Axis Empires: Ultimate Edition
Axis Empires: Ultimate Edition Rulebook
Table of Contents
Table of Contents
-
- Introduction
- Game Components
- Core Game Mechanics
- Sequence of Play
- 0. Seasonal Victory Phase
- 1. Seasonal Phase
- 2. Initial Administrative Phase
- 2.1 Political Events Segment
- 2.2 Support Segment
- 2.3 Organization Segment
- 3. Operational Movement Phase
- 4. Combat Phase
- / # – The number to the left of the slash is the number of step losses taken by the attacker and is applied first. The number to the right of the slash is the number of step losses taken by the defender.
Introduction
Totaler Krieg! (TK) is a wargame covering the European Theater of World War II from 1937 to V-E Day. Players command the Axis, Soviet, and Western factions.
TK is the sister game to Dai Senso! (DS), which covers the Pacific Theater. The two may be played together as a combined game called Axis Empires (AE).
Rulebook Structure
Design Note: Don't let the length of the rulebook intimidate you. First, you won't need to memorize the whole thing to play, as it's been written so you can look up the rules as you go. Also, the book contains many clarifications, examples, and design notes that appear in gray text boxes just like this one. These should help explain things as you read.
If this is your first time with TK, we've come up with some training scenarios that will help you learn as you play. Stop here for now and read "Playing TK for the First Time" in the scenario book.
This is the TK "Living Rules" rulebook. Text that appears in red ink (such as you see here) indicates an item that has been corrected or changed since the published TK rulebook.
The TK rulebook is divided into several sections:
- Introduction: That's the section you're reading now.
- Game Components: A list of what comes with the game and what the pieces mean.
- Core Game Mechanics – Sections 0 - 7: These rules define the mechanics you will perform during the course of a Game Turn. Not all rules are performed every Game Turn. For ease of reference, rules 0 through 7 are presented in the same numerical order that they are performed in during the Sequence of Play.
Example: If you are playing Step 5 of the Sequence of Play (Reserve Movement), you'll find Rules Section 5 in this book directly corresponds to that step.
- Housekeeping Rules – Sections 8 – 13: These are rules that apply throughout the game, but do not fall strictly within the Sequence of Play.
- Look-Up Rules – Sections 14 – 16: These rules explain the effects of specific markers, Political Events and Conditional Events that may occur. They're called "Look-Up" rules because you should look them up as you play.
Clarification: Look-up events are often italicized and cross-referenced when they appear to help you find them quicker.
- Designers Notes: Some musings about the design philosophy behind this edition of TK.
How to Read the Rules
Design Note: Please don't ignore this section – we know you can read and mean no insult. We just want to clarify some of the vernacular before we go any further.
While reading the rules, do not infer or imagine more to a rule than is stated in it. When in doubt, interpret strictly. Treat any game event that is impossible to fulfill given current game conditions as a "No Result." That is, nothing happens and the players continue play.
Example: An event instructs the Western faction to roll on the Area Table: Central. The die roll comes up 2, which is Austria. But Austria no longer exists because the Axis faction successfully played its card 10 Demand Austria and incorporated Austria into Germany. The result is therefore treated as No Result.
If an option card provides instructions based on a certain die roll result, and that card doesn't list what happens if that result does not occur, then the event is treated as No Result.
Example: The Conditional Event for Western card 7a Western Guarantees instructs you to count the German markers in the Ceded Lands Box and roll one die. The card says: "If the result is less than or equal to the count, apply Military Aid." It does not say what happens if you roll greater than the count – so the default applies, which is to treat it as No Result.
Most rules state items in the singular form. For example, "a German ground unit." Unless a specific number is cited, the rule applies from one to any number of the stated item.
Clarification: In other words, "a" doesn't mean "just one." When we say "one," that's when we mean a single item.
"Can" or "cannot" indicates whether or not an action is allowed.
"If" indicates that as long as the criteria are true, then the specified effect and/or restriction described applies. If the listed criteria are not true, then what follows does not apply.
"May" indicates the player has the option to do something; thus, he has the choice to perform an action, he is not forced to do so and may treat the result as No Result instead.
"Must" indicates the player has no choice; that action must be performed unless otherwise prohibited or impossible to do given current game circumstances. If the player is presented a list of options that he "must" select from, he must select an option that can be performed.
Clarification: You can't avoid a bad event by picking an option that is impossible to fulfill and then claim a No Result.
A country's name indicates the stated item that follows must belong only to that country.
Example: "German ground unit" refers to any ground unit belonging to Germany only and not another Axis country.
A faction's name indicates the stated item that follows must belong to that faction.
Example: "Western Air units" refers to any Air unit belonging to any country aligned with the Western faction.
A note about TK, DS, and AE: As much as possible, these three games all use the same rules. Where there are exceptions, they will be noted as follows:
- Rules and counters that are not used in the AE combined game – i.e., that apply to TK only – will be preceded by an asterisk.
© Rules that apply only to the AE combined game will be preceded by a © symbol.
Rules that are handled differently in TK than they are in DS are preceded by a triangle. When you are playing AE, be sure to use the section that applies to the map in question.
Design Note: If you know how to play DS, you pretty much already know how to play TK – but look for the asterisks and triangles to see the important differences.
Glossary
Design Note: Even if you don't like reading definitions, we recommend you give this list a glance. Like "How to Read the Rules" above, it will help you understand the game better. Particularly important terms are underlined. If you forget what these terms mean, refer back here for the definition.
Active: A Minor Country that is not Neutral or Conquered. Major Countries are always considered active.
Air Base: A Land hex containing a City, Port, Road, or Rail; and a supplied ground unit, Detachment marker, or Logistics marker. Exception: A hex containing an enemy Air unit does not have an Air Base.
Clarification: When a Road or Rail hex is used as an Air Base, that Road/Rail does not have to be the one used to trace a supply line.
Example: A supplied German ground unit is in hex e4209, a Rail hex. This hex may serve as an Air Base even if the ground unit traces a supply line from e4209 to e4208 to e4207, and then along the railway back to Germany.
Allied: This indicates something related to either the Soviet or Western factions.
Example: "Allied ground unit" refers to any ground unit belonging to any country aligned with the Soviet or Western faction.
Beachhead Hexside: The hexside faced by the arrow on a Beachhead marker. Units can move and attack across a Beachhead Hexside.
Blitz-enabled: If a faction has a Blitz marker on the map, then all friendly units within two hexes of that marker are said to be Blitz-enabled.
Clarification: That includes all friendly units in the hex containing the Blitz marker itself.
Border: A Country or Dependent "shares a Border" with another Country or Dependent if there is at least one Border Hexside between the two (see the Terrain Key). A Border Hexside can be exclusively across a Strait or All-Sea hexside.
Example: Albania (an Italian Dependent) and Greece share a Border, as do Rhodes (another Italian Dependent) and Turkey.
City: This refers to any hex containing a City, Capital, or Provisional Capital symbol.
Col or Colonial: Ground units with a white unit-type symbol box.
Design Note: Colonial units represent foreign troops. They are treated like regular steps for most purposes, but they have special placement restrictions (1.3.4) and are subject to certain Political Events.
Conquered: An Allied Minor Country that has had the Axis Minor Country Conquest Conditional Event (16.1.1) applied to it and is not currently active.
Control: A hex is under Axis control if any of the following conditions applies:
- Priority 1: The hex is an Allied Strategic Hex (green or red) in Britain, France, or Russia that contains an Axis Devastation marker.
- Priority 2: The hex contains an Axis ground unit, Detachment, Logistics, or Nationalist Stronghold marker.
- Priority 3: The hex is in an active Axis Country or one of its Dependents, or in a Conquered Allied Minor Country or one of its Dependents.
A hex is under Allied control if any of the following conditions applies:
- Priority 1: The hex is an Axis Strategic Hex (gray) in Germany that contains an Allied Devastation marker.
- Priority 2: The hex contains an Allied ground unit, Detachment, Logistics, or Republican Stronghold marker.
- Priority 3: The hex is in an active Allied Country or one of its Dependents.
Clarification: This last item does not include a hex in a Neutral Country or a Conquered Allied Minor Country.
If more than one faction could potentially claim control of a hex, the faction able to claim the lowest-numbered priority is the faction in control.
Example: A Western Devastation marker is in Ruhr (w3720), inside Germany, which is an Axis Country. The Western Allies have Priority 1 status in the hex, which trumps the Axis claim of Priority 3 – so the Western faction controls Ruhr.
A hex with a Republican Stronghold marker is considered under the control of the Allied faction listed on the Republican Support marker.
Delay Box: A holding box for counters with Delay Stripes that are removed from the map. These counters will cycle back to the map after a delay of one or more Game Turns. A Naval Warfare Delay Box is printed next to the regular Delay Box on the map.
©A unit that is moved to a Delay Box must be placed on the same map that it is being removed from, unless the unit is performing the Pacific Commitment Political Event (15.30).
DRM: Die Roll Modifier – a number you add or subtract to a die roll. Modifiers are cumulative. Except for Delay Results (7.1), all modified rolls less than 1 or greater than 6 are treated as 1 or 6, respectively.
Clarification: DRMs associated with counters are printed in a square on that counter. Black means it applies to the Axis; green to the West; red to the Soviets; and white to all factions.
Enemy: This indicates something related to one of the other two factions.
Clarification: When it's your Faction Turn, everything that doesn't belong to your faction is in your way. So for the Western faction, "enemy ground unit" refers to any ground unit belonging to the Axis or Soviet faction.
Exp or Expeditionary: A Minor Country one-step unit that is not subject to restrictions regarding cooperation with other friendly Minor Country units.
EZOC: Enemy Zone of Control – one of the six hexes adjacent to an enemy unit (8.1).
Faction: One of the three "sides" in the game – the Axis, the West and the Soviet.
Force Pool: A holding box for a faction's counters not in play.
©Each faction has a TK Force Pool (for Europe) and a DS Force Pool (for the Pacific).
© Clarification: Units are placed in the Force Pool that corresponds to their location. For example, a unit that enters play from a TK card or that is removed from a TK map is placed in the faction's TK Force Pool – not the DS Force Pool – unless specifically directed otherwise.
France / Vichy / French: The rules and cards specifically use the word "France" to refer to that Minor Country before it has been conquered. After France is conquered (no matter how), it is referred to as "Vichy." The word "French" is used to refer to something that could belong to either France or Vichy.
Friendly: This indicates something that belongs to the same faction.
Clarification: In other words, it's the opposite of "enemy" above. Axis ground units are friendly to the Axis faction.
Hex: Hexes are identified by hex numbers. An "e" stands for the East Map (which has Russia on it) and "w" stands for the West Map (which has Britain on it).
Example: Berlin is in hex w3825.
There are two types of hexes, All-Sea and Land. When the word "hex" appears by itself, it refers to any hex on the map.
- All-Sea hex: A hex that contains only water (dark blue in color).
- Land hex: A hex that contains any amount of land in it, including hexes that have both land and water. Note that an All-Sea hex with a Beachhead marker is not considered a Land hex.
Home Country City or Home Country Port: A City or Port in a Land hex of a unit's respective Home Country.
A Western Off-Map Box can also serve as a Home Country Port for any Western unit – no supplied ground unit, Detachment marker, or Logistics marker is required.
Example: Cities and Ports in Italy are Home Country Cities and Ports for Italian units. Cities and Ports in Libya (an Italian Dependent) are not.
If Vichy is a Western Minor Country, Vichy units can use the Eastern US/Canada Box as a Home Country Port.
Island: One Land hex surrounded entirely by All-Sea, Strait, or Beachhead hexsides.
Example: For game purposes, Malta (w1824) is an Island. Sicily and Sardinia are not.
Map: The play area. ©In a combined game, DS and TK are considered separate "maps."
Marker: A counter that is not a ground unit or support unit.
Multi-Zone Port: A Port that is considered to be in more than one Naval Zone at the same time (e.g., w2208 Gibraltar).
Clarification: Regardless of where a Port might be on the map, only those Ports designated as Multi-Zone Ports are considered as such.
Naval Base: A Land hex containing a Port and a supplied ground unit, Detachment marker, or Logistics marker.
A Western Off-Map Box can also serve as a Naval Base for any Western Unit – no supplied ground unit, Detachment marker, or Logistics marker is required.
Naval Base Restrictions:
- A hex containing an enemy Air unit does not have a Naval Base.
- A hex containing a Beachhead marker does not have a Naval Base.
- An Ice hex affected by Snow does not have a Naval Base.
Clarification: It's a little hard to see on the map, but Leningrad (e4608) is an Ice hex.
Example: If Venice (w3023) contains a supplied German ground unit and an unsupplied Italian ground unit, it is a German Naval Base, but not an Italian Naval Base. That's because the Italian unit is not supplied.
The Africa Box is a Western Naval Base for any Western unit. Since it is an Off-Map Box, it does not require a supplied ground unit.
Naval Zone: An area consisting of All-Sea hexes and coastal Land hexes as defined by a Naval Zone border. A Port, City, unit, or marker is considered in a Naval Zone if it is in any hex in that Naval Zone's defined area. Some coastal Land hexes on the map may be in more than one Naval Zone at the same time.
Naval Zones are considered adjacent to each other if they share a Naval Zone border hexside.
