] A unit without supplies uses half of its strength in attack, and motorized and armored units use half of their MP. Artillery units can't fire.
[32.2.3] When a unit which doesn't have supplies for 4 stages for each token is checked in the supply phase, the player rolls a die. If the result with a +3 modifier is lower than or equal to the number of stages that the unit is not supplied, then the unit is destroyed. A result of 6 always indicates that the unit stays on the map.
Example: the given phase is the fourth phase, when I/1 PzR is not supplied. The player commanding this unit rolls a die. If the result is 1, then the unit is removed from the game. If the unit has been 9 stages without supplies and the player gets 6, the unit stays on the map.
[32.2.4] Players check the supplies of their units in the supply phase.
33.0 Trains
Railroad tracks allow transport and armored trains to move on the map.
[33.1] Transport Trains
[33.1.1] A transport train can carry units with a maximum of 24 SP in total [see 33.1.5].
[33.1.2] When movement points aren't shown on the counter, it is considered that the transport train has 60 MP.
[33.1.3] Loading onto a transport train is allowed in the own movement phase, by spending half the movement points of the unit that is loading. The unit has to be on an adjacent square to the square with the train. In this phase the transport train can move with its loaded unit(s). An unloading unit is moved to the square adjacent to the train's square by spending half of the unit's MP, and unloading can't be made in the same stage in which the unit was loaded.
[33.1.4] Units can unload only in terrain which is accessible for them (see the table TERRAIN INFLUENCE ON COMBAT AND MOVEMENT).
[33.1.5] A train loses its capacity in direct proportion to lost EP.
Example: a train has lost 2 out of 3 EP. Now it can carry only 8 SP of units.
[33.1.6] A transport train, even when it carries units, doesn't have a ZoC.
[33.1.7] The transport train rules also apply to train artillery.
[33.1.8] A transport train forced to retreat can move only on the railway line; when running is impossible, the train is destroyed.
[33.1.9] A solitary, fighting transport train forced to retreat loses an additional 1 EP for each hex.
[33.1.10] An attacked transport train fighting alone has 1 SP.
[33.1.11] Transport trains (also loaded) can be destroyed in the same way as HQs [14.1.5], [14.1.6] and [14.1.7].
[33.2] Armored Trains
[33.2.1] An armored train has a ZoC.
[33.2.2] An armored train acts like light AA guns during an attack by air units or during an airborne assault.
[33.2.3] During combat an armored train fights with all its strength.
[33.2.4] An armored train acts like a machine gun unit when attacked by enemy infantry (see [30.1.1]).
[33.2.5] An armored train, when forced to retreat, can withdraw only on track; when it can't, it is eliminated.
[33.2.6] Armored trains are also treated like self-propelled artillery.
[33.3] Moving
[33.3.1] Only one train can stay on a hex.
[33.3.2] Trains can pass each other.
[33.3.3] A train can move through a hex with destroyed tracks; the cost for entering that hex is 20 MP.
34.0 Transport Columns (TC)
Those units, consisting of trucks, can carry units: non-motorized infantry, engineers and non-motorized field artillery.
[34.1] Movement
[34.1.1] Transport columns have 8 movement points and are treated as motorized units.
[34.2] Carrying Units
[34.2.1] One TC can carry unit(s) whose total strength is not higher than the doubled EP of the column.
[34.2.2] Loading: a unit which will be transported spends an extra 2 MP (loading) when it is staying on the same hex as the column. In the same movement phase the column can move.
[34.2.3] Unloading costs an extra 2 MP for the unloaded unit – the unit stays on the same hex as the column. In the same phase the unit can move.
[34.2.5] When calculating the capacity limit for field artillery we use [5.1.5].
[34.3] Details
[34.3.1] There can be only one transport column on a square.
[34.3.2] No unit can stay on the same square with a loaded transport column.
[34.3.3] Even a loaded transport column doesn't have a ZoC.
[34.3.4] A TC, also when loaded, can be destroyed in the same way as HQs 14.1.5, 14.1.6 and 14.1.7.
[34.3.5] A transport column that doesn't carry any units and stands with another allied unit is not participating in battle, but is affected by its result. SP losses can't be taken from the column's EP. If the allied units were destroyed, enemy units can perform a pursuit destroying the column.
[34.3.6] A transported unit doesn't fight, but is affected by the result of the fight.
Example: a TC with 3 EP is carrying an infantry battalion and is attacked by an enemy unit. As the result of the battle (B2) the column is destroyed, and the infantry unit loses 1 EP and withdraws 2 hexes away.
35.0 Special Units
Special units are: snipers (sharpshooters), bazooka teams, sabotage units, Volkssturm units, mountain units and flamethrower units.
[35.1] Snipers
In the "Battles of II World War" system, sniper units are in the strength of a company.
[35.1.1] An infantry unit which attacks a sniper company unit defending in mountains, a city or woods uses 1/3 of its strength.
Example: an infantry battalion with 5 SP attacks a city defended by a company of snipers with 1 SP. After reducing (dividing by 3) the strength of the attacker, and rounding, we get the result 2:1; after applying the modifier for fighting in a city (-2) the final result is 1:2.
[35.1.2] If there is an accumulation of snipers and MG units, attacking infantry units use only 1/4 of their strength.
[35.2] Bazooka Teams / Anti-Tank Teams (AT)
AT teams are represented by counters, and they support the unit to which they are assigned. They can attack only before defending. Details are described in [15.0].
[35.2.1] Before starting a game, players have to attribute AT teams to line units. It is possible for more than one AT team to be attributed to one unit.
[35.2.2] If AT teams are represented by counters, players don't have to attribute them to units, and they can move AT teams as they want, but after the movement phase they have to stay with an allied unit.
[35.2.5] An AT team doesn't increase the unit's strength.
[35.2.6] After each use of an AT unit, the player must roll a die; a result of 1 means that the AT unit is eliminated.
[35.2.8] An AT unit can move independently or with its assigned unit – then it uses the MP of that unit. An AT unit can't move with two different units during the same stage.
[35.2.9] AT units fire only at BSO.
Transcriber's note: "BSO" is printed as it appears; the source does not expand it.
[35.3] Sabotage Units (SU)
Every counter is equivalent to a platoon.
[35.3.1] SU can move on hexes with sea or lake, but they can't move further than 1 square from a square with a coastline. Entering that square costs 2 MP.
[35.3.2] SU don't have a ZoC, SP or EP, and they can't fight.
[35.3.3] Enemy ZoC doesn't affect the movement of sabotage units.
[35.3.4] Sabotage units can enter a square with an enemy unit. The player who commands the sabotage unit which is entering that square makes a throw:
- 6 – the sabotage unit is eliminated;
- 5 – the sabotage unit retreats to the square from which it came.
Other results don't affect the sabotage unit's movement.
[35.3.5] A sabotage unit which entered a square with an enemy unit and successfully went through the procedure in [35.3.4] (result 1-4) automatically recognizes all units on this square. The player commanding the sabotage unit also turns up its counter to the abverse side; he can turn it to the reverse side when the sabotage unit is at least 2 hexes away from the nearest enemy unit.
[35.3.6] When an enemy unit enters a hex with a sabotage unit, it loses its unused half of its movement points. The player whose unit is entering the square makes a throw:
- 6 – the sabotage unit is eliminated;
- 1-5 – no effect.
Example: a tank battalion with 12 MP, after using 5 MP, moves onto a sabotage unit. In that case it loses half of its unused 7 MP (so 3.5 are left). The player commanding the tank units rolls a die; a result of 6 means that the sabotage unit was eliminated.
[35.3.7] A unit which is on the same hex as an enemy's sabotage unit can carry out the procedure [35.3.6] by spending half (rounded down) of its MP.
[35.3.8] The procedure from [35.3.6] can be carried out against one sabotage unit once in every movement phase.
[35.3.9] Sabotage units can eliminate HQs in the movement phase. Elimination is automatic when the sabotage unit enters a hex with an enemy HQ.
[35.3.10] A sabotage unit can, in its movement phase, attack a lone transport column (loaded or unloaded), or an unloaded transport train, by spending 4 MP. The attack is made when the sabotage unit enters the square with the transport unit. The player commanding the sabotage unit doesn't have to use the procedure [35.3.5]; instead he makes a throw:
- 1 – transport unit loses 2 endurance points;
- 2 – transport unit loses 1 endurance point;
- 3-4 – no effect;
- 5 – the sabotage unit is forced to retreat to the hex from which it came;
- 6 – the sabotage unit is eliminated.
Modifications:
- +1 – attack is in clear area, fort or fortified line;
- +1 – transport unit is transporting another unit;
- -1 – attack is at night.
An attack on enemy transports is possible in the enemy's movement phase, when the transport unit enters a square with a sabotage unit. In one phase a sabotage unit may attack once.
[35.3.11] Sabotage units can destroy objects by spending 3 MP when there aren't any enemy units on that square. A bridge can be destroyed when both sides are free of enemy units. If a sabotage unit is destroying an object in an enemy ZoC, the player has to make a throw:
- 1-3 – object destroyed;
- 4-6 – object is not destroyed.
[35.3.12] If an enemy unit with our sabotage unit is attacked at night by our unit, the attacker gets a +1 modifier.
[35.3.13] When sabotage units are on the same square as enemy sabotage units in the combat phase, those units can fight. The attacker throws for the result:
- 2-4 – attacking sabotage unit is eliminated;
- 4-9 – no effect;
- 10-12 – defending sabotage unit is eliminated.
If a couple of sabotage units are attacking one sabotage unit, the fights are made one by one. One sabotage unit can eliminate a maximum of 2 enemy sabotage units.
Transcriber's note: the result table in [35.3.13] prints the range "4-9" also at the lower end of "2-4", as in the source; the overlap at 4 is as printed.
[35.4] Volkssturm (VS)
Transcriber's note: the source prints the Volkssturm rules under the heading "[35.4]" but numbers the points [35.5.x]; the numbers are kept as printed.
[35.5.1] If there are n number of VS units in the scenario, it means that VS units numbered from 1 to n are used; if other units are assigned, they have numbers starting from n+1. Each VS unit has its own number and characteristics (engineer, infantry, panzerfaust).
[35.5.2] VS units can replenish the strength of regular units. In that case the VS unit has to stay on the same square as the unit which has to be replenished for one stage. The square must be free of enemy ZoC, and the replenished unit has to be in range of a corps HQ.
[35.5.3] The replenishing unit has to be of the same type as the VS unit: a VS infantry unit can replenish an infantry unit, a MG unit a MG unit. After replenishment the VS unit is taken off the map, but the strength of the replenished unit can't be higher than it was at the beginning of the game.
Example: infantry battalion I/31 with 2 SP strength is replenished by the 3rd VS battalion (infantry) with 2 SP strength. After disbanding the VS unit, I/31 has a strength of 4 SP.
[35.5.4] VS units can fight by the same rules as regular units.
[35.5.5] It is possible to merge VS units. [35.5.2] and [35.5.3] are used.
[35.5.6] A VS unit fighting by itself is given a disadvantageous +1 or -1 modifier in the Combat table result.
[35.5] Fortress Units (FU)
[35.6.1] FU are only: fortress infantry, fort MG and fort engineers.
[35.6.2] A non-entrenched FU has an extra 1 modifier, unless it is defending in a clear area.
[35.6.3] A defending entrenched fortress unit boosts its strength by half; when defending in fortifications it boosts its strength by 2/3.
Transcriber's note: the source prints the Fortress Units heading as "[35.5]" and its points as [35.6.x]; the numbers are kept as printed.
[35.6] Mountain Units
Mountain units are special units that were equipped to fight in mountain terrain (the unit name must contain the adjective "mountain").
[35.7.1] Mountain infantry units move on hills with a 1.5 movement point cost (engineers with 2.5 MP cost), and in mountains moving costs 2.5 MP (engineers 3.5 MP).
[35.7.2] High mountain units spend 1.5 MP for a mountain square.
[35.7.3] Mortars, artillery and HQs which are mountain units can move in mountains only by ONE square.
[35.7.4] Mountain units defending in mountains get a -3 modifier, unless most of the attacking units are mountain units.
[35.7.5] A supply line can be made through mountains with a 5 MP cost per square.
Transcriber's note: the source prints the point "31.7.3." in [35.7.2]; it is treated as a misprint of [35.7.3], which repeats the same rule, and both are kept.
[35.8] Flamethrower Units
[35.8.1] The modifier for flamethrowers is on the counter and is represented by a yellow star.
[35.8.2] A player can accumulate the flamethrower modifier with the armored modifier (yellow stars).
36.0 Pontoon-Bridge Columns
Pontoon-bridge columns are military units equipped with river-crossing tools (especially for small rivers and canals).
[36.1] Details
[36.1.1] When the column enters a hex with a river, it is conceded that a bridge is built. In the same movement phase, allied units can cross the river spending extra MP: armored and motorized – 5 MP; field artillery – 2 MP. Other non-motorized units can cross the river without spending extra movement points. During other stages, crossing the river where the columns are does not cost extra movement points.
[36.1.2] The pontoon bridge is terminated when the unit is eliminated or moved from the river crossing site. During one stage one pontoon-bridge column can't build a bridge in more than one place.
[36.1.3] A supply line can go through a small river only in a place where there is a pontoon bridge.
[36.1.4] The column allows non-motorized infantry units to cross big rivers at a cost of 1 extra MP; mortar units cost 3 extra MP; motorcycle units cost 6 extra MP.
[36.1.5] The same rules apply to bridge columns.