Example: Find the North Sea Naval Zone on the map. The All-Sea hexes in this Naval Zone are fairly obvious. Other examples of hexes in the Naval Zone are Southampton (w3915) and Antwerp (w3718). Less obvious, but still in the North Sea are London (w3916) and Trondheim (w5025). Hex w3913 is in both the North Atlantic and North Sea Naval Zones.
The North Atlantic Naval Zone is adjacent to the North Sea and Western Mediterranean Naval Zones, but not the Arctic Sea Naval Zone.
Naval Zone Box: Every Naval Zone has three Naval Zone Boxes: On Station, Convoys, and Used. These boxes are used to show the status of support units and markers within that Naval Zone.
Clarification: Note that Naval Zone Boxes are printed over All-Sea hexes on the map. Those hexes are still in play! We've tried to place the boxes so that crowding shouldn't occur very often, but when it does, take care to place your pieces so that you know what is where.
Neutral: A Minor Country that is not Active or Conquered.
Off-Map Box: The boxes on the map labeled Eastern US/Canada, Africa, Middle East, and Central Asia.
An Off-Map Box belongs to one of the Allied factions; only units friendly to that faction can enter a particular Off-Map Box.
An Off-Map Box is considered part of a Naval Zone if a unit is able to enter or exit that Naval Zone using the Port-to-Port movement procedure (3.1.2), as stated in that Off-Map Box.
Example: The Eastern US/Canada Box is part of the North Atlantic Naval Zone, but not the North Sea Naval Zone.
An Off-Map Box is considered adjacent to another Off-Map Box if a unit can move between them using the Off-Map Box to Off-Map Box movement procedure (3.1.3), as stated in the Boxes.
Example: The Eastern US/Canada Box is adjacent to the Africa Box, but not the Middle East Box.
Open Port: A hex has an Open Port for a faction if at least one of the following applies:
- It is a Port hex containing a friendly ground unit, Airdrop, Detachment, or Logistics marker.
- It is a Port hex in a friendly, active Country.
- It is an All-Sea hex containing a friendly Beachhead marker.
- It is an Off-Map Box identified as having an Open Port.
Clarification: Unlike with Air Bases or Naval Bases, the unit or marker does not have to be supplied. Note also that control, by itself, does not create an Open Port.
Example: If Greece is a Western Minor Country, then Athens (e2204) does not require a friendly unit or marker to be a Western Open Port. If the Axis turns Greece into a Conquered Minor Country, it would control Athens for Victory Point Checks but could not use it as an Open Port unless it contained an Axis ground unit, Airdrop, Detachment, or Logistics marker.
Malta (a British Dependent in w1824) requires a friendly unit or marker to be a Western Open Port, even for British units. That's because Dependents are never considered to be "a friendly Country" (13.3.1).
Open Port Restrictions: A hex does not have an Open Port if any of the following applies:
- The hex contains an enemy ground or air unit, or enemy Airdrop, Detachment, or Logistics marker.
- The hex is an Ice hex affected by Snow.
- There is an enemy Fleet unit in the On Station Box of the Naval Zone containing the hex.
- There is an enemy Air unit in the On Station Box of the Naval Zone containing the hex, and the hex is within three hexes of a Naval Base of that same enemy faction. (A Naval Base in an Off-Map Box is never considered to be within three hexes of any hex, no matter how close the Off-Map Box is to that hex.) This restriction applies only for an activity performed within the specific Naval Zone containing the enemy Air Force unit.
For Multi-Zone Ports, the last two restrictions only apply to a Naval Zone containing an enemy Fleet or Air Force unit.
Example: France is a Western Minor Country. If there is a German Air Force unit in Brest (w3612, a Multi-Zone Port), then it is not a Western Open Port, in either of the North Atlantic or North Sea Naval Zones.
Now let's say the German Air Force unit is in the North Sea On Station Box instead, and there's a supplied Axis Italian ground unit in Cherbourg (w3714), making it an Italian Naval Base. In this case, Brest is not a Western Open Port in the North Sea because it is within three hexes of Cherbourg, but it is an Open Port in the North Atlantic Naval Zone, because only the North Sea On Station Box contains an enemy support unit.
If there is an Axis Sub Fleet in the North Sea On Station Box, then all Ports in the North Sea Naval Zone are not Western Open Ports.
Design Note: An enemy support unit in an On Station Box represents the interdiction of the sea lanes and ports within that Naval Zone. Air Force units must operate within range of their Naval Bases. Fleet units, with their much greater range, patrol the entire area.
Open Port Mutual Interdiction: If one faction's hex cannot be considered an Open Port or Naval Base directly because of an enemy faction's Open Port or Naval Base, and the situation exists directly in reverse (i.e., it involves the same hexes for each faction), then neither faction has an Open Port in their respective hex.
Clarification: Don't worry if this doesn't make sense to you right now. This is a very rare event, and you'll recognize it if you encounter it in play.
PAC or Policy Affected Country: A Country (and all its Dependents) affected by a Policy marker in the Posture Display.
Played: An option card is considered "played" if is a faction's Current Card, or was a faction's Current Card in an earlier season in the game.
Port: "Port" refers to any hex containing a port symbol.
Posture: A Country's current status as a belligerent, Policy Affected Country (PAC), or Truce Affected Country (TAC).
Range: Count ranges by including the destination hex, but not the origin hex.
Example: There is a German Air Base in Ruhr (w3720), and the Axis faction wishes to place an air unit with a range of three hexes in Calais (w3717). This is allowable. Amiens (w3617) is out of range.
Restricted Waterway: Each of the following is considered a Restricted Waterway: Copenhagen (w4224), Gibraltar (w2208), Istanbul (e2508), the Kiel Canal (w3922/w4023), and the Suez Canal (e1213/e1312).
TAC or Truce Affected Country: A Country (and all its Dependents) affected by a Truce marker in the Posture Display.
Turn (Seasonal Turn / Non-seasonal Turn): A Game Turn highlighted with a red box on the Turn Track is a Seasonal Turn (every Mar-Apr, May-June, Aug-Sept, and Nov-Dec Game Turn). All other Game Turns are Non-seasonal Turns.
Unit: A counter that is a ground or support unit.
USCL: United States Commitment Level – a measure of America's wartime productivity.
VP: Victory Point – a measure of a faction's success in the game.
Game Components
A complete copy of TK includes these components:
- This Rulebook
- A Scenario Book
- Two 22 x 34 inch maps
- Three countersheets each with 280 counters (840 total)
- Three decks of option cards (one for each faction – the Axis deck has 76 cards, the Western deck has 59 cards, and the Soviet deck has 65 cards)
- Three Force Pool Displays (one for each faction)
- Three Player Aid Cards (one for each faction)
- One Support Unit & Convoy Marker Aid Card
- One Scenario Display Card for the one-map campaign scenarios
- One six-sided die
Game Scale
A hex on the map is about 60 miles across. Off-Map Boxes represent areas Axis forces had no true capability of conquering.
A Turn represents from 30 to 60 days. Each year consists of four seasons:
- Spring begins with the Mar-Apr turn.
- Summer begins with the May-June turn.
- Autumn begins with the Aug-Sept turn.
- Winter begins with the Nov-Dec turn.
Counters (Units, Markers)
There are two types of counters: units and markers. Any counter that is not a ground unit or support unit is a marker.
Ground units: These units represent combat formations from battalions to armies. Ground units (and only ground units) always have these three numbers printed along the bottom of their counter: Attack Factor, Defense Factor, and Movement Allowance.
Clarification: Other counters may be considered "units," but only the ones with three numbers on the bottom are ground units.
Ground units may also have this information:
- Step Value indicates the number of steps in a unit. The number of steps in a unit is shown as one, two, or three dots or squares printed in the upper-right corner of the counter.
Clarification: Most ground units use dots to indicate their Step Value. Garrison and fortress units use squares to indicate they are limited in their ability to organize or break down during the Organization Segment (2.3).
- Organization Size "xxxx" indicates an army. All armies are multi-step units.
- Historical ID (located to the right of the unit-type symbol box) is a unit's historical identity.
- Nationality ID (located to the left of the unit-type symbol box) indicates which Minor Country or Faction the counter belongs to.
Clarification: Major Country units do not have Nationality IDs on them, except for German SS units.
- Unit-Type Symbol indicates the unit type. There are four ground unit types:
- Infantry units have an infantry, garrison, mountain, ski, cavalry, airborne, or marine symbol.
- Armor units have armor, mechanized, cav-mech, or helicopter symbols. Armor is sometimes referred to as panzer or tank, but there is no difference in game play.
- HQ units have an HQ symbol.
- Fortress units have an empty box or trench lines symbol. Those with trench lines are referred to as Port-a-Fort units.
Clarification: Note that the unit-type symbol is what matters when determining a unit type, and not the individual unit components. Thus, a three-step Western HQ unit is not an armor-type unit, even though an armor-type unit was used to form it.
- Unit-Type Symbol Color indicates a "special" unit type. Not all unit-type symbols are colored; those units are normal units.
- White indicates a colonial unit (1.3.3.5).
- Other indicates an elite unit (2.3.4.3).
Support units: These units represent concentrations of air and naval activity. There are two categories of support units, Air and Fleet. They are further broken down into several different types:
- Air Force units have an aircraft icon. All Air Force units have Escort Troop Convoy markers on their backs.
- Bomber units have a bomber aircraft icon, down-arrow symbol (indicating they cannot contest support unit placement), and DRM symbol. All Bomber units have Devastation markers on their backs.
- CV Strike units have an aircraft icon. A CV Strike unit has its CV Fleet unit on the front.
- Interceptor units have an aircraft icon and up-arrow symbol (indicating they can only contest support unit placement).
- CV Fleet units have a carrier ship icon. A CV Fleet unit has its CV Strike unit on the back.
- Surface Fleet units have a battleship icon. All Surface Fleet units have Escort Troop Convoy markers on their backs.
- Sub Fleet units have a submarine icon, down-arrow symbol (indicating they cannot contest support unit placement), and DRM symbol.
Markers: These counters are used to mark various game functions. Here are some of the important ones you'll encounter:
- Airdrop markers have a parachute symbol. All Airdrop markers are found on the backs of their parent airborne and helicopter ground units.
- Beachhead markers represent invasion beachheads and temporary ports. These markers have arrow, port, aircraft, and Limited Stacking icons on the front. They have arrow, port, and battleship icons on the back.
- Convoy markers represent merchant marine activity. These markers have a transport ship icon. They may read Supply on one side and Troop on the other. There are four types of Convoy markers: Standard Convoy markers, Axis and Soviet Scratch Convoy markers, the US Fleet Train Convoy marker, and Escort Troop Convoy markers (found on the backs of Air Force and Surface Fleet support units).
Clarification: Standard Convoy markers do not have a Delay Stripe. The three other types of Convoy markers do. When the rules refer to "a Troop Convoy marker," they mean any such Convoy marker. When they refer to "a Supply Convoy marker," they likewise mean any such marker – including the inherent Western Supply Convoy markers found in a number of Naval Zones.
- Detachment markers represent small garrisons to keep supply lines open and port facilities operational. They have a pennant flag symbol. All Detachment markers are found on the backs of certain infantry ground units.
Other Counter Information: Both units and markers may contain these additional bits of information:
- Delay Stripe indicates the counter must be placed in a Delay Box when it is removed from the map.
- Range is the maximum distance in hexes that an Air unit or A-bomb marker can be placed from an Air Base. For HQ units, it is the maximum distance the HQ can provide Ranged Support. For Airdrop markers, it is the maximum distance in hexes the marker may be placed from its parent airborne or helicopter unit. For Failure and Blitz markers, it is their radius of effect.
- Reinforcement Letter, Number, or Asterisk. If this is a number, it matches the option card that brings this counter into play. This will help you find the counters faster while playing. If this is a letter, it matches a Political or Conditional Event that brings the counter into play. Here's what some of those mean:
- ASR: the counter can be brought into play with an Allies Support Resistance Political Event (15.1).
- N: the counter can be brought into play with the Minor Country Created (15.25) or Provincial Independence (15.34) Political Events.
Clarification: The "N" stands for a "new" Minor Country.
- P: the counter is brought into play with a faction's Partnership option card.
- ®: the counter is a variant counter not used in standard play.
Clarification: The ® stands for "Random Campaign Game." You can set aside all ® counters for now. The rules for these counters are included in the Axis Empires Expansion Kit, which will be available separately. We've included them here to give you a taste of some of the cool things you'll find in the Kit, and also to make the most efficient use of available space.
- V: the counter may enter play after Vichy is created (13.8.6).
- If this is an asterisk, it means this counter is not used in the AE combined game.
Option Cards
There are three sets of option cards included with the game – one set each for the Axis, Soviet, and Western factions.
Each card has a color that indicates its War State. Blue cards are Pre-War cards. Gray cards are Limited War cards. Magenta cards are Total War cards. A card's War State is also indicated by text in the upper right corner.
Cards may have the following information:
- Card Number matches the Reinforcement Number printed on counters. Not all cards have a unique number. Some numbers may be duplicated and have a letter added to them. Card numbers that appear in red are used in one-map scenarios only.
- Symbols identify those cards with special properties; not all cards have these marks.
- A lightning bolt symbol indicates a Blitz card. A Blitz card's Blitz Value is determined by counting the number of lightning bolts on the card.
- A hammer-and-wrench symbol indicates the card is a Rearmament card.
- A set of circular arrows indicates the card is a recyclable card.
- On Soviet cards only, a number in a black circle indicates the card's Production Value (©1.1.3.3).