37.0 Amphibious Units
[37.1] Details
[37.1.1] Amphibious units can, by spending an extra 2 MP, cross small rivers, and with 3 extra MP can cross swamps, lakes and bays.
[37.1.2] Amphibious units can cross large rivers by spending 4 extra MP.
[37.1.3] When amphibious units are attacking from swamps, they fight with their whole strength.
[37.1.4] Amphibious units can transport through rivers, lakes, swamps and bays other units, such as non-motorized infantry, HQs, motorcycles and engineer units. The cost of loading for an amphibious unit is 1 MP for the amphibious unit and 2 MP for the unit which will be carried. A loaded unit can be unloaded on the same hex as the amphibious unit, even when it is in an enemy's ZoC. Unloading costs 1 MP (for the amphibious unit); after unloading, the unloaded units can't move.
[37.1.5] The strength of carried units can't be higher than the strength of the transporter.
[37.1.6] In the case of combat or combat fire, units which are being carried don't fight.
[37.1.7] During an artillery barrage against an amphibious unit which is on a sea hex, lake or swamp, the player has to subtract 2 from the result of the dice. Carried units are not taken into consideration.
[37.1.8] If amphibious units (when carrying units) have casualties, the strength points are removed from the amphibious unit and the same amount from the transported unit.
38.0 Japanese Land Forces
They fall within all the rules for other nations, and also those in this chapter.
[38.1] Details
[38.1.1] Japanese units which, in combat, get a result that forces them to retreat (R1, R2) don't have to retreat from the hexes where they were.
[38.1.2] When the player decides not to retreat, instead of retreating the Japanese units have to suffer an extra loss of strength points: if the retreat was n squares, every Japanese unit which stays on the square suffers n+1 SP.
[38.1.3] If, in the case of using 38.1.2, a Japanese unit is eliminated and it had at least 2 SP, then the enemy can enter only one square in pursuit. The result of the battle doesn't matter.
[38.1.4] Japanese units can make suicidal attacks in the combat phase. In that case their strength is twice as strong, but casualties are twice as big. A suicidal attack can't be supported by either artillery or air force.
[38.1.5] During the night stage, every Japanese unit which, during its own combat phase, is in an allied unit's ZoC has to attack. Before every combat the Japanese player has +1 in the result of COMBAT AT NIGHT.
[38.1.6] Japanese units which are cut off from supplies suffer casualties: 1 endurance point for 1 stage for 21 endurance points cut off in a local area.
[38.1.7] When supply bases aren't shown in the game (on an island defended by the Japanese), it is considered that the supply bases are cities and caves.
39.0 Caves
On many Pacific islands there were whole cave systems. The volcanic origin of those islands favored the creation of such caves, which were used by armies long before Japanese domination. American units stationed on those islands used caves as storage for weapons and supplies. But the masters of using caves for military purposes were the imperial soldiers. They expanded the cave systems into a huge web of passages and tunnels. Thanks to these structures they could inflict such heavy losses on the attacking Americans. They were also protected from naval bombardment and aircraft bombing.
[39.1] Details
[39.1.1] Units whose whole strength is less than 28 SP can stay on a hex with a cave, and units (of less than 7 SP) can also stay in the caves. If in the cave there is a unit with at least 2 SP, in combat there will be the modifier from article [39.1.2].
[39.1.2] The modifier for caves is -3 and is added to the terrain on which the cave is.
[39.1.3] Air support and artillery support are forbidden during an attack on caves.
[39.1.4] Units that stay in caves should be covered with a cave token.
[39.1.5] Units can move through a hex with a cave which has an enemy unit inside. It costs an extra 2 MP and 2 EP from the whole stack.
[39.1.6] When the player enters the square with a cave and decides to attack the units in the cave, he stops his units without any losses. In the appropriate phase he fights the units in the cave.
[39.1.7] When a unit defending in caves is forced to retreat, it can retreat to the next hex, but that hex must be part of the cave system. Otherwise it has to suffer casualties in the amount of endurance points equal to the number of hexes it had to retreat. A unit can't retreat to open ground; it can only leave the caves in its movement phase.
[39.1.8] Entering and leaving caves costs 1 MP; moving in caves costs 2 MP. For HQs the MP are doubled.
[39.1.9] Units in caves can move between caves under enemy units without any casualties and ignoring their ZoC.
[39.1.10] A unit in a cave doesn't have a ZoC.
[39.1.11] Units in caves can't build trenches, but they are considered to be entrenched.
[39.1.12] Caves are supply bases for units that are defending the island.
[39.1.13] Armored units with flamethrowers which are attacking units in caves have a +1 modifier (yellow star) instead of the modifier in the table.
[39.1.14] Armored units and motorized units (except infantry or artillery) cannot attack an enemy in a cave, with the exception of [39.1.13].
40.0 Anti-Japanese Partisans
Since the beginning of the Pacific battles, resistance developed on many Japanese-held islands. It was a response to the persecution of the native population, and it grew from month to month. The Allies were a great support for the partisans in this part of the Pacific. The most intense battles were fought by Filipinos, who liberated their capital, Manila. But on many other islands of the Pacific Ocean, smaller and bigger groups of partisans fought against the Japanese occupiers. It should be mentioned that these battles were very cruel.
[40.1] Details
[40.1.1] Anti-Japanese partisan units affect the rules about sabotage units. The number of sabotage units is shown in the scenario.
41.0 Kamikaze
[41.1] Basic Rules
[41.1.1] A kamikaze attack takes place during the air phase. We put the unit on the hex with the enemy naval unit. Kamikaze attacks are resolved together with single-handed attacks of CAS units.
[41.1.2] In situations where the conditions in this chapter do not regulate, we use the conditions from the chapter about air units.
[41.2] Kamikaze Attack
[41.2.1] A kamikaze attack is divided into 2 parts:
- Part 1 – fight with Naval Support Units and land AA artillery.
- Part 2 – attack of the kamikaze unit on the naval unit which is on the same hex.
[41.2.2] A fight with Naval Support Unit(s) or land AA artillery has to take place in two cases:
- if the Japanese player wants to attack a Naval Support Unit; or
- if the Japanese player wants to attack a naval unit which is within 2 hexes' range of his own land AA artillery or Naval Support Unit(s).
In both cases we proceed with the procedure of resolving the attacker's losses by rolling dice:
- 6 – attacker is eliminated;
- 5 – unit arrived at target, but before the attack it had lost 4 EP;
- 4 – unit arrived at target, but before the attack it had lost 3 EP;
- 3 – unit arrived at target, but before the attack it had lost 2 EP;
- 2 – unit arrived at target, but before the attack it had lost 1 EP;
- 1 – unit arrived at target, but before the attack it had lost no EP.
Example: three kamikaze units are attacking 9 NSU. In that case we check the losses of each kamikaze separately.