- A © symbol indicates the Card has a counterpart in the DS deck that must be paid attention to in AE.
- Card Name indicates its name. Not all cards have unique names.
- Selection Requirements lists the conditions that must be in effect to select the card as a Pending Card (1.1.3).
- Segment Actions indicate actions that must be performed during certain Segments of the Turn, such as the Option Card Segment or Conditional Events Segment. Events that are surrounded by a red border are performed in Seasonal Turns only. Events that are not surrounded by a red border are performed each Turn.
- Quote and Historical Note provided for historical flavor only.
- Owning Faction Indicator identifies which of the three factions owns the card.
- Historical Play or Removal Date indicates when the card was played or removed from the deck historically. (Exception: some Axis cards use this area to indicate they are only used for one-map scenarios.)
Clarification: Players do not have to play cards in historical order – but doing that the first time you play TK isn't a bad idea, just to see what's going on.
Core Game Mechanics
Sequence of Play
The game is played in a series of consecutive Game Turns. Each Game Turn consists of three Faction Turns: Axis, Western, and Soviet. The faction whose Faction Turn is currently in progress is referred to as the phasing faction.
Each Faction Turn is divided into Phases, which may be sub-divided into Segments. Players perform actions in a sequence of Phases and Segments known as the Sequence of Play. Once a phasing faction finishes a Phase or Segment and moves to the next, it cannot go back.
Important: The Seasonal Victory Phase and each faction's Seasonal Phase are performed only on Seasonal Turns (i.e. the first turn of each Season). These Phases have a red border around them in the Sequence of Play to match the red border that appears around Seasonal Turns on the Turn Track. On all other Non-seasonal Turns, each faction begins its Faction Turn with the Initial Administrative Phase.
Design Note: The Sequence of Play is very procedure-oriented. You'll need to follow it closely to perform actions in their proper order.
Game Turn Sequence of Play
- Seasonal Victory Phase 0.1 Victory Point Check
A. Axis Faction Turn
- Seasonal Phase 1.1 Option Card Segment 1.2 Logistics / Partisan Segment 1.3 Replacements Segment
- Initial Administrative Phase 2.1 Political Events Segment 2.2 Support Segment 2.3 Organization Segment
- Operational Movement Phase
- Combat Phase 4.1 Blitz Combat Segment 4.2 Regular Combat Segment 4.3 Marker Segment
- Reserve Movement Phase
- Final Administrative Phase 6.1 War & Peace Segment 6.2 Conditional Events Segment
B. Western Faction Turn The Western faction player performs Phases 1-6 above.
C. Soviet Faction Turn The Soviet faction player performs Phases 1-6 above.
- End of Game Turn Phase 7.1 Delay Segment 7.2 Turn Marker Segment
©Combined Game Sequence of Play
In AE, the Game Turn Sequence of Play remains exactly the same: after performing the Seasonal Victory Phase (if necessary), the Axis faction takes its Faction Turn on both maps, followed by the Western faction and the Soviet faction.
Events during a particular segment or phase are performed in TK first and then in DS.
Clarification: Your faction only gets one combined Faction Turn on both maps, and generally, play can happen at the same time on both maps. But whenever there is confusion about sequencing, remember "Germany First."
0. Seasonal Victory Phase
Important: This Phase is performed on Seasonal Turns only.
0.1 Victory Point Check
A Victory Point Check is performed at the beginning of every Seasonal Turn. A Final Victory Point Check is also performed at the end of the game.
0.1.1 Current Strategic Value
Step 1: Count the number of all Soviet and Western Strategic Hexes under Axis control plus the number of Allied Collapse markers in the Strategic Warfare Box.
Step 2: Subtract the number of Axis Strategic Hexes under Allied control plus the number of Military Takeover markers in the Strategic Warfare Box. Exception: Axis Strategic Hexes under Allied control in a Policy Affected Country (13.6.1) are not counted. If an Axis Strategic Hex is under Allied control due to the Republican Stronghold marker, refer to the Republican Support marker to see whether the Civil War Country is a Western Minor Country or a Soviet Minor Country for this purpose.
The resulting sum is the Current Strategic Value.
Example: France is an active Western Minor Country, but an Appeasement marker is in France's Posture Box. Thus, Metz (w3519), an Axis Strategic hex under Western control, is not counted.
The Republican Stronghold marker is in Madrid (w2710) and the Republican Support marker has its Soviet side face up. If the Soviet Minors Posture is War, Madrid would count for the Allies – even if Spain is a Neutral Country.
0.1.2 VP Marker Placement
Place the VP marker in the Box on the VP Track that corresponds to the Current Strategic Value, on the side indicated (either Axis Tide or Allied Crusade) by that Box.
Do not flip the VP marker when the Current Strategic Value is +1 or +2. Just place the VP marker in the 0 Box and leave it on whichever side was already face-up.
Clarification: If the Current Strategic Value is 0, the VP marker goes in the 1 VP Box on its Allied Crusade side.
Example: It is the Victory Point Check of the May-June 1940 Seasonal Turn and the VP marker reads Allied Crusade. The Axis player has ground units occupying two Allied Strategic Hexes (Oslo and Antwerp), while the Allies occupy one Axis Strategic Hex (Metz). The sum is one in favor of the Axis, or +1. The VP marker is placed in the 0 VP Box and left, unchanged, on its Allied Crusade side.
In the next Victory Point Check (Aug-Sept 1940 Seasonal Turn), there are now Axis ground units in three Allied Strategic Hexes (Oslo, Antwerp, and Paris), while the Allies have none in Axis Strategic Hexes. The sum is three in favor of the Axis, or +3. The VP marker is placed in the 1 VP Box on its Axis Tide side.
The Axis No Retreat marker: If the Axis No Retreat marker is on the VP Track, the Axis Tide VP marker cannot be placed in a VP Box to the right of (i.e., higher than) the one containing the No Retreat marker. If the VP marker would be placed to the right, move it back to the VP Box containing the No Retreat marker.
0.2 Automatic Victory
A player may end the game before the final Turn by achieving an Automatic Victory. An Automatic Victory may occur in these ways:
- European Domination: If the VP marker is placed in the Automatic Victory Box on the VP Track during Total War, the side indicated on the VP marker wins an Automatic Victory.
Clarification: While the No Retreat marker is on the VP Track, it is impossible for the Axis player to win an Automatic Victory.
©Exception: If the Current Strategic Value on the TK map is -17 or less, place the Allied Crusade VP marker in the 4 VP Box instead. Play on the TK map ends immediately, but the game may continue on the DS map.
- German Surrender: If the Allied Crusade VP marker is placed in the 2 VP Box during Limited War, the Allies wins an Automatic Victory.
Design Note: This would require the Allies to occupy substantial parts of Germany during Limited War.
©If an Axis faction wins an Automatic Victory during Total War on either map, the AE combined game ends with an Axis Victory. If the Allied factions win an Automatic Victory during Limited War on either map, the AE combined game ends with an Allied Victory.
0.3 V-E Day (End Game) Victory
If neither side achieves an Automatic Victory during play, the game ends when the V-E Day marker is removed from the Turn Track (14.38). ©Exception: In the AE combined game, the game does not end until both the V-E and V-J Day markers are removed from the Turn Track.
When the game ends, a Final Victory Point Check is performed. To do this, use the Victory Point Check procedure above with the following additions:
- A Strategic Hex is considered under Axis control if it is in a Neutral Country containing a Pro-Axis Influence marker and no Allied ground unit is in Berlin (w3825).
- A Strategic Hex is considered under Allied control if it is in a Neutral Country containing a Pro-Soviet or Pro-West Influence marker and an Allied ground unit is in Berlin.
Example: It is the Final Victory Point Check of a hard-fought game. Madrid, Stockholm, and Ankara contain Pro-West Influence markers – but there are no Allied ground units in Berlin. Thus, these hexes are not included in the Allied Strategic Hex count.
After determining the Final Strategic Value, compare the number of Victory Points earned by each of the two sides – the Axis faction and the combined Allied factions.
Design Note: No provision has been made for determining individual Allied victory levels. The two Allied players in a three-player game must equally share the credit for an Allied victory and the blame for an Allied defeat. The time spent after the game arguing about who did what is known as "The Cold War."
The Axis faction earns 1 VP:
- for each VP in the box containing the Axis Tide marker on the VP Track.
- for each VP in the box containing the No Retreat marker on the VP Track.
- *if the Western faction plays its card 37 Operation Galvanic.
Design Note: In standalone TK, this Allied penalty represents the cost of diverting forces from the Pacific to Europe.
Clarification: Note that the Axis faction does not earn any VPs for the SS Europa marker being on the VP Track.
The Allied factions collectively earn 1 VP for each VP in the box containing the Allied Crusade marker on the VP Track.
The side with the most VPs wins. If the VP scores are tied at the end of the game, the Axis faction wins.
Clarification: Note that the Axis Tide and Allied Crusade markers can't be on the VP Track at the same time. Most games will come down to whether the Allied factions can score more Allied Crusade VPs than the Axis has No Retreat VPs. Historically, the final score was 4 to 2 in favor of the Allies – Allied Crusade 4 vs. No Retreat 2.
Example: It is Nov/Dec 1945 and the V-J Day marker is removed. Because the V-E Day marker was removed earlier, the game is now over. On the TK map, the Axis Tide marker was planted in the 2 VP box, and the Axis faction earned 1 Bonus VP for returning the V-E Day marker once to the Turn Track. When the V-E Day marker was finally removed, the Allied Crusade VP marker was in the 4 VP box. On the DS map, both the Japanese Mandate and Allied Crusade VP markers are in the 2 VP Box on the VP Track. That means the final score is Allies 6, Axis 5, so the Allied factions win.
©0.4 Combined Game Victory
The AE combined game ends with an Axis win if an Axis faction scores an Automatic Victory on either map. The Allied factions win if they score an Automatic Victory on both maps.
Otherwise, play both TK and DS to conclusion. Play stops on a map when the V-E Day or V-J Day marker is no longer on its Turn Track while Total War is in effect.
Example: The V-E Day marker is removed from the TK map in the May-June 1945 turn, but the war is still going in the Pacific. All play stops on the TK map – the Allies cannot then start sending stuff from that map to the Pacific.
At the end of the game, determine the Final Strategic Value (0.3) on each map. The Axis factions add their VP scores on the TK and DS maps to determine their combined VP score. Add any Bonus VPs earned for placing the V-E or V-J Day marker back on the Turn Track and extending play on a map (14.38).
Clarification: Do not add any VPs for VP Boxes containing the SS Europa (TK) or Hakko Ichiu (DS) markers – you don't score any VPs for those.
Likewise, the Allied factions add their VP scores on the TK and DS maps to determine their combined VP scores.
The side with the most VPs wins. If the VP scores are tied at the end of the game, the Axis faction wins.
Clarification: Remember the Allied factions cannot earn more than 4 VPs on a map. That means you can't beat up exclusively on just one of the Axis factions and expect to win the game.
Example: It is Nov/Dec 1945 and the V-J Day marker is removed. Because the V-E Day marker was removed earlier, the game is now over. On the TK map, the Axis Tide marker was planted in the 2 VP box, and the Axis faction earned 1 Bonus VP for returning the V-E Day marker once to the Turn Track. When the V-E Day marker was finally removed, the Allied Crusade VP marker was in the 4 VP box. On the DS map, both the Japanese Mandate and Allied Crusade VP markers are in the 2 VP Box on the VP Track. That means the final score is Allies 6, Axis 5, so the Allied factions win.
1. Seasonal Phase
Important: This Phase is performed on Seasonal Turns only.
1.1 Option Card Segment
Each player should designate a space on the table for his Current Card (which is face up) and Pending Card (which is face down). It must be clear to all players at all times which cards are Current Cards and which are Pending Cards.
Players are not allowed to examine another player's cards before they have been played. Players may share or withhold information about their own cards with other players at their own discretion.
All players are free to examine all discarded cards at any time.
©In AE, each faction will have a Current Card and Pending Card on each map. TK cards are used on the TK map. DS cards are used on the DS map.
1.1.1 Option Card Procedure
Step 1: The phasing faction discards its Current Card. If the card has a symbol that indicates it is a recyclable card, it is returned to the faction's deck for possible future play. If the card does not have such a symbol, it is set aside and cannot be played again.
Step 2: The phasing faction reveals its Pending Card. The card is turned face up on the table in view of all players. This option card becomes the faction's new Current Card.
As this card is revealed, any interned units (16.7) on its back are repatriated back to the map as per Placing Replacements (1.3.4).
After the phasing faction places any repatriated units, it must verify the card played was in compliance with its Option Card Selection Restrictions (1.1.1) at the time it was selected. If found with an illegal Current Card, it must immediately return that card to its deck and will not have a Current Card this Season. Important: This returned card is not considered to be played.
In addition, if the Axis faction makes an illegal Current Card play during Pre-War or Limited War, either Allied faction may declare that Total War (12.3) immediately goes into effect.
Design Note: This can be really bad for the Axis, so if your opponent made an honest mistake, the sporting thing to do would be to pass on starting Total War. The intention behind this penalty is to prevent crafty players from selecting illegal cards to extend Limited War.
©If the phasing faction legally plays an option card with a © symbol, it must remove the identically named card found in its other deck.
© Example: If the Soviet faction reveals TK card 26b Siberian Reserves Released, it must remove DS card 11b Siberian Reserves Released.