Fight no. 1 – attack by kamikaze no. 1, result of throw: 3 – 2 EP losses (3 EP left). Fight no. 2 – attack by kamikaze no. 2, result of throw: 6 – 5 EP losses, 0. Fight no. 3 – attack by kamikaze no. 3, result of throw: 1 – 0 SP losses (5 EP left).
After completing this procedure we add the attacker's strength (from the points which are left) – in this case it is 8 SP, so after dividing by 2, the NSU has lost 4 SP.
[41.2.3] In the case of a kamikaze attack on a unit which is within 2 hexes' range of an allied NSU or land AA artillery, the casualties of the kamikaze are checked after the fight with all those units which have the kamikaze in range. If the kamikaze unit(s) is within 2 hexes' range, then the casualties of the kamikaze are twice lower (rounded up). If the kamikaze is within 1 hex's range, then we subtract 1 from the dice throw.
Example: three kamikaze units are attacking the 10th NSU, which is 2 hexes from the 11th NSU. After checking the losses from the 10th NSU's fire, we use the same procedure with the 11th NSU firing. Casualties from the 11th NSU's fire are halved, because the distance between the 10th and 11th NSU is 2 squares.
[41.2.4] If a couple of kamikaze units are attacking one allied unit, we check the casualties for each unit separately.
[41.2.5] After completing the procedure from 42.2.2, we set the casualties of the attacked units by carrying out procedure no. 2 – DEFENDERS CASUALTIES: we add the SP of all kamikaze units which are attacking this unit, and the sum is divided by 2 (rounded down); this result shows the losses (in EP) of the carrier or naval support unit. Other units' losses – see 42.2.6.
Transcriber's note: points 41.2.5 and 41.2.3 cross-refer to "42.2.2" and "42.2.6", which are the NKWD chapter numbers in the source; they are printed as they appear.
[41.2.6] In the case of a kamikaze attack on transport ships or barges, the amount of strength points of the attacking kamikaze units is multiplied by 2; this number shows the EP which the attacked unit will lose.
Example: attacking kamikaze units have, after being shot at by the NSU, 8 SP. If the target of their attack is a transporter unit, then from its capacity limit we take 16 EP. The carried units suffer equal losses.
[41.2.7] Naval support units which have 1-2 SP can't fight using the procedure ATTACKERS CASUALTIES, and are affected automatically by the second part (DEFENDERS CASUALTIES).
[41.2.8] An AA artillery unit with strength 1, during procedure no. 1 – ATTACKERS CASUALTIES, modifies the result of the dice throw by +2.
[41.2.9] After completing its mission (the effect doesn't matter), the kamikaze unit is taken from the map and can't act later in the game.
[41.2.10] Kamikaze units can't attack at night.
[41.3] Enemy's Air Units' Influence on Kamikaze
[41.3.1] Kamikaze units are affected by enemy fighter influence if they are attacking a hex which is within 4 squares' range of fighters. In that case we perform a DOGFIGHT. Only kamikaze units are affected by the results of the dogfight. When a kamikaze unit receives the result "U", it is automatically eliminated.
42.0 Soviet Units
Soviet units are subordinated to the Supreme Command of the Red Army.
[42.1] Soviet Fusiliers
[42.1.1] Soviet fusilier units are affected by all the rules about infantry, but they can be transported on tanks.
[42.1.2] If a player wants to carry a unit on a tank, he must: during the movement phase the tank and infantry unit have to be on the same square (the tank unit can't be weaker than the infantry unit). Then, at a cost of 1 MP for the infantry and 1 MP for the tank unit, the infantry is loaded onto the tank and can move on the tank. After getting to the destination point, the infantry unit can unload from the tank (an extra 1 MP for the INF and for the tank) and can move if it has enough MP.
[42.1.3] An infantry unit which was carried on tanks which had only 2 MP left can only move one square from the transporting tank unit.
[42.1.4] During combat fire the infantry unit doesn't affect the firing, but when the tank unit loses SP, the infantry unit loses the same amount of SP as the tank unit.
[42.1.5] During an attack, infantry which is on a tank uses full SP.
[42.1.6] Each unit can be transported once in a stage.
[42.2] NKWD Units
The task of the NKWD units was to force their own troops to hold their positions when they were forced by enemy units to retreat. Mostly they shot at their own withdrawing soldiers and caught those who managed to flee. These actions forced the soldiers in the first line to fight to the end, because retreating also meant death. NKWD units are those with the mark "NKWD" on the token.
[42.2.1] NKWD units can be used in two ways:
- as a normal unit [29.1.5]; or
- according to their purpose: the unit is not participating in battle, but the defending stack gets a modifier of -2. The unit(s) staying on a hex with an NKWD unit which is forced to retreat don't retreat; they stay in place and suffer losses according to 7.4.6.
Transcriber's note: the source cross-refers to "7.4.6" here; the retreat-of-a-stack point is printed as [7.4.7] in the chapter 7 text, and the reference is kept as printed.
Example: a stack consisting of two infantry battalions, both with 5 SP and 5 EP, and an NKWD unit. This stack is attacked by a German panzer regiment. The NKWD units were designated to force the allied units to hold the ground. The Russian stack is fighting using 10 SP. As the result of the battle it got B3 and 5 EP losses. Both Russian battalions are eliminated; the NKWD unit suffers the losses of the remaining 1 EP and withdraws 3 hexes away; the German units can perform a pursuit. If the battle was resolved with the B3 result and 3 EP of losses, the Russian battalions would lose 3 EP for inability to withdraw and 3 EP for damage during the battle. The German units can pursue. On the field would remain one Russian battalion with 1 EP and the NKWD unit.
43.0 SS Units
SS units have a black counter or the "SS" sign.
[43.1.1] A defending SS unit with at least 3 SP gets a -1 modifier in the COMBAT RESULTS table.
44.0 Camouflage
[44.1] Basic Rules
[44.1.1] Every player puts his units on the reverse side at the beginning of the game.
[44.1.2] Units are recognized during combat.
[44.1.3] Units can be recognized by recon units or recon planes.
[44.1.4] Camouflage of air units – see 26.2.
[44.1.5] After applying the results of battle, units are put reverse side up again (re-camouflaged). Units on an open surface or hills, at a range of LR, can be camouflaged again only in the next stage.
45.0 Weather
Weather affects activity at sea and in the air.
[45.1] Checking and Setting Weather for the Current Stage
[45.1.1] During the game there are 3 types of weather: good, worsened and bad (storm).
[45.1.2] During the first stage of any scenario, weather conditions are considered to be good (unless the rules say that the weather is different). In later stages the weather is checked by the players during the air phase, by rolling two dice and checking the table WEATHER. The result in the current stage is also affected by the weather during the previous stage.
[45.2] Influence
[45.2.1] Good weather doesn't affect units.
[45.2.2] In the case of worsened or bad weather, the player should check for casualties in units which are loaded on barges, in the CASUALTIES ON SEA table. Barges and transported units can suffer losses. In the case of PT-boats, casualties are checked at the end of the beach landing phase.