Step 3: The phasing faction performs any actions listed under Option Card Segment on the Current Card, in the order listed. See 1.1.2.
Step 4: The phasing faction selects a Pending Card to play in his next Seasonal Phase. See 1.1.3.
1.1.2 Option Card Segment Actions
The phasing faction performs any actions listed under the Option Card Segment on the Current Option Card, in the order listed.
Some actions may call for removing other option cards. An option card may be played even if a required card has already been discarded. However, if a card says to remove a certain type of card (for example, Axis Production Directive cards) that exists in both the faction's deck and the discard pile, the faction must remove a card from its deck.
Some actions may call for rolling on a table, selecting or activating a country, etc. These actions are all performed, in the order specified, before moving on to the next step. Important: If you are rolling on a table, you must add any Political DRMs (1.1.2.1) that apply unless the event specifically instructs you otherwise.
Some results on Political Events Tables will direct players to another Political Events Table. If this happens, roll the die again, apply Political DRMs and compare the result to the appropriate table. If directed to yet another Political Event Table, continue rolling (still applying Political DRMs) until some final result is obtained.
A final result is any result that does not call for rolling on another Table. If the final result is an italicized Political Event, look it up in the appropriate rules section for instructions on how to apply it.
1.1.2.1 Political DRMs
Political DRMs must be applied to all die rolls made in the Option Card Segment and the Political Events Segment unless specifically stated otherwise. Political DRMs cannot be applied to any die rolls made in other Segments, again unless specifically stated otherwise. Political DRMs are cumulative. The DRMs are as follows:
- +1 for each VP in the Box containing the VP marker if it reads Axis Tide.
- -1 for each VP in the Box containing the VP marker if it reads Allied Crusade.
- the Political DRM based on the location of the European USCL marker on the USCL Track.
- If a Country with an Influence or Neutrality marker is selected for an event requiring a die roll, apply the indicated +1 or -1 DRM. DRMs for Influence and Neutrality markers apply only to rolls directly involving that country. Specifically, this means rolls on the Diplomatic Incident Table, International Crisis Table, or any Current Card table.
Clarification: Sometimes rolls will take you to different tables or different countries. If that happens, the Influence or Neutrality DRM that was in force for the first roll doesn't "carry over."
Example: The Axis faction plays card 28a Treaty. It selects Hungary, which has an Axis Influence marker with a +1 DRM. The VP marker reads Axis Tide, but it is in the 0 VP Box. The US hasn't entered the war yet, so the USCL is 0. Thus the total DRM for this roll is +1. The Axis faction rolls a 1, which is modified to 2. Looking at the card, the result says "Roll on Diplomatic Incident Table." This next roll also has a +1 DRM. The Axis rolls a 5, which becomes a 6. This result is "Roll on Guarantee Table." The roll on that table will have a 0 DRM, because the Influence marker DRM doesn't apply to a roll there.
1.1.2.2 Reinforcements
After the faction's Pending Card has been placed, check if the Current Card enters new units into the faction's Force Pool, the Delay Box, or the Strategic Warfare Box:
- Add to Force Pool: All counters listed are placed in the faction's Force Pool.
- Place in Delay Box: All counters listed are placed in the Delay Box. These pieces will be available on a future turn based on their Delay Result (7.1).
- Place in Strategic Warfare Box: All counters listed are placed in the Strategic Warfare Box.
Units are placed as reinforcements only if they have not already entered play or been removed from the game.
A faction's Current Card may list counters belonging to Major Countries or Minor Countries. Major Country units are always received. Minor Country units are received only if that country is an active Minor Country aligned with the faction.
Example: The Western faction plays card 28a Gamelin Line. This card places three French fortress units in the Delay Box. If France is not an active Western Minor Country, these units would not be placed.
©Important: A counter that enters play by a TK card must be placed in a TK Force Pool, Delay Box, or Strategic Warfare Box.
© Clarification: You can't immediately enter counters from a TK card into a DS Pool or Box. Counters that enter through DS cards or rules likewise must start out in the Pacific.
1.1.3 Pending Card Selection
The card must be from those currently in its deck. This card is placed face down on the table and becomes the faction's Pending Card.
Card selection is final. Once a faction has selected a card and placed it as its Pending Card, it is bound to that card.
A faction that finds it cannot select any option card without violating a restriction must say so. It will not select a Pending Card and thus will not reveal a new Current Card during its next Seasonal Phase.
1.1.3.1 Pending Card Selection Requirements
Before selecting a particular card, carefully check any Selection Requirements listed under that card's name. Many cards cannot be selected unless certain conditions exist.
Each condition that must be met is listed next to a symbol. When more than one condition is listed, all conditions must be met to select the card.
Example: Look at the Selection Requirements on Axis card 4a Nazi-Soviet Pact. It cannot be selected unless both card 3 Continuing Rearmament has been played and Total War is not in effect.
When an individual condition lists multiple requirements separated by an "or," the condition is considered met if any or all of the requirements are met.
Example: Western card 20 Lend-Lease to Allies has a Selection Requirement that reads "Russia's Posture is War, or France is an active Western Minor Country with a Posture of War." The card may be selected if either or both of those statements are true.
1.1.3.2 War State Selection Restrictions
While Pre-War is in Effect: A faction can only select a blue Pre-War card.
While Limited War is in Effect: A faction can only select a blue Pre-War card or gray Limited War card.
While Total War is in Effect: A faction can select a blue Pre-War, gray Limited War or red Total War card.
1.1.3.3 Other Selection Restrictions
Sequential Selection Restrictions: A faction cannot select a particular type of card listed below as its Pending Card if its Current Card is the same type:
- Axis: Demand cards
- Axis: Blitz cards with a Blitz Value of 2 or more
- Western: Limited War Blitz cards
Axis Demand cards have the word "Demand" in their names.
Clarification: What this means is that you can't play these cards "back-to-back." For example, if the Axis Current Card is Demand Austria (card 10), then Demand Denmark (card 11) cannot be selected as the Axis Pending Card. Both are Demand cards.
This restriction is only within a particular card type, and only within a faction. If the Axis reveals a Blitz card with a Blitz Value of 2 one season, it can select a Demand card for the next. If the Western Current Card is a Limited War Blitz card, that doesn't prevent the Axis faction from selecting a Demand card.
Because of the strict sequencing of the Option Card Procedure (1.1.1), you won't be able to play recyclable cards like Support Republicans or Support Nationalists "back-to-back" when there is only one of that card in your deck.
Annual Selection Restrictions: A faction cannot reveal a particular type of card listed below more than once per calendar year.
- Axis: Rearmament cards
- Western: Rearmament cards
- Soviet: Rearmament cards
- Soviet: Offensive cards
Rearmament cards have a hammer-and-wrench symbol. Soviet Offensive cards have the word "Offensive" in their names.
For determining the "calendar year" of a Winter season, use the Nov-Dec turn.
Clarification: A faction can play one of these cards in 1937, one in 1938, and so on. If the Axis faction reveals a Rearmament card in Nov-Dec 1937, it can select another Rearmament card as its Pending Card because that won't be revealed until the Mar-Apr 1938 turn.
©Theater Selection Restrictions: A faction cannot select a TK card for its DS Pending Card, nor can it select a TK card for its DS Pending Card.
When selecting TK and DS Pending Cards, a faction cannot select identically named option cards with © symbols in their upper left-hand corners during the same season.
© Example: If the Soviet faction wishes to select TK card 26b Siberian Reserves Released, it cannot select DS card 11b Siberian Reserves Released in the same turn.
Provided it is abiding by its Production Limit (see below), the Soviet faction can select TK card 23 Limited War Production and DS card 24 Limited War Production. Although these cards have identical names, they do not have © symbols.
©Soviet Production Limit Restrictions: Each Soviet option card has a Production Value printed in a black circle in the upper left-hand corner. When selecting TK and DS Pending Cards, their combined Production Value cannot exceed the Soviet Production Limit.
If Pre-War or Limited War is in effect on both maps, the Soviet Production Limit is 1.
If Total War is in effect on either or both maps, the Soviet Production Limit is 3.
© Example: Total War is in effect on the TK map, and Russia's Posture is War on both maps. If the Soviet faction selects TK card 38 Total War Production, the card's Production Value of 3 won't allow any card with a Production Value greater than 0 to be selected in DS. So the Soviet faction selects TK card 39 Total War Production instead, a 2-point Production Value card. That allows it to play DS card 24 Limited War Production, which has a Production Value of 1.
1.2 Logistics / Partisan Segment
The phasing faction may place or remove one Logistics and any number of Partisan Base markers it may have.
Design Note: These markers serve as locations where you can place Replacements, so they're very useful.
1.2.1 Logistics Markers
Each faction has one or more Logistics markers. The phasing faction may either place or remove one Logistics marker on the map. It cannot do both in the same Logistics / Partisan Segment.
If a Logistics marker is in its Force Pool, the phasing faction may place it on the map per these placement limitations:
- Axis: Place in any City hex containing a German ground unit that can trace an overland supply line (10.2) to a supply source in Germany.
- Soviet: Place in any Road or Rail hex that contains or is adjacent to a Russian HQ unit that can trace an overland supply line (10.2) to a supply source in Russia.
- Western: Place in any City hex containing a supplied US ground unit.
If a Logistics Marker is on the map, the phasing faction may leave it there or pick it up and place it in the Delay Box.
Clarification: This means you won't be able to place it back on the map until your next Logistics / Partisan Segment, at the earliest.
Logistics Marker Placement Restrictions:
- A Logistics marker cannot be placed in a hex containing an enemy unit, Detachment, or Logistics marker.
- A Logistics marker cannot be placed in a hex that already contains a friendly Logistics marker.
- A Logistics marker can be placed in a hex with a friendly Detachment marker, but the Detachment marker is immediately placed in the Delay Box.
Removing Logistics Markers: If an enemy ground unit or Airdrop marker enters a hex containing only a Logistics marker during any Movement or Combat Phase, the Logistics marker is placed in the Delay Box. The enemy ground unit or Airdrop marker can then proceed normally.
Clarification: Shooing away a Logistics marker does not slow down the unit in any way.
1.2.2 Partisan Base Markers
The Allied factions may receive Partisan Base markers through Political Event results. An Allied faction can place and/or remove a friendly Partisan Base marker as restricted below.
More than one Partisan Base can be placed in the same Logistics / Partisan Segment, although no more than one can be placed in a single Conquered Allied Minor Country per Logistics / Partisan Segment.
1.2.2.1 Partisan Base Placement
If a Partisan Base is in its Force Pool, the Allied faction may place it in any Rough or City hex (see Terrain Key) in any Conquered Allied Minor Country.
Clarification: You can place a Partisan Base in a Conquered Minor Country belonging to the other Allied faction.
Example: Yugoslavia is a Conquered Western Minor Country, but the Soviet faction has an available Partisan Base marker and chooses to place it in that Country. In the Soviet Conditional Events Phase, Yugoslavia may be activated as a Soviet minor (16.5.1).
Partisan Base Placement Restrictions:
- A Partisan Base cannot be placed in a hex containing another Partisan Base marker or an enemy unit, Detachment, or Logistics marker.
- A Partisan Base cannot be placed in a hex containing an EZOC unless another friendly unit is in that hex.
- A Partisan Base cannot be placed in a Conquered Allied Minor Country containing an enemy Partisan Base.
Example: If there is a Soviet Partisan Base in Yugoslavia, the Western faction cannot place one in the country.
1.2.2.2 On-map Partisan Bases
If a Partisan Base is in a hex, the Allied faction may leave it there or remove it and place it in the Delay Box. The Allied faction may do this even if the hex contains an enemy unit or marker.
Design Note: Placing a Partisan Base plants the seed of military insurgency that grows to fruition at the end of the Allied Turn. For example, the Western faction places a Partisan Base at the beginning of a Seasonal Turn and follows it up by reactivating the Minor Country (16.3.1) in the Conditional Events Segment of the same turn. When reactivated, the country's Reserve unit is placed on the Partisan Base. The Partisan Base then serves as a Replacement Location where the Western player can bring in more replacements belonging to that country.
If the Axis faction occupies the Partisan Base, the marker can remain in that hex for the Axis player to garrison as long as the Western faction keeps it there. Furthermore, if all Cities and Partisan Bases in a country are occupied, that country once again becomes a Conquered Allied Minor Country, making it eligible to receive more Partisan Base markers! If you look at Yugoslavia, you see a lot of room to place Partisan Base markers and tie down Axis ground units on garrison duty.
1.3 Replacements Segment
In its Replacements Segment, the phasing faction may receive Seasonal Replacements steps. Unless otherwise stated, all replacement steps received are cumulative.
Seasonal Replacements steps received in this Segment are received on Seasonal Turns only. Replacements received in Political Event or Conditional Event Segments can be received on any Turns in which they might occur.
1.3.1 Current Card Seasonal Replacements
The phasing faction may receive replacements as indicated on its Current Card, in the red box with the Replacements Segment heading.
Clarification: Some option cards do not have a Replacements Segment box.
1.3.2 Additional Seasonal Replacements
The phasing faction may receive additional seasonal replacements if the following markers are in the Strategic Warfare Box or on the VP Track. These replacements are cumulative.
Example: Say the Axis faction is eligible to receive an Axis Minor Country Step and an Italian War Economy step in the same Seasonal Turn. It could build two Italian steps with these replacements.