[45.2.3] During worsened weather, before checking anti-aircraft fire, players have to check for the success of an attack:
- 1, 2, 3 – the planes can carry on the mission;
- 4, 5, 6 – the air unit terminates the mission (clouds over the target).
[45.2.4] During bad weather all air missions and airborne assaults are cancelled.
[45.2.5] During bad weather all units fight and move analogously to night stages.
NOTE: in some games and scenarios there are specific weather conditions (for example: Kasserine 1943).
Charts and Tables
The charts printed on the rulebook's pages 32 to 38 are transcribed below in the order of the PDF. Their names are as printed in the source; where a name was printed in Polish, the English word is given.
Combat Results (COMBAT)
Two dice (2K6) are rolled; the row is the total. The columns are the attacker/defender ratio, after modifiers. Results A1–A3 are attacker retreats; B1–B4 are defender retreats; "--" is no effect (see [7.2.2]).
| 2K6 | > 1:4 | 1:4 | 1:3 | 1:2 | 1:1 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 | 8:1 | 9:1 | 10:1 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 | -- | -- | B1 | B2 | B2 | B2 | B2 | B3 | B3 | B3 | B4 | B4 | B4 | B4 |
| 3 |
Casualties after Battle (printed as "Combat loses")
Each player rolls 2 x D6 to establish the enemy's losses (see [7.2.1] f) and [7.2.4]). The row is the strength band of the opposing side (after the modifiers of [7.2.5] shift the row); the column is the dice total. The number is the loss in EP.
| Strength (SP) | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 1 | - | - | - | - | - | - | - | - | - | 1 |
| 2-3 | 1 | 1 | - | - | - | - | - |
Printed examples on the chart: attacker with 15 SP and 3 combat modifiers (Panther tanks attacking infantry in clear terrain) – the defender's loss row, 11-16 initial, is shifted 3 rows down to 26-30; defender with 24 SP – the attacker's loss row 21-25 is shifted 3 rows up (Panther modifier) to 6-10.
Transcriber's note: the printed chart's rows are read from the PDF image; the "Combat loses" heading is kept in the source's spelling in the table title above. The row labels 1 and 2-3 are as printed.
Terrain Effect
Columns: terrain type, combat influence (modifier), and movement cost for infantry, armoured/mechanized, motorized, cavalry and artillery units. The source footnote: "* – on swamp and forest, ** – see [4.3.1]."
| Terrain type | Combat influence | Infantry | Armoured, Mechanized | Motorized | Cavalry | Artillery |
|---|---|---|---|---|---|---|
| "clear" | 0 | 1 | 1 | 2 | 1 | 1.5 |
| hills | -1 | 2 | 2 | 2.5 | 1.5 | 2.5 |
| river / canal | -1 | +1 | see [25.1] | see [25.1] | +1.5 | +3 |
| big river | -3 | +4 |
Transcriber's note: the source prints the swamp combat influence as "1/2 siły atakującego" (Polish for "half of the attacking strength"), translated here. The source's "brak" entry (for infantry on fortified lines) is rendered as "none".
Recon Units Surprise Attack
Two dice (2 x D6). The three blocks are by the defender's strength. Rows are the attacker's strength. A results refer to the attacker, B results to the defender; the number in brackets is the number of hexes the unit must retreat, and the number after the letter is the loss of the unit (in brackets). Surprise attacks are not influenced by night (no dice are rolled at night).
Defender SP = 1-5
| Attacker SP | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1-3 | A1(-1) | A(1) | - | - | - | - | - | B1 | B1 | B1 | B2(-1) |
| 4-6 | A1 | - | - | - | - | - | B1 |
Defender SP = 6-12
| Attacker SP | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1-3 | A2(-1) | A1(-1) | A1 | A1 | - | - | - | - | B1 | B1 | B2 |
| 4-6 | A1(-1) | A1 | - | - | - | - | B1 |
Defender SP = 13+
| Attacker SP | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1-3 | A2(-2) | A2(-1) | A1(-1) | A1 | A1 | A1 | - | - | - | B1 | B1 |
| 4-6 | A2(-1) | A1(-1) | A1 | A1 | A1 | - | - |
Artillery Fire (printed "ARTILLERYFIRE")
Results -1, -2, … -7 mean SP lost by the targeted unit. The rows are the artillery strength; the columns are the D6 die roll. Four blocks are by the target's strength (PS = strength points).
Target strength 1-4 PS
| Artillery strength | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 7-10 | -- | -- | -1 | -1 | -1 | -2 |
| 11-15 | -- | -1 | -1 | -2 | -2 | -2 |
| 16-20 | -1 | -2 | -2 | -2 | -2 | -3 |
| 21- | -1 | -2 | -2 |
Target strength 5-9 PS
| Artillery strength | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 7-10 | -- | -1 | -1 | -2 | -2 | -3 |
| 11-15 | -1 | -2 | -2 | -2 | -3 | -3 |
| 16-20 | -2 | -3 | -3 | -3 | -3 | -4 |
| 21- | -2 | -3 | -3 |
Target strength 10-16 PS
| Artillery strength | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 7-10 | -1 | -2 | -2 | -3 | -3 | -3 |
| 11-15 | -2 | -3 | -3 | -3 | -4 | -4 |
| 16-20 | -3 | -3 | -4 | -4 | -4 | -5 |
| 21- | -3 | -4 | -4 |
Target strength 17 PS+
| Artillery strength | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 7-10 | -2 | -3 | -3 | -4 | -4 | -4 |
| 11-15 | -3 | -4 | -4 | -4 | -5 | -5 |
| 16-20 | -4 | -4 | -5 | -5 | -5 | -6 |
| 21- | -4 | -5 | -5 |
Example (printed): an engineer battalion in the forest is attacked by artillery fire. A forest gives a -1 modifier, which means that -2 is subtracted from the fire effect. If the battalion would have to lose 3 SP, the final loss is 1 SP. In the case of an artillery barrage, the loss would be 2 SP.
Anti-Aircraft Fire Against Bombers
1. Influence of direct AA fire from the hex being attacked.
| AA type | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| heavy | - | -1 | -1 | -1 | -2 | -2 |
| AA loses | -1 | -1 | - | - | - | - |
2. Influence of AA fire within 2 hex range.
| AA type | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| heavy | - | - | -1 | -1 | -1 | -2 |
-1, -2 – SP losses.
Anti-Aircraft Fire Against Fighter, Tactical and Recon Air Units
1. Influence of direct AA fire from the hex being attacked.
| AA type | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| light | - | U-1 | U-1 | U-2 | U-2 | U-3 |
| heavy | - | - | - | U-1 | U-1 | U-2 |
| AA loses | -1 | -1 | -1 | - | - | - |
2. Influence of AA fire within 2 hex range.
| AA type | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| light | - | - | - | U-1 | U-1 | U-1 |
| heavy | - | - | - | U-1 | U-1 | U-1 |
Only heavy AA guns can fire at targets 2 hexes from AA positions. In such a case -1 is subtracted from the dice roll.