Clarification: The additional replacements provided by these markers are printed in a circle. As with the square DRM notation, black means it applies to the Axis; green to the West; red to the Soviets; and white to any faction.
1.3.2.1 Anti-Comintern Crusade
If the Anti-Comintern Crusade marker is in the Strategic Warfare Box and Russia's Posture is War (13.6), the Axis faction receives one German colonial replacement step.
1.3.2.2 Minor Country Production
If a faction's Minor Country Production +1 marker is in the Strategic Warfare Box, that faction receives one Minor Country replacement step. If a faction's Minor Country Production +2 marker is in the Strategic Warfare Box, that faction receives two Minor Country replacement steps.
1.3.2.3 No Retreat
If the No Retreat marker is on the VP Track and the VP marker reads Axis Tide, the Axis faction receives one German infantry replacement step for each VP in the VP Track Box containing the VP marker.
If the Axis faction is entitled to more than one No Retreat infantry step in a Replacements Segment, it may exchange pairs of them for single German armor steps instead.
Example: The Axis Tide VP marker is in the 4 VP Box. The Axis player could take these four replacements as either four infantry steps, one armor step and two infantry steps, or two armor steps – German units only!
1.3.2.4 SS Europa
If the SS Europa marker is on the VP Track and the VP marker reads Axis Tide, the Axis faction receives one German infantry replacement step for each VP in the VP Track Box containing the VP marker. Additionally, the Axis faction receives one German infantry replacement step for each VP in the VP Track Box containing the SS Europa marker itself.
If the Axis faction is entitled to more than one SS Europa infantry step in a Replacements Segment, it may exchange pairs of them for single German armor steps.
1.3.2.5 US Victory Program
If the US Victory Program marker is in the Strategic Warfare Box, the Western faction receives one US infantry replacement step and one US armor replacement step.
1.3.2.6 War Economy
If a Minor Country's War Economy +1 marker is in the Strategic Warfare Box, that country receives one replacement step of the same nationality. If a Minor Country's War Economy +2 marker is in the Strategic Warfare Box, that country receives two replacement steps of the same nationality.
1.3.3 Taking Replacements
Important: The following rules apply in any Segment a faction receives replacements. They are listed here for convenience.
Players cannot accumulate or save replacements. If a player cannot take all his replacement steps and place them on the map for any reason, the extra unplaced replacement steps are lost.
Replacements are taken from a Force Pool as one-step ground units of the nationality, number, and unit type received. A player cannot place multi-step units as replacements. Replacements are placed on the map per Placing Replacements (1.3.4).
Clarification: Many one-step ground units are the reduced-strength sides of two-step army units. These one-step units are available to be taken as replacements. You'll get to build them up to their full-strength two-step sides in the Organization Segment.
Force Pool Limitation: The one-step units in a faction's Force Pool limit how many and what type of units can be taken as replacement steps. One-step units located anywhere else, such as in the Delay Box or on the Turn Track, cannot be taken as replacement steps.
Example: The Soviet faction receives 12 Russian infantry replacements, but only 10 one-step Russian infantry units are in the Soviet Force Pool. Two replacements are lost.
Unit-Type Limitation: Infantry replacements can be taken only as infantry-type units (airborne, cavalry, infantry, marine, mountain, or ski – but not garrison). Armor replacements can be taken as either armor-type (armor, mechanized, or helicopter) or infantry-type units (as above).
Example: Axis card 22a Case Yellow states "Germany: 3 panzer & 6 infantry steps" as Seasonal Replacements. The Axis player could take 2 panzer and 7 infantry steps instead.
1.3.3.1 Minor Country Replacements
If not specifically stated otherwise, a phasing faction may allocate its Minor Country replacements received to any Minor Country or Countries belonging to that faction. Exception: An Allied faction cannot allocate replacements to a Conquered Allied Minor Country.
Example: The Western faction receives two Western Minor Country replacements. If there are four Western Minor Countries, the player must decide which Minor Countries get these limited resources. Both replacements can go to the same Western Minor Country.
Unless specifically stated otherwise, each Minor Country replacement step received may be taken as an infantry-type or armor-type unit. If more than one replacement is received, both unit types may be taken in the same Segment.
1.3.3.2 Airborne and Marine Units
A player must use two infantry-type replacement steps to take a one-step airborne or marine unit as a replacement.
For single-nationality airborne units and marine units, both infantry-type replacement steps must be of the same nationality. For the multi-national Western airborne unit, the Western faction must use one British and one US infantry replacement step.
Example: You can use two Russian infantry steps to receive one Russian airborne replacement step.
1.3.3.3 Garrison Units
Garrison units (2.3.2.3) cannot be taken as replacements. They can only be placed in the Organization Segment.
1.3.3.4 Elite Units
Elite units (2.3.4.3) can be taken as replacements.
1.3.3.5 Colonial Units
Colonial units can be taken as replacements, but they have placement restrictions (1.3.4). When an option card specifies replacements to be colonial steps, non-colonial steps cannot be taken instead.
Example: Western card 23 Commonwealth Support has a Conditional Event that specifies "Britain: 1 colonial infantry step." The Western faction cannot take a non-colonial infantry step instead.
1.3.4 Placing Replacements
Important: The following rules apply in any Segment a faction receives replacements. They are listed here for convenience.
The owning player chooses where units are placed.
Unless otherwise restricted, any number of replacements can be placed in the same hex.
Clarification: Remember that stacking limits (9.2) are enforced after every Phase and Segment, so don't place too many units in the same hex because you'll have to eliminate the excess.
Replacement Locations: Units can be placed in any or all of the following locations of the TK map as specified below. Placing one unit in a location – a City hex, for example – does not prohibit placing another unit in the same or a different location in the same Segment.
Important: No matter which Replacement Location is stated in this section, a replacement unit cannot be placed in a hex that contains an enemy ground unit, support unit, Detachment, or Logistics marker.
- A non-colonial unit can be placed in a Home Country City hex.
- A non-colonial unit can be placed in any Home Country hex that contains a supplied HQ of the same nationality.
- A British or US unit can be placed in the hex containing a Western Logistics marker, if that marker can trace a supply line to the Eastern US/Canada Box or a supply source in Great Britain.
- A British colonial unit can be placed as follows:
- Afr, Fra or SA – Africa Box
- Aus, Ind or NZ – Middle East Box
- Can – Eastern US/Canada Box
- Fra, Italy, Pol, Spain, Swe, or Turk – Any City hex in Great Britain or the Eastern US/Canada Box.
- A British non-colonial unit cannot be placed in any Off-Map Box.
- A French colonial unit must be placed in a City under friendly control in any French Dependent. A French non-colonial unit cannot be placed in a French Dependent.
- A German unit can be placed in the hex containing an Axis Logistics marker if it can trace an overland supply line to a supply source in Germany.
- A German colonial unit must be placed in a Soviet Strategic Hex that contains a German ground unit, Detachment, or Logistics marker.
- An Italian colonial unit must be placed in a City under friendly control in any Italian Dependent. An Italian non-colonial unit cannot be placed in an Italian Dependent.
- A Minor Country unit can be placed in a Home Country hex that contains a Partisan Base marker.
- A Russian unit can be placed in the hex containing the Soviet Logistics marker if it can trace an overland supply line to a supply source in Russia.
- A Russian unit can be placed in the Central Asia Box.
- A US unit can be placed in the Eastern US/Canada Off-Map Box.
- The Western Airborne unit may be placed as either a British or US unit.
Design Note: Be sure to garrison Cities in an enemy country to prevent enemy replacements from appearing in them. It's trouble to have enemy replacements popping up behind your lines.
2. Initial Administrative Phase
In this Phase, the phasing faction resolves any Political Events on its Current Card, places support units and Convoy markers, and organizes its ground forces.
2.1 Political Events Segment
Skip this Segment if the phasing faction's Current Card does not have a section that reads Political Events Segment.
If the faction's Current Card does have a section that reads Political Events Segment, the phasing faction must perform all actions listed in that section, in the order listed, even if it already resolved those actions on a previous turn of the current season.
Many Political Events are resolved by rolling one die, applying Political DRMs (1.1.2.1), and comparing the result to a Political Events Table or text on the card. Modified die rolls less than 1 or greater than 6 are treated as 1 and 6 respectively. Some results on Political Events Tables will direct players to another Political Events Table. If this happens, roll the die again, apply Political DRMs and compare the result to the appropriate table. If directed to yet another Political Event Table, continue rolling (still applying Political DRMs) until some final result is obtained.
A final result is any result that does not call for rolling on another Table. If the final result is an italicized Political Event, look it up in the appropriate rules section for instructions on how to apply it.
Eliminating Steps: If the elimination of steps is required by a Political Event, see Eliminating Steps (4.2.6.2).
2.2 Support Segment
Important: If you haven't done so already, go to the Glossary section and read about Air Base, Naval Base, Multi-Zone Port, Naval Zone, Naval Zone Box, Open Port, and Restricted Waterway. Their definitions are important to the rules in this section.
Design Note: The large-scale employment of ships and aircraft has been abstracted into the various support units available to each faction. Support units can do many things: provide combat support, create Beachheads, interdict enemy movement and supply, prevent enemy replacements from appearing in a replacement location, and so on. Efficient use of these assets is one of the keys to victory. For many TK newbies, this section is one of the hardest parts of the design to understand. Our advice: be patient and proceed slowly, step by step through the Sequence of Play. We've also prepared a Support Unit & Convoy Marker Player Aid Card that summarizes the rules in this section. Keep that handy.
The phasing faction performs actions in the Support Segment in the following order:
Step 1: Return to Base (2.2.1) Step 2: Beachhead Maintenance (2.2.2) Step 3: Support Unit and Convoy Marker Placement (2.2.3) Step 4: Blitz Marker Placement (2.2.4) Step 5: Beachhead Failure (2.2.5)
2.2.1 Return to Base
All phasing faction support units and Convoy markers located in a hex, Naval Zone Box, or Strategic Warfare Box are removed from the map. If the unit or marker has a Delay Stripe, place it in the Delay Box. Otherwise, place it in the faction's Force Pool.
Clarification: An obvious exception: the inherent Supply Convoys printed on the map are not removed.
Flip an Escort Troop Convoy marker printed on the back of an Air Force or Surface Fleet unit to its support unit side before placing it in the Delay Box. Flip a CV Strike unit to its CV Fleet side before placing it in the Delay Box.
2.2.2 Beachhead Maintenance
If the phasing faction has a Beachhead-1 or Beachhead-2 marker in an All-Sea hex, it may leave that marker on the map provided it meets these two conditions:
- The marker is stacked with friendly ground units.
- The marker's Beachhead Hexside (i.e., the arrow) points to a Land hex occupied by enemy units.
If a Beachhead-2 marker will remain on the map, it must be flipped to its Beachhead-1 side.
Design Note: This represents the headway the invaders on the beach are making into the defenses.
If the phasing faction's Beachhead marker does not meet the two conditions above, it must be removed to the faction's Force Pool. Before removing the marker, the phasing faction may immediately conduct an Inland Advance (see below) with any or all ground units stacked on the Beachhead marker.
If the Beachhead marker meets the two conditions above, the phasing faction may return the marker to its Force Pool anyway. Leave the ground units in the All-Sea hex for now. If they are not stacked with a Beachhead marker at the end of the Beachhead Failure step, they will be eliminated (2.2.5).
Design Note: You might wish to pick up a Beachhead marker in order to place it in the same hex facing a different direction. Or you might simply need the Beachhead marker elsewhere, even if it means losing those steps.
Inland Advance: To perform an Inland Advance, take a unit on the Beachhead marker and place it in the Land hex adjacent to the marker's Beachhead Hexside. This is not movement, so ignore the unit's Movement Allowance and any Movement Point costs.
There is no limit to the number of units that can conduct an Inland Advance.
An Inland Advance can be conducted during Mud, Storms, or Snow turns.
Clarification: An Inland Advance is similar to a Beachhead Landing (4.1.3), but units do not have to be supplied or Blitz-enabled to perform it, and they are not restricted by Policies (13.6.1), Truces (13.6.2) and Failures (14.12).
2.2.3 Support Unit and Convoy Marker Placement
If the phasing faction has a support unit in its Force Pool, it may place that counter on the map using the rules for Support Unit Placement (2.2.3.1).
If a support unit is placed, each of the non-phasing factions in turn has the option to contest that placement with a support unit in its Force Pool using the rules for Contesting Support Unit Placement (2.2.3.2). If both non-phasing factions can potentially contest a placement, the order of resolution is Axis, Western, Soviet.
Once both non-phasing factions decline to contest the placement of a phasing support unit, that unit is considered successfully placed. Once successfully placed, a support unit cannot be contested again in that Segment. Exception: A CV Strike unit may be contested as it is being flipped from its CV Fleet side.
Until a support unit is successfully placed it has no effect on the map.
Example: The Axis player attempts placement of a German Air Force unit on London (w3916), which contains a supplied British ground unit (making it a British Air Base). Normally, a hex with an enemy Air unit cannot be an Air Base. However, the Western player can contest placement at this time using London as an Air Base because the German Air unit is not yet "successfully placed." If he chooses to not contest its placement at this time, the German Air unit is then successfully placed and the London hex is no longer a British Air Base for that Segment.
If the phasing faction has a Convoy marker in its Force Pool, it may place that marker in a Convoys Box on the map using the rules for Convoy Marker Placement (2.2.3.6).
Clarification: Convoy marker placement cannot be contested – only support unit placement.
After a support unit or Convoy marker is placed and any contest resolved, the phasing faction may place another available support unit or Convoy marker. The non-phasing factions again have the option to contest this new placement. Play alternates in this fashion until the phasing faction declares it is finished with this step of the Support Segment.
Clarification: Support unit placement and Convoy marker placement can occur in any order the phasing faction wishes. Players are not required to place or contest any support units or Convoy markers. They may save some for use on later turns.
2.2.3.1 Support Unit Placement
To place a support unit, the phasing player takes a support unit from his TK Force Pool and places it in a hex, Naval Zone Box, or Strategic Warfare Box as limited below.
Fleet Unit Placement:
- CV Fleet: A CV Fleet can be placed in an All-Sea hex or On Station Box. The CV Fleet must be able to trace a Fleet Unit Path as described below. In addition, the placement location's Naval Zone must contain a Naval Base of the same nationality. Important: If successfully placed in a hex, the CV Fleet must immediately flip over to its CV Strike side and attempt placement as a CV Strike as described below.
- Surface Fleet: A Surface Fleet can be placed in an All-Sea hex or On Station Box. The Surface Fleet must be able to trace a Fleet Unit Path. In addition, the placement location's Naval Zone must contain a Naval Base of the same nationality. (Exception: If the Axis faction is using a Neutral Vichy Surface Fleet unit, that unit's Naval Base must be German.) Important: If successfully placed in an All-Sea hex, the unit must place a Beachhead marker (2.2.3.4). If successfully placed in an On Station Box, the phasing faction must immediately decide if the unit will flip over to its Escort Troop Convoy marker side (2.2.3.6).
- Sub Fleet: A Sub Fleet can be placed in the On Station Box of a Naval Zone that contains a Naval Base of the same nationality. The Sub Fleet does not have to trace a Fleet Unit Path. (Exception: Sub Fleets cannot be placed in the Caspian Sea On Station Box.) A Sub Fleet can also be placed in the Strategic Warfare Box if a Naval Base of the same nationality is somewhere on the map. No Fleet Unit Path is traced; just place the unit.
Clarification: Sub Fleets (and Bombers below) are printed with a DRM on the front, to remind you those units impact enemy Delay DRMs when they're in the Strategic Warfare Box.
Fleet Unit Path: The path is traced from a Home Country Naval Base or Home Country Open Port, along a continuous chain of adjacent Naval Zones and/or Off-Map Boxes, to the Naval Zone containing the placement location. If the Zone of placement contains a Home Country Naval Base, then no path is traced, just place the unit. Each Naval Zone or Off-Map Box along the path except for the Zone of placement must contain a friendly Open Port.
Exceptions:
- If the Axis faction is placing the Vichy Surface Fleet unit while Vichy is a neutral minor country (15.28), its Fleet Unit Path is traced from Marseilles (w2818).
- Any Western Off-Map Box can be considered a Home Country Open Port for a Western fleet unit.
Restricted Waterway Restriction: A Fleet Unit Path cannot be traced between the following adjacent Naval Zones unless one of the ports listed with that pair of Naval Zones is an Open Port:
- North Sea and Baltic Sea: Copenhagen (w4224) or Kiel Canal (w3922/w4023).
- North Atlantic and Western Mediterranean: Gibraltar (w2208).
- Eastern Mediterranean and Black Sea: Istanbul (e2508).
- Eastern Mediterranean and Arabian Sea: Suez Canal (e1213/e1312).
Clarification: Note that you need at least one Open Port in each Naval Zone along the Fleet Unit Path – however, that port does not have to be a Multi-Zone Port "connecting" the two Naval Zones unless it is required to meet the Restricted Waterway restriction.
A port can be a Naval Base without being an Open Port. The distinction is important. Basically, enemy support units in an On Station Box do not block a Fleet Unit Path being traced into that Naval Zone – only through it.
Example: There is a supplied Axis Italian ground unit in Antwerp, making it an Italian Naval Base, and an unsupplied German ground unit in Gibraltar, making it an Axis Open Port. The Italian Surface Fleet can be placed in an All-Sea hex in the North Sea Naval Zone. How? Its Fleet Unit Path starts and goes through the Western Mediterranean (with its Italian Home Country Open Port), through the Restricted Waterway of Gibraltar (with its Axis Open Port), through the North Atlantic (Gibraltar also serves as the Axis Open Port in that Naval Zone), and finally into the North Sea with its Italian Naval Base.
How can the Western faction stop the Italian Fleet from being placed in the North Sea? A British Fleet unit in the North Atlantic or Western Mediterranean Naval Zone would block the Fleet Unit Path. A British support unit in the North Sea Naval Zone would not do that. Alternately, a British unit in Gibraltar would block the Fleet Unit Path through that Restricted Waterway.
Air Unit Placement:
- Air Force or Interceptor: An Air Force can be placed in an All-Sea or Land hex within three hexes of an Air Base of the same nationality. The unit must be able to trace an Air Unit Path as described below. Important: If successfully placed in an All-Sea hex, the phasing player must immediately decide if the unit will place a Beachhead marker (2.2.3.4).
Example: A supplied British ground unit is in Paris (w3516), making it a British Air Base. The Western player can place a British Air Force in any hex from Paris out to three hexes. He cannot place a US Air Force though as that requires a US Air Base.
An Air Force can also be placed in the On Station Box of a Naval Zone that contains a Naval Base of the same nationality. Important: If successfully placed in an On Station Box, the phasing faction must immediately decide if the unit will flip over to its Escort Troop Convoy marker side (2.2.3.6).
Example: A supplied German ground unit is in Calais (w3717), making it a German Naval Base. The Axis player may place a German Air Force in the North Sea On Station Box.
An Interceptor can be temporarily "placed" only to contest the placement of another support unit (2.2.3.2), but when doing so it is treated as if it were an Air Force unit.
- Bomber: A Bomber can be placed in a Land hex within nine hexes of an Air Base of the same nationality. The unit must be able to trace an Air Unit Path. Important: If successfully placed in a hex, the phasing faction must immediately flip the Bomber marker to its Devastation marker side (2.2.3.5). A Bomber can also be placed in the Strategic Warfare Box if an Air Base of the same nationality is somewhere on the map. No Air Unit Path is traced; just place the unit.
Example: A supplied German ground unit is in Berlin (w3825), making it a German Air Base. Thus, the Axis player may place a German Bomber in the Strategic Warfare Box. Strategic Warfare just happens.
- CV Strike: A CV Strike can be placed in an All-Sea or Land hex within one hex of its CV Fleet, immediately after that CV Fleet was successfully placed. Just flip the Fleet unit over to its Air unit side and place it within one hex. The CV Strike must be able to trace an Air Unit Path. The hex does not have to be in the same Naval Zone as the CV Fleet.
Clarification: Think of the CV Fleet unit's hex as the Air Base hex for the CV Strike unit. Remember that a CV Strike unit may be contested even after its CV Fleet unit was successfully placed. This nuance is important, because Surface Fleet units cannot contest CV Fleet units but they can contest CV Strike units.
Example: The British Force H CV Fleet is successfully placed in the Central Mediterranean Naval Zone in hex w2026. The unit flips over to its CV Strike side and is placed one hex away in Reggio-di-Calabria (w2125), which is legal even though that hex is in the Western Mediterranean Naval Zone.
Air Unit Path: The path is traced from the Air Base, along a continuous chain of adjacent hexes, to the placement hex. The path cannot go into a Land hex affected by Mud, nor may it go into a hex in a Neutral Minor Country (13.4) or Policy Affected Country (13.6).
2.2.3.2 Contesting Support Unit Placement
Clarification: Remember – the placement of a marker, such as a Convoy or Airdrop marker, cannot be contested.
To contest enemy support unit placement, a non-phasing faction takes an appropriate support unit from its Force Pool and declares that it is contesting placement. The phasing and non-phasing support units are then immediately placed as follows:
- An Air unit goes in the Delay Box.
- A Fleet unit goes in the Naval Warfare Delay Box.
It does not matter which unit was being placed or contesting; only its unit type determines which Box it goes in.
Clarification: This is the only effect of contesting placement. The battles between these units are fought in the Delay Boxes, with the winners being the first ones to come back into play.
Remember that a CV Strike is an Air unit and a CV Fleet is a Fleet unit. So pay attention to which side they're on when being placed or contesting. Since a CV Strike unit is an Air unit, it will go in the Delay Box, while a Fleet unit will go in the Naval Warfare Delay Box (making it susceptible to an extremely long delay result).
"Placed in the same location" (seen in the rules below) means the non-phasing faction places its contesting unit using the Support Unit Placement rules (2.2.3.1). If it cannot be put in the placement location, it cannot contest there.
Contesting Placement in a Hex:
- Air Force or Interceptor: An Air Force or Interceptor unit can contest any support unit placed in an All-Sea or Land hex if it can be placed in the same location.
Example: A German Air Base in Venice (w3023) allows a German Air Force unit to contest placement of an enemy support unit within three hexes of Venice.
- CV Fleet: A CV Fleet unit can contest any support unit placed in an All-Sea hex if it can be placed in the same location.
- CV Strike: A CV Strike unit can contest a Surface Fleet placed in an All-Sea hex if its CV Fleet can be placed in the same location.
Example: A British CV Strike unit can contest placement of an Axis Italian Surface Fleet unit in an All-Sea hex in the Central Mediterranean Naval Zone, provided a British Naval Base is in the Central Mediterranean Naval Zone and the CV Fleet can trace a Fleet Unit Path to that Zone.
- Surface Fleet: A Surface Fleet unit can contest an Air Force, Surface Fleet or CV Strike (not CV Fleet) placed in an All-Sea hex if it can be placed in the same location.
Contesting Placement in an On Station Box:
- Air Force or Interceptor: An Air Force or Interceptor unit can contest any support unit placed in an On Station Box if it can be placed in the same location.
- CV Fleet: A CV Fleet unit can contest any support unit placed in an On Station Box if it can be placed in the same location.
- CV Strike: A CV Strike unit can contest a Surface Fleet or Sub Fleet placed in an On Station Box if its CV Fleet can be placed in the same location.
- Surface Fleet: A Surface Fleet unit can contest an Air Force, Surface Fleet or Sub Fleet placed in an On Station Box if it can be placed in the same location.
Example: A US Surface Fleet unit can contest the placement of a German Air Force unit in the Eastern Mediterranean On Station Box, provided a US Naval Base is in the Eastern Mediterranean Naval Zone and the US Surface Fleet can trace a Fleet Unit Path to that Naval Zone.
Contesting Placement in the Strategic Warfare Box:
- Axis or Soviet Air Force or Interceptor: One of these units can contest a Bomber placed in the Strategic Warfare Box if an Air Base of the same nationality is somewhere on the map. No air unit path is traced; just contest the placement.
Clarification: Western support units cannot contest the placement of Axis Bomber units in the Strategic Warfare Box.
- Axis or Western Air Force, Interceptor, CV Fleet, CV Strike, or Surface Fleet: One of these units can contest a Sub Fleet placed in the Strategic Warfare Box if a Naval Base of the same nationality is somewhere on the map. No air or fleet unit path is traced; just contest the placement.
Clarification: Soviet support units cannot contest the placement of Axis Sub Fleet units in the Strategic Warfare Box.
2.2.3.3 Support Unit Placement and Contesting Restrictions
Air Unit Restrictions:
- An Air Force or CV Strike unit cannot be placed in or adjacent to a hex containing a successfully placed friendly Air unit.
Clarification: A Bomber or Fleet unit can be placed adjacent to a friendly Air unit.
- A support unit cannot be placed in or adjacent to a hex containing a successfully placed enemy Air unit, unless it is contesting the placement of another enemy support unit.
Clarification: Successfully placed Air units do not, by virtue of this restriction alone, prevent you from contesting the placement of other support units. However, a successfully placed Air unit may cause the non-phasing faction to lose its ability to contest for other reasons.
Example: The Western faction is trying to launch an invasion of Sicily from Tunisia. There are supplied German infantry units in Cagliari (w2320) and Palermo (w2122), making those ports Air Bases and Naval Bases. The Axis faction has one German Air Force unit to hold back the Western faction.
The Western faction places a CV Fleet in w2022. The Axis faction chooses not to contest, so the Western faction flips the unit over to its CV Strike side and moves it over to Palermo. The Western faction now chooses to place a Surface Fleet unit in w2022. The Axis faction can contest this placement from its Air Base in Cagliari, despite the CV Strike unit being adjacent to the Surface Fleet. If the Axis faction did not have an Air Base in Cagliari, it would not be able to contest this placement from Palermo – the successfully placed Western CV Strike unit there means that hex cannot be used as an Air Base.
Weather Restrictions:
- An air unit cannot be placed in any hex of a Weather Area experiencing Mud (11.3).
- A support unit cannot be placed in any All-Sea hex in the Arctic Sea, Baltic Sea, or North Sea when the North Weather Area (11.1) is experiencing Snow (11.5).
Other Restrictions:
- No support unit can be placed in Pre-War (12.1).
- Support Unit Placement and Contest can be limited by Policies (13.6.1), Truces (13.6.2), and Failures (14.12).
2.2.3.4 Beachhead Marker Placement
Air Force: Immediately after an Air Force unit is successfully placed in an All-Sea hex, the phasing faction may exchange the unit for a Beachhead marker from its Force Pool. If the exchange is made, place a Beachhead-2 marker in the same hex as the Air Force unit, then put the Air Force unit in that Naval Zone's Used Box. Once made, this decision is final and cannot be changed later.