Anti-Aircraft Fire Against Air Transport Units
All results apply to fire within 2 hex range from AA positions.
| AA type | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| light | - | -1 | -1 | -2 | U-3 | U-3 |
| heavy | - | -1 | -2 | -2 | U-3 | U-4 |
Dice roll modifiers: -1 if the air transport is 1 hex from AA positions; -2 if the air transport is 2 hexes from AA positions; +2 if the air transport is attacked on an airfield.
Weather Change Table
Two dice (2 x D6) are rolled. The result sets the weather in the current turn. The rows are the previous turn's weather; the columns give the 2 x D6 totals (2-12) for the new weather:
| Previous turn's weather | Good | Cloudy | Bad |
|---|---|---|---|
| good | 2-8 | 9-12 | – |
| cloudy | 2-7 | 8-10 | 11-12 |
| bad | 2-3 | 4-9 | 10-12 |
Transcriber's note: the weather chart is printed as a bar-style table with the same ranges; the row "bad" gives "good" for 2-3, "cloudy" for 4-9 and "bad" for 10-12.
Fighter Combat (printed "FIGHER COMBAT")
First result (before slash) refers to the attacker; results after the slash refer to the defender. -1, -2 – loss of 1 or 2 SP respectively. U – unit aborts the mission.
Defender strength (SP): 1-5
| Attacker strength | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-5 | U-1/- | U-1/- | U/U | U/U | -/U-1 | -/U-1 |
| 6-10 | U-1/- | U/U | U/U | -/U-1 | -/U-1 | -/U-2 |
| 11-15 | U/U | U/U-1 | -/U-1 | -/U-2 | -/U-2 | -/U-3 |
| 16-20 | U/U-1 | -/U-1 |
Defender strength (SP): 6-10
| Attacker strength | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-5 | U-2/- | U-1/- | U-1/- | U/U | U/U | -/U-1 |
| 6-10 | U-2/- | U-1/- | U/U | U/U | -/U-1 | -/U-2 |
| 11-15 | U-2/- | U-1/U-1 | U/U | -/U-1 | -/U-2 | -/U-2 |
| 16-20 | U-2/U-1 | U-1/U-1 |
Defender strength (SP): 11-15
| Attacker strength | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-5 | U-3/- | U-2/- | U-2/- | U-1/- | U-1/U | U/U |
| 6-10 | U-2/- | U-2/- | U-1/- | U-1/U-1 | U-1/U-1 | -/U-2 |
| 11-15 | U-2/- | U-2/-1 | U-1/U-1 | U-2/U-2 | -1/U-2 | -/U-2 |
| 16-20 | U-2/-1 | U-2/U-2 |
Defender strength (SP): 16-20
| Attacker strength | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-5 | U-3/- | U-3/- | U-2/- | U-2/- | U-1/- | U-1/U |
| 6-10 | U-3/- | U-2/- | U-2/- | U-1/- | U-1/U-1 | U-1/U-2 |
| 11-15 | U-3/- | U-2/- | U-2/U-1 | U-2/U-1 | U-2/U-2 | -/U-2 |
| 16-20 | U-3/-1 | U-3/U-1 |
Defender strength (SP): 21+
| Attacker strength | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-5 | U-4/- | U-3/- | U-3/- | U-2/- | U-2/- | U-1/- |
| 6-10 | U-3/- | U-3/- | U-3/- | U-2/- | U-1/- | U-1/U |
| 11-15 | U-3/- | U-2/-1 | U-2/-1 | U-3/U | U-2/U-2 | U-1/U-1 |
| 16-20 | U-3/-1 | U-2/-1 |
Bomber Units Attack
Values in the table show the targeted unit's % losses (stack SPs % lost). U – object damaged; Z – object destroyed.
| SP LB | Target | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|
| 1 | object | - | - | - | - | - | - |
| 1 | units | - | - | - | - | 10 | 10 |
| 2 | object | - | - | - | - | - | U |
Tactical Air Attack on Objects
Rows: SP attacking; columns: D6 die roll.
| SP attacking | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1 | - | - | - | - | - | U |
| 2 | - | - | - | - | U | U |
| 3 | - | - | - | U | U | Z |
| 4 | - | - | - |
- no effect; U – object destroyed (see [22.1.5]); Z – object destroyed.
Transcriber's note: the source's footnote calls U "object destroyed", while the bomber table calls U "object damaged" and point [22.1.5] defines "Dam." as damaged. Both are printed as they appear.
Fighter Attacks on Units
| Strength of a target | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-5 | - | - | - | - | -1 | -1 |
| 6-10 | - | - | - | -1 | -1 | -2z |
| 11-15 | - | - | -1 | -1 | -2 | -2z |
| 16-20 | - | -1 | -1 |
-1, -2, -3 – shows SP lost by a stack. Z – unit stopped (unit can use only half of its MP and it cannot make counterattacks).
Tactical Air Attacks on Units
| Strength of the attack (in SP) | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-3 | - | - | - | -1 | -1 | -1 |
| 4-6 | - | - | -1 | -1 | -2 | -2 |
| 7-9 | - | -1 | -1 | -2 | -2 | -3 |
| 10-12 | -1 | -1 | -1 |
Artillery Fire on Naval Units (except landing craft and transport vessels)
Two dice (2 x D6). Rows: artillery SP used. The value before the slash shows naval losses for units up to 4 SP; the value after the slash shows losses for units with more than 4 SP.
| Artillery SP used | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1-3 | 0/0 | 0/0 | 0/0 | 0/0 | 0/1 | 0/1 | 0/1 | 1/2 | 1/2 | 2/3 | 2/3 |
| 4-6 | 0/0 | 0/0 | 0/0 | 0/1 | 0/1 | 0/1 | 1/2 |
Artillery Fire on Landing Craft
Two dice (2 x D6). Losses are subtracted from the landing vessel's capacity as well as from the strength of the transported units.
| Artillery SP used | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1-3 | - | - | - | - | - | - | -1 | -1 | -2 | -2 | -3 |
| 4-6 | - | - | - | - | - | -1 | -1 |
Artillery Fire on Transport Vessels
D6 roll. Losses are subtracted from the transport vessel's capacity as well as from the strength of the transported units.
| Artillery SP used | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| 7-10 | - | -1 | -1 | -2 | -3 | -4 | -5 |
| 11-15 | -1 | -2 | -2 | -3 | -4 | -5 | -6 |
| 16-21 | -2 | -3 | -3 | -4 | -5 | -6 | -7 |
Dice roll modifier: +1 if the targeted unit has more than 30 SP.
NSU Losses from Torpedo Boats
D6 roll. Values in the table show SP losses of the targeted NSU units.
| Attacking boats SP | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-5 | -2 | -2 | -3 | -3 | -3 | -4 |
| 6-10 | -2 | -3 | -3 | -3 | -4 | -5 |
| 11-15 | -2 | -3 | -4 | -4 | -5 | -6 |
| 16+ | -3 | -4 | -5 |
Direct Combat Between NSU Units
D6 roll (0-7). Values in the table show SP losses of the enemy unit.
| Strength of NSA | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|---|
| 1-4 | - | - | 1 | 1 | 2 | 2 | 2 | 3 |
| 5-8 | - | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
| 9-13 | 1 | 1 | 2 | 2 |
Dice roll modifiers: -1 when the weather is cloudy; -3 at night; -1 for the player with initiative.
Torpedo Boats' Losses in NSU's Long Range
D6 roll.
| NSU SPs | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-3 | U-1 | U/P | P | P | P | P |
| 4-6 | U-2 | U-1 | U/P | P | P | P |
| 7-9 | U-2 | U-2 | U-1/P | P | P | P |
| 10+ | U-2 | U-2 | U-1 |
Direct Combat Between NSU and Torpedo Boat (NSU's Close Range)
D6 roll. Results before the slash refer to attacks during the day; results after the slash refer to attacks during the night.
| Torpedo boat SPs | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| 1-4 | U-4 | U-3 | U-2 | U-2 | U-1/z | U-1/z | z |
| 5-8 | U-3 | U-3 | U-2 | U-1/z | z | z | z |
| 9-13 | U-3 | U-2 | U-2/z | U/z | z | z | z |
U-n result: the torpedo boat retreats by 2 hexes and loses n SP. Z – NSU takes losses according to the table NSU Losses from Torpedo Boats.
Modifiers printed beside these tables: NSU strength: 1-2 => +2 to the dice roll result; 3-4 => +1 to the dice roll result. During the night, torpedo boat losses are lowered by 1 for U-3 and U-4 results.
Torpedo Boats Attacks on Landing Crafts and Transport Vessels
D6 roll. Values show SP losses of the attacked unit. If the attacked unit has more than 30 SP, its losses are doubled.
SP of attacked unit 1-10
| Attacker SP | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-5 | - | - | -1 | -1 | -2 | -2 |
| 6-10 | - | -1 | -1 | -2 | -2 | -3 |
| 11-15 | -1 | -2 | -3 | -3 | -4 | -4 |
| 16+ | -2 | -3 | -4 |
SP of attacked unit 11-20
| Attacker SP | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-5 | - | -1 | -2 | -2 | -3 | -3 |
| 6-10 | -1 | -2 | -2 | -2 | -3 | -4 |
| 11-15 | -2 | -2 | -3 | -3 | -4 | -5 |
| 16+ | -3 | -4 | -5 |
SP of attacked unit 21+
| Attacker SP | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-5 | - | -2 | -2 | -3 | -3 | -4 |
| 6-10 | -2 | -3 | -3 | -4 | -4 | -5 |
| 11-15 | -3 | -3 | -4 | -4 | -5 | -6 |
| 16+ | -4 | -5 | -6 |
Printed example: if an enemy attacks a transport vessel carrying land units of a total strength of 50 SP, and the table shows 13 SP of losses, the transported units lose 26 SP.
Torpedo Boats and Landing Crafts (including transported units) Losses During Storm
Two dice (2 x D6). Values show the % losses of naval units (torpedo boats and landing craft) as well as units onboard. A blank cell means no entry is printed.
| Weather | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| good | - | - | - | - | - | - | - | - | - | - | |
| cloudy | 5 | 5 | 10 | 10 | - | - | - |
Airborne Losses During the Drop
Rows: terrain type. Columns: D6 roll (rzut K6). Values show the SP losses of the unit. If a unit lands on a lake or sea hex, it is placed on the adjacent land hex after its losses are taken; if no adjacent land hex exists, the unit is eliminated.
Parachute units losses
| Terrain type | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| hills | - | - | -1 | -1 | -1 | -1 |
| mountain | -1 | -2 | -3 | -4 | -5 | -6 |
| forest | -1 | -2 | -3 | -4 | -5 | -6 |
| swamp | -1 | -1 | -2 |
Glider units losses
| Terrain type | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| hills | - | -1 | -1 | -2 | -2 | -3 |
| mountain | -4 | -5 | -6 | -7 | -7 | -7 |
| forest | -3 | -4 | -5 | -6 | -7 | -7 |
| swamp | -2 | -2 | -3 |
Losses on the Minefields
D6 roll. Values show SP losses of the stack that enters the mined hex. Engineers – see [21.2.3].
| Strength of the stack | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-2 | - | - | - | - | -1 | -1 |
| 3-5 | - | - | -1 | -1 | -1 | -2 |
| 6-7 | - | -1 | -1 | -1 | -2 | -2 |
| 8-10 | -1 | -1 | -2 |
Artillery Fire on Objects
D6 roll. Z – object destroyed; U – object damaged.
| Artillery SP | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-5 | - | - | - | - | - | U |
| 6-10 | - | - | - | - | U | Z |
| 11-15 | - | - | - | U | Z | Z |
| 16-19 | - | (blank) | U |
Firing at Range Table
Two dice. Rows: gun/armor difference (see [15.3.5]). Blank cells have no entry printed. Z – weapon jammed, no more fire during the current turn.
| Gun/Armor difference | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| +7 | 4 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | Z |
| +6 | 3 | 3 | 2 | 2 | 2 | 1 | 1 |
Arnhem 1944 Scenarios
Source: the English scenario sheet of the Arnhem 1944 module ("Arnhem-1945" scenario PDF, 2013, pages 1-4 of 8). The historical introductions of the scenarios are omitted. The unit set-up and reinforcement grids printed on pages 5-8 of that sheet (unit codes, strength steps and hex references), and the order-of-battle boxes of Scenarios I-III, are NOT transcribed here; they are not reliably machine-readable and must be read from the scenario PDF itself. The names of the sheet's own abbreviations are kept as printed (for example "1e, 2e, 3e" for the stages of a day).
Scenario I – Arnhem
Notes
- The game takes place only north of the river Waal.
Initiative: Allies. Supply bases: Germans – N, E, W; Allies – none.
Victory conditions
Allies – for capturing and holding any bridge in Arnhem and reaching it by any unit from XXX Corps (VPs by the stage in which the bridge is reached):
| Date and stage | VP |
|---|---|
| 22 IX, 1e | 100 |
| 22 IX, 2e | 90 |
| 22 IX, 3e | 80 |
| 23 IX, 1e | 70 |
| 23 IX, 2e | 60 |
| 23 IX, 3e | 50 |
| 24 IX, 1e | 45 |
| 24 IX, 2e | 40 |
| 24 IX, 3e | 35 |
| 25 IX, 1e | 30 |
| 25 IX, 2e | 25 |
| 25 IX, 3e | 20 |
- For each German SP destroyed: +1 VP (Allies).