Surface Fleet: Immediately after a Surface Fleet unit is successfully placed in an All-Sea hex, the phasing faction must exchange the unit for a Beachhead marker from its Force Pool. Place a Beachhead-1 marker in the same hex as the Surface Fleet unit, then place the Surface Fleet unit in that Naval Zone's Used Box.
Clarification: A defender attacked from a Beachhead-2 marker receives two CRT column shifts (4.2.3). A defender attacked from a Beachhead-1 marker receives only one CRT column shift.
Note that Interceptors, Bombers, CV Fleets, and Sub Fleets cannot place Beachhead markers. Also note that each faction has its own Beachhead marker; they do not belong to specific nationalities.
Successful Placement: When a faction places a Beachhead marker, it must orient the marker so that its arrow points to a Land hex. The hexside between the All-Sea hex and the Land hex is the Beachhead Hexside.
Beachhead Marker Placement Restrictions:
- A Beachhead marker cannot be placed so that it points to a Hex in a Neutral Minor Country (13.4).
- A Beachhead marker cannot be placed so that it points to an All-Sea hex, even one containing another Beachhead marker.
- A Beachhead marker cannot be placed in a hex containing another Beachhead marker.
2.2.3.5 Devastation Marker Placement
After a Bomber unit is successfully placed in a Land hex, the Bomber unit must be flipped to its Devastation marker side. The phasing faction may also select one enemy Detachment or Logistics marker in the hex and place that marker in the Delay Box.
Clarification: Once placed, Devastation markers are never removed. This means you'll permanently lose use of that Bomber unit, but you'll always get to count that hex as being under your control during Victory Point Checks (0.1.1).
2.2.3.6 Convoy Marker Placement
With the technical exception of Escort Convoys (explained below), Convoy marker placement cannot be contested.
Clarification: While a support unit cannot contest or prevent placement of an enemy Convoy marker, a support unit in an On Station Box does prevent the ports in that Naval Zone from being Open Ports for an enemy faction. And Open Ports are essential for transport and supply across a Naval Zone.
Standard Convoy Marker Placement: A Standard Convoy marker can be placed in the Convoys Box of a Naval Zone that contains any of the following:
- A Home Country Port for that Convoy marker.
- A Port in a Dependent belonging to the Convoy marker's Home Country. Exception: The Axis faction cannot use Occupied France to place the German convoy in the North Atlantic Naval Zone Convoys Box.
- A friendly Escort Troop Convoy marker in its Convoys Box.
Example: The Italian Convoy marker can be placed in any of the three Mediterranean Naval Zone Convoys Boxes. It can be placed in the Western or Central Mediterranean because those two Naval Zones have ports in the marker's Home Country. And it can be placed in the Eastern Mediterranean because there is a port in Rhodes, an Italian Dependent.
Clarification: A Port in the Home Country or Dependent does not have to be an Open Port to allow Standard Convoy marker placement. Remember, a Western Off-Map Box can serve as a Home Country Open Port for any Western Convoy marker. Nationality indicators are printed at the bottom of each Naval Zone's Convoys Box to provide "at a glance" references for what countries can place Convoy markers there. Note that Ceded Land markers may allow a faction to place a Convoy in a Naval Zone it wouldn't normally be able to reach. For example, if the Turkish Straits Region becomes a Russian Dependent, the Soviet faction can place the Russian Convoy marker in the Eastern Mediterranean (provided it can trace a Fleet Unit Path through the Restricted Waterway of Istanbul). That said, the Axis faction can never use Occupied France to place a German Convoy marker in the North Atlantic. (It can place the Axis Scratch Convoy in that Naval Zone if Gibraltar contains a friendly unit.)
Design Note: An Escort Troop Convoy marker represents the player using his support units to "escort" the merchant ships. An Escort Troop Convoy marker does not have to be of the same nationality as the Standard Convoy marker to allow placement; it must only be friendly.
In order to be placed, a Standard Convoy marker must be able to trace a Fleet Unit Path (as defined in 2.2.3.1) from the Naval Zone to a Home Country Open Port.
Example: The Western faction has captured Copenhagen (w4224) and placed a US Detachment there. If the Western faction wanted to place a US Convoy marker in the Baltic Sea Convoys Box it would first have to place a Western Surface Fleet or Air Force unit in the Baltic Sea On Station Box, then flip that unit over to become an Escort Troop Convoy and move it to the Convoys Box. That's because there are no US Dependent Ports or Home Country Ports in the Baltic Sea Naval Zone.
Axis and Soviet Scratch Convoy Placement: An Axis or Soviet Scratch Convoy marker can only be placed in the Convoys Box of a Naval Zone containing a Key Port (see Terrain Key) that contains a friendly unit, Detachment, or Logistics marker. An Axis or Soviet Scratch Convoy marker does not need to trace a Fleet Unit Path to a Home Country Open Port.
Clarification: A friendly Air unit allows you to use a Key Port even if the Port contains an enemy ground unit.
Example: The Axis faction puts a German Air Force unit in Malta (w1824). The Axis Scratch Convoy can be placed in the Western or Central Mediterranean Naval Zone Boxes even if Malta is occupied by British troops.
US Fleet Train Convoy Placement: The US Fleet Train Convoy marker can only be placed in the Convoys Box of a Naval Zone containing a Key Port that contains a US unit, Detachment, or Western Logistics marker. A Western Off-Map Box can also serve as a Key Port for this placement – no supplied ground unit, Detachment marker, or Logistics marker is required. The US Fleet Train Convoy marker must also trace a Fleet Unit Path to a Home Country Open Port.
Escort Troop Convoy Placement: Immediately after an Air Force or Surface Fleet unit is successfully placed in an On Station Box, the phasing faction must decide if the unit will become an Escort Troop Convoy marker. If it does, flip that support unit over to its Escort Troop Convoy side and move it to that Naval Zone's Convoys Box.
Clarification: An Escort Convoy marker cannot be placed directly into a Convoys Box; it must first be placed as an Air Force or Surface Fleet support unit in an On Station Box. So, unlike the other Convoy markers, the non-phasing factions do get one chance to contest this placement – when the support unit is placed.
Convoy Mode: As a Standard Convoy, Scratch Convoy, or Fleet Train Convoy marker is placed, the phasing faction also selects its Convoy Mode by placing the marker Troop or Supply side face up. A Troop Convoy allows units to move across a Naval Zone. A Supply Convoy allows a supply line to be traced across a Naval Zone.
Design Note: Convoy Mode is important. For example, if an Axis Italian Convoy marker is in Troop Convoy mode, the Axis faction can move units across the Mediterranean, but its units in North Africa will be unsupplied unless an Axis Scratch Convoy can be placed as a Supply Convoy.
Clarification: Surface Fleet or Air Force units can function only as Escort Troop Convoys, not as Supply Convoys.
Note that many Naval Zones have an inherent Supply Convoy for the Western faction.
Convoy Limits: There is no limit to the number, type, or mode of Convoy markers that can be a Naval Zone Box.
2.2.4 Blitz Marker Placement
If the phasing faction has a Blitz marker available, it may place that marker in any hex on the map. Exception: If the phasing faction has a Beachhead marker on the map, it must place one Blitz marker in the same hex.
Design Note: As you place your Blitz markers, keep in mind that having one in a City hex turns it into an "open city" by canceling the defender's Voluntary Retreat Conversion ability (4.2.5.3).
There are two ways in which a faction may have a Blitz marker available:
- The phasing faction will have a number of Blitz markers available equal to its Current Card's Blitz Value.
- The phasing faction will have a Blitz marker available if one was awarded by a Political Event in the Option Card Segment or Political Events Segment.
Any available Blitz marker not used at this time is lost and cannot be saved for another turn.
Clarification: A Blitz card generates a number of Blitz markers equal to its Blitz Value during each turn that it is a faction's Current Card. A Blitz marker created by a Political Event is available for use during the next Support Segment only.
2.2.5 Beachhead Failure
At the end of this step, all phasing ground units in an All-Sea hex without a friendly Beachhead marker are eliminated. Eliminated units that have a Delay Stripe are placed in the Delay Box; those without a Delay Stripe are returned to their Force Pool.
2.3 Organization Segment
The phasing faction may combine one-step ground units on the map to form multi-step units and break down multi-step units into one-step units. Actions in the Organization Segment are performed in the following order:
Step 1: Combinations (2.3.1) Step 2: Fortress and Garrison Conversions (2.3.2) Step 3: Voluntary Eliminations (2.3.3) Step 4: Breakdowns (2.3.4) Step 5: Detachment Placements and Removals (2.3.5)
Clarification: It's important to get these in the right order! First you combine, then you break down. For example, the Axis faction cannot break down a three-step infantry army into three one-step infantry units and then re-combine those units into a three-step HQ unit in the same Organization Segment.
Force Pool Limitation: The units available in a faction's Force Pool are an absolute limit on Combinations, Breakdowns, and Fortress Conversion.
Delay Stripes: When a unit or marker with a Delay Stripe is removed from its location due to a Combination, Fortress Conversion, or Breakdown, place it in the Delay Box. If the unit or marker does not have a Delay Stripe, place it in its Force Pool.
One-Step and Multi-Step Units: One-step units are the building blocks for each faction's ground units. A one-step ground unit may be taken from the Force Pool and placed on the map when it is taken as a replacement step or when a multi-step unit performs breakdown.
Multi-step ground units are created when a number of one-step units combine into one unit. A multi-step ground unit may be taken from a Force Pool and placed on the map only when one-step units in a hex are combined during the Organization Segment.
Multi-step units are composed of a certain nationality, number of steps and unit-types. A faction's Force Pool Display indicates the specifics to be used when combining or breaking down certain units.
Important: If a certain kind of a multi-step unit is not shown on a faction's Force Pool Display, that multi-step unit is composed of infantry-type steps only. Exception: A fortress unit may be built with armor or infantry steps.
Example: A three-step 8-6-4 German panzer army is shown on the Axis Force Pool Display. It is composed of one German infantry-type step and two German armor-type steps. The first two steps must be one infantry-type unit and one armor-type unit. If a third step is added or removed, it must be an armor-type step. All similar German panzer armies are composed of the same nationality, number of steps, and unit types.
A German HQ unit (which has no picture on the Axis Force Pool Display) is composed of only infantry-type steps. It cannot be formed with any armor-type steps!
Nationality Requirement: When combining or breaking down multi-step units, all involved units must be of the same nationality.
Example: A three-step Western army is composed of two infantry steps and one armor step. If you are creating the US 5th Army, all the steps used must be US.
Exceptions:
- An Axis Med, PA, 20, or 24 multi-step unit is formed using German and Axis Minor Country one-step units as specified on the Axis Force Pool Display. The Axis Minor Country unit used is placed in the respective Holding Box on the Axis Force Pool Display.
Clarification: The Axis 20th and 24th armies are located on the back of German mountain units.
- The Western 15th HQ multi-step unit is formed using British and US one-step units as specified on the Western Force Pool Display. Either a British or US one-step armor-type unit can be used to combine the 15th HQ unit on its three-step side. This armor-type step is placed in the 15th HQ Holding Box on the Western Force Pool Display.
- The Western AA multi-step unit is formed using the British BEF infantry unit and a Western Minor Country one-step infantry-type unit. The Western Minor Country unit used is placed in the AA Army Holding Box on the Western Force Pool Display.
- A Soviet Bal, Cen or Sou multi-step HQ unit is formed using Russian and Soviet Minor Country one-step infantry units as specified on the Soviet Force Pool Display. The Soviet Minor Country unit used is placed in the respective Holding Box on the Soviet Force Pool Display.
- Although SS units are considered German units, only SS units can be used to combine a multi-step SS unit. When breaking down non-SS German units, SS units cannot be taken from the Force Pool and placed on the map.
Example: Only an SS infantry-type unit and SS armor unit can combine to place the SS 6-5-3 two-step panzer unit on the map. In addition, an SS armor-type unit must be used to flip the two-step SS panzer army to its 9-7-3 three-step side.
One-step units in Holding Boxes are not available for use by the owning faction until they are placed on the map when breaking down those multi-step units.
Clarification: Holding Boxes are used to determine the unit's nationality for various rules purposes.
2.3.1 Combination
The phasing faction may combine smaller step-value units into higher step-value units. Important: Only supplied units in an Off-Map Box or stacked in a hex can combine.
Combining units is done one step at a time, but can continue as long as further combinations are possible.
Example: A German one-step infantry unit and two German one-step armor units are in the same hex. In one Axis Organization Segment, the Axis player can first combine the infantry unit with an armor unit (to form a two-step German panzer unit), and then combine the second armor unit with the two-step panzer unit to flip it over to its three-step side.
2.3.1.1 Combining Units
Combining One-step Units: A one-step unit with a two-step unit on its other side can be built up to the two-step side by removing a one-step unit from the map and flipping the other one-step unit to its two-step side.
Example: A British one-step 1-2-2 infantry unit and one-step 1-1-3 infantry unit in the same hex can combine by removing the 1-2-2 unit to the Western Force Pool and flipping the 1-1-3 over to its 2-3-3 two-step side.
A Russian one-step 1-1-2 infantry unit and Russian one-step 1-2-3 Guards infantry unit can combine to increase either unit to its two-step side. The other goes to the Force Pool.