- For each Allied SP destroyed: +2 VP (Germans).
- For destroying the 1st British AD HQ: +8 VP (Germans).
- For each British unit being cut off (after the game ends): +1 VP (Germans).
Reinforcement and set-up notes
- The Allied airborne divisional units land on 17 September. In the historical variant the Poles land on 21 September. In the alternative variant the Allied player rolls one die to establish the date of the assault: 1-2 – 19 September; 3-4 – 20 September; 5-6 – 21 September.
Scenario II – Nijmegen
Notes
- Allied initiative. The battle is divided into separate fights in Nijmegen, Groesbeek and Grave.
Initiative: Allies. Supply bases: Germans – N, E, W; Allies – S. Fire units: N/A.
Victory conditions
Allies – for capturing and holding any bridge in Nijmegen and reaching it by any unit from XXX Corps:
| Date and stage | VP |
|---|---|
| 20 IX, 1e | +100 |
| 20 IX, 2e | +90 |
| 20 IX, 3e | +80 |
| 21 IX, 1e | +70 |
| 21 IX, 2e | +60 |
| 21 IX, 3e | +50 |
| 22 IX, 1e | +45 |
| 22 IX, 2e | +40 |
| 22 IX, 3e | +35 |
- For each German SP destroyed: +1 VP (Allies).
Germans – for holding at least one hex of Nijmegen:
| Date and stage | VP |
|---|---|
| 19 IX, 3e | +10 |
| 20 IX, 1e | +16 |
| 20 IX, 2e | +24 |
| 20 IX, 3e | +32 |
| 21 IX, 1e | +40 |
| 21 IX, 2e | +50 |
| 21 IX, 3e | +60 |
| 22 IX, 1e | +70 |
| 22 IX, 2e | +80 |
| 22 IX, 3e | +100 |
- For each Allied SP destroyed: +1 VP (Germans).
Scenario III – Eindhoven
Notes
- The sheet prints a note block "VPs of XXX Korpus 15/35" and "Germans VPs" beside the victory table; the printed key does not say which of the two numbers belongs to which side, and it is reproduced as printed below.
Initiative: Allies. Supply lines: Germans – E, W; Allies – S. Fire units: N/A. Air units: Allies – 1 TAC (17 IX, 2E). Minefields: Germans – 3.
Victory conditions
- For reaching current cities by XXX Corps units, the Allied player receives VPs. The German player receives VPs for holding the cities until the current dates (squares near bridges).
- For every enemy SP destroyed, each player receives +1 VP.
The Eindhoven table prints, for each date and stage, two values (as printed, "x/y"):
| Date | 1e | 2e | 3e |
|---|---|---|---|
| 17 IX | - | - | 100/0 |
| 18 IX | 90/0 | 70/5 | 50/10 |
| 19 IX | 30/20 | 20/30 | 10/40 |
| 20 IX | 5/50 | 0/60 | 0/70 |
| 21 IX | 0/80 | 0/90 | 0/100 |
| 22 IX | 0/100 | 0/100 | 0/100 |
| 23 IX | 0/100 |
Scenario IV – Market-Garden
Notes
- The scenario allows playing the whole battle. Starting locations are taken from the scenarios Arnhem, Nijmegen and Eindhoven. It is possible to drop airborne units on any space on the map in a custom scenario, but reinforcements have to be placed according to the schedule and to the notes about the 1st Polish Parachute Brigade.
- The play takes place north of the Waal river.
- All scenarios start on 17th (2nd stage) of September and end on 26th (3rd stage) of September.
- If the German side captures chosen LZs, the Allied player may decide where to drop units.
- In the historical option British airborne units are not allowed to destroy the Arnhem bridge.
- In the historical option the Polish antitank unit lands with the British 1st Airborne Division.
- It is possible to merge the scenarios Arnhem and Nijmegen. In that case the Victory Points are taken from the Arnhem scenario.
- German Panzerfaust units are attached to battalions and enter the map with them.
- PIAT units are attached to specific battalions and land with them.
- In an alternative or custom scenario the airborne units may land on any part of the map, but reinforcements have to be placed according to the schedule.
- "20 IX, 2e, 24 SP/XXX KA – Y": on 20 September (2nd stage) 24 SP from XXX Corps (including 8th Armoured Brigade and "I" Armoured Brigade) may enter the game.
- The 147th and 116th RA have 8 hexes of fire range.
Initiative: Allies. Supply lines: Germans – N, E, W; Allies – S. Minefields: Germans – 2. Air units: Allies – 1 TAC (17 IX).
Victory conditions
For reaching current cities by XXX Corps units, the Allied player receives VPs. The German player receives VPs for holding the cities till the current dates (squares near bridges). For every enemy SP destroyed, each player receives +1 VP.
Eindhoven (1e, 2e, 3e as in Scenario III):
| Date | 1e | 2e | 3e |
|---|---|---|---|
| 17 IX | - | - | 100/0 |
| 18 IX | 90/0 | 70/5 | 50/10 |
| 19 IX | 30/20 | 20/30 | 10/40 |
| 20 IX | 5/50 | 0/60 | 0/70 |
| 21 IX | 0/80 | 0/90 | 0/100 |
| 22 IX | 0/100 | 0/100 | 0/100 |
| 23 IX | 0/100 |
Nijmegen:
| Date | 1e | 2e | 3e |
|---|---|---|---|
| 19 IX | 100/0 | 90/0 | 80/0 |
| 20 IX | 70/0 | 65/0 | 60/0 |
| 21 IX | 55/0 | 50/0 | 45/10 |
| 22 IX | 40/15 | 30/20 | 25/25 |
| 23 IX | 20/30 | 15/35 | 10/40 |
| 24 IX | 5/100 | 0/100 | 0/100 |
| 25 IX | 0/100 |
Arnhem:
| Date | 1e | 2e | 3e |
|---|---|---|---|
| 19 IX | 100/0 | 90/0 | 80/0 |
| 20 IX | 70/0 | 65/0 | 60/0 |
| 21 IX | 55/0 | 50/0 | 45/10 |
| 22 IX | 40/15 | 30/20 | 25/25 |
| 23 IX | 20/30 | 15/35 | 10/40 |
| 24 IX | 5/45 | 0/50 | 0/60 |
| 25 IX | 0/70 |
The sheet's key beside the Arnhem table prints "VPs of XXX Korpus 15/35" and "Germans VPs", as in Scenario III.
Scenario IV Reinforcements
The Market-Garden reinforcement schedule (pages 5-8 of the sheet, including the 1st Polish Parachute Brigade entry "21 IX, 1st stage" and the German reinforcement schedule, for example "17 IX, 3e – Liebsh – A") is not transcribed here; see the note at the head of this section.