Two one-step units can be combined to form a two-step unit without a one-step unit on its other side. Remove the one-step units from the map and place the desired two-step unit in the same location.
Example: Two French one-step infantry units are removed from the map and a French two-step HQ unit is taken from the Western Force Pool and placed where the two one-step units were removed.
Combining One-step and Two-step Units: A one-step unit can be combined with a two-step unit with a three-step unit on its other side. Remove the one-step unit from the map and flip the two-step unit to its three-step side.
Example: A German 5-4-4 two-step panzer unit and a German 2-2-4 one-step armor unit combine by removing the 2-2-4 unit and flipping over the 5-4-4 unit to its 8-6-4 three-step side.
2.3.1.2 Combining Restrictions
Unsupplied units cannot combine.
Units in a hex containing an enemy Air unit cannot combine.
All fortress (2.3.2.1) and garrison units (2.3.2.3) cannot combine with any other unit. A port-a-fort unit (2.3.2.2) can combine with another unit when it is on its infantry or mech side only.
Clarification: These units have squares instead of dots for their Step Value to remind you of this. Garrison units can be converted into fortress units (2.3.2.1).
A player cannot switch different multi-step units in the process of combining.
Example: The Axis player cannot combine a 3-4-2 German two-step infantry unit and a one-step infantry unit, and replace them with a 4-4-3 German three-step HQ unit.
2.3.2 Fortress and Garrison Conversion
2.3.2.1 Fortress Units
A fortress unit can be placed on the map only by converting a one-step infantry-type or armor-type unit in a Land hex. To do so, remove a one-step unit from the map and place the desired two-step fortress unit of the same nationality from the Force Pool in that same location.
Clarification: That's right, you remove one step and get a two-step fortress unit in return. A German one-step armor unit can convert into a German two-step FE fortress unit.
A unit cannot be converted into a fortress if there is already another fortress unit in the hex.
A ground unit does not have to be supplied to convert to a fortress.
A ground unit can be converted to a fortress in a hex containing an enemy Air unit.
Clarification: Fortress Conversion is allowed in a hex containing an enemy Air unit even though ground units cannot combine in that hex (per Combining Restrictions above, 2.3.1.2).
Unless specifically stated otherwise, there is no limit to the number of units that may be converted to fortress units within a turn.
Clarification: The Axis player can convert one unit into a Wall fortress and another unit into an FE fortress. He cannot convert two units into FE fortress units in the same turn because only one unit per turn may be converted to an FE fortress. See 2.3.2.4.
2.3.2.2 Port-a-Fort Units
The following one-step units have one-step fortress units on their other side:
- British 1-1-2 Def infantry unit
- French 1-1-2 Def infantry unit
- Russian 0-2-2 Def infantry unit
- German 2-3-3 GD and HG mech units
- German SS 2-3-3 Tot and Vik mech units
Clarification: We call them port-a-fort units because they are essentially mobile forts.
A port-a-fort unit with its mech/infantry side face up can convert to its fortress side; simply flip the unit over. A port-a-fort unit cannot be converted into a fortress if there is already another fortress unit in the hex.
No other one-step units can convert to these one-step fortress units. A one-step port-a-fort infantry unit may also be used to build a regular two-step fortress unit.
A port-a-fort unit with its fortress side face up can convert back to its mech/infantry side; simply flip the unit over to its non-fortress side. These units do not go in the Delay Box when converting back to a non-fortress unit in this manner.
2.3.2.3 Garrison Units
A Garrison unit is any unit with a movement allowance of zero that is restricted to a specific hex listed in 2.3.2.4.
A one-step garrison unit can be placed on the map only by converting a one-step infantry-type or armor-type unit in the proper Land hex. To do so, remove the unit from that hex and place the desired garrison unit of the same nationality from the Force Pool in the same location.
A one-step ground unit does not have to be supplied to convert to a one-step garrison unit.
A one-step ground unit can be converted to a one-step garrison unit in a hex containing an enemy Air unit.
A two-step, non-fortress garrison unit can be placed using the regular Combination procedure, with the further restriction that it must occur in the appropriate hex.
Example: The Lon HQ unit can be built from two one-step British infantry units, but only in London (w3916).
2.3.2.4 Fortress Conversion and Garrison Unit Restrictions
All 0-1-0 garrison infantry units are restricted to the hexes printed on the backs of their counters. Other fortress and garrison units are restricted as follows:
Belgium-Holland:
- The Ams fortress unit must be placed in Amsterdam (w3919).
Britain:
- The Gib fortress unit must be placed in Gibraltar (w2208).
- The Lon HQ unit must be placed in London (w3916).
Czechoslovakia:
- The Pra fortress unit must be placed in Prague (w3524).
Finland:
- The Man fortress units must be placed in hexes e4607 and e4707.
France:
- A Line fortress unit must be placed in a hex within France that shares a Border with Belgium-Holland or Germany. Only one French unit per turn can be converted into a Line fortress.
- The Mag fortress units must be placed in Metz (w3519), Strasbourg (w3420), and hex w3319. Only one French unit per turn can be converted into a Mag fortress.
- The Metz fortress unit must be placed in Metz (w3519).
Germany:
- The FB HQ unit must be placed per Axis card 40 National Redoubt.
- An FE fortress unit can be placed in any Land hex on the map, but only if the Axis No Retreat marker is on the VP Track. Only one German unit per turn can be converted into an FE fortress.
- An SS fortress can be placed in any Land hex on the map, but it must be converted from an SS unit.
- A Wall fortress unit must be placed in a hex within Germany that shares a Border with Belgium-Holland or France. Only one German unit per turn can be converted into a Wall fortress.
Russia:
- The Len fortress unit must be placed in Leningrad (e4608).
- A Line fortress unit must be placed in a hex within Russia that shares a Border with Finland, the Baltic States, Germany, Poland, Rumania, or Turkey. Only one Russian unit per turn can be converted into a Line fortress.
- The Mos fortress unit must be placed in Moscow (e4312).
- The Sev fortress unit must be placed in Sevastopol (e2912).
Switzerland:
- The Bern fortress unit must be placed in Bern (w3220).
- The Zur fortress unit must be placed in Zurich (w3221).
Clarification: Note that certain hexes may change hands during the game. Once a Line or Wall fort is placed, it stays in the hex until it is eliminated, even after it's no longer on a Border. For example, if the Baltic States have not been ceded to Russia, the Soviet faction could build a Line fort in Luga (e4507), as that hex shares a Border with the Baltic States. After the Baltic States have been ceded, that unit would be able to stay there, but the Soviet faction could not build a new Line fort in Pskov (e4307).
2.3.3 Voluntary Unit Elimination
After all combinations and fortress conversions are completed, but before any breakdowns take place, the phasing player may voluntarily eliminate any friendly ground unit on the map.
Important: The whole unit must be eliminated, not individual steps.
If a voluntarily eliminated unit does not have a Delay Stripe, it is placed in its Force Pool.
If it does have a Delay Stripe, it is immediately placed on the Turn Track as if a Delay die roll of 1 had been rolled for it. Apply any current Delay DRMs to get the final Delay Result (7.1).
Example: An Axis HQ unit is voluntarily eliminated during the May-June turn. The current Delay DRM is 0, so it is placed in the June-July box. If the Delay DRM were +1, it would be placed in the July-Aug box.
Design Note: You may want to voluntarily eliminate units to return hopelessly isolated forces to the Force Pool or to get an important Delay Stripe unit (such as an HQ) back into the Force Pool quickly. Of course, the cost of losing that unit's steps has to be taken into account, but sometimes it is worth it.
2.3.4 Breakdown
After all combinations, fortress conversions, and voluntary unit eliminations are completed, the phasing faction may break down multi-step units into smaller units.
Breaking down a unit is basically the reverse of combining units. A unit breakdown is done one step at a time, but can continue as long as further breakdowns are possible.
A multi-step unit that breaks down does not have to be supplied.
A multi-step unit can break down in a hex containing an enemy Air unit.
Emergency Breakdown: A player may be required to perform a breakdown due to a specific game event in a Phase or Segment other than the Organization Segment. Such a breakdown follows the normal breakdown rules listed below. Because Fortress units cannot breakdown, they would be eliminated instead.
2.3.4.1 Breaking Down Units
Two-step Units: A two-step unit without a one-step unit on its other side can break down by taking two one-step units from its Force Pool, placing them where the two-step unit is, and removing the two-step unit from its current location.
Example: A two-step German panzer unit breaks down by taking a German one-step armor-type unit and a German one-step infantry-type unit from the Axis Force Pool, and placing them in the same location as the panzer unit. The two-step panzer unit then goes to the Delay Box because of its Delay Stripe.
A two-step unit with a one-step unit on its other side can break down by flipping to its one-step side, taking another one-step unit from its Force Pool, and placing it with the flipped over one-step unit.
Example: A two-step Russian Guards infantry unit breaks down by flipping it over to its 1-2-3 one-step side, taking a one-step Russian infantry unit from the Soviet Force Pool, and placing it with the 1-2-3 infantry unit.
Three-step Units: A three-step unit with a two-step unit on its other side can break down by flipping over the three-step unit to its two-step side, taking a one-step unit from its Force Pool, and placing it with the two-step unit.
Example: A German three-step 8-6-4 panzer army can break down by flipping over to its 5-4-4 two-step side, taking a one-step 2-2-4 panzer unit from the Axis Force Pool, and placing it with the 5-4-4 unit. If it wanted, the Axis faction could then break down the 5-4-4 two-stepper.
Holding Box Units: A multi-step unit that has a Holding Box breaks down like other units. However, instead of taking a unit from its Force Pool (when needed) during a breakdown, the unit in the Holding Box must be taken.
2.3.4.2 Breakdown Restrictions
A Fortress unit cannot voluntarily break down.
Clarification: These units have squares instead of dots for their Step Value to remind you of this.
A faction cannot switch different multi-step units in the process of combining.
Example: The Axis faction cannot break down a three-step German 5-6-2 infantry unit by replacing it with a two-step 4-4-3 infantry unit or two-step 2-2-3 HQ unit.
Elite Units: An elite one-step unit (2.3.4.3) cannot be taken from a Force Pool and placed on the map unless the unit was necessary to combine into the multi-step unit that is breaking down.
Colonial Units: A colonial unit can be taken from the Force Pool when breaking down a non-colonial multi-step unit. However, when breaking down a colonial multi-step unit, a non-colonial unit cannot be taken from the Force Pool.
Example: A two-step 2-2-2 French colonial infantry army breaks down by flipping over to its 1-1-2 one-step colonial infantry side, taking another one-step French colonial infantry-type unit from the Western Force Pool, and placing it in the same location. The infantry-type unit taken from the Force Pool cannot be a non-colonial unit.
SS: The Axis faction can take regular German one-step units from the Force Pool when breaking down SS units.
© Clarification: This distinction makes SS units slightly different than Kwantung units in DS. In that game, you cannot take regular Japanese units when breaking down a Kwantung unit.
2.3.4.3 Elite Units
The following Elite units are subject to the Breakdown Restriction described above.
- Airborne
- Cavalry
- Marine
- Mountain
- British BEF infantry
- British Def infantry/port-a-fort
- French Def infantry/port-a-fort
- German 2Flsj helicopter
- German GD, HG, Tot, Vik mech/port-a-fort
- German SS
- Russian G (Guards) infantry or tank
- Russian S (Shock) infantry
- Russian Def infantry/port-a-fort
Clarification: Elite one-step units have their unit-type symbol shaded to remind you of this rule.
Example: A two-step Russian Shock infantry army breaks down by flipping it over to its 2-1-2 one-step side, taking a one-step Russian infantry-type unit from the Soviet Force Pool, and placing it in the same location. The infantry-type unit taken from the Force Pool cannot be an Airborne, Cavalry, Guards, or Shock unit because those are elite units, none of which were required to combine into a Shock army. (The 2-1-2 necessary to combine into a Shock army is already on the map after the two-step army was flipped over.)
2.3.5 Detachments
During its Organization Segment, the phasing faction can place and/or remove friendly Detachment markers from the map.
Placing Detachments: A Detachment in the Force Pool can be placed in any hex containing a ground unit of the same nationality.
Clarification: You do not flip a unit over to its Detachment side. In effect, that ground unit has just broken down a little bit of itself to form the Detachment, but the parent unit remains.
Detachment Placement Restriction: A Detachment marker cannot be placed in a hex that already contains a Detachment or Logistics marker.
Removing Detachments: A Detachment on the map can be removed and placed in the Delay Box.
If an enemy ground unit or Airdrop marker enters a hex containing only a Detachment marker during any Movement or Combat Phase, the Detachment marker is removed. The enemy ground unit or Airdrop marker can then proceed normally.
Clarification: Shooing away Detachments in this manner does not hinder operations in any way.
A unit does not need to be supplied to place or remove a Detachment.
A Detachment can also be placed and/or removed in a hex containing an enemy Air unit.
3. Operational Movement Phase
Only phasing ground units with a Movement Allowance greater than zero can move in the Operational Movement Phase. In addition, a unit must be supplied (10.) at the beginning of its move. Once it starts to move, it can move out of supply and continue moving. It may also end its move out of supply.
3.1 Movement
Ground units move one at a time. A player must complete the movement of one unit before beginning to move another unit.
A unit must stop moving when it moves into a hex containing an Enemy Zone of Control (EZOC, 8.1). Exception: A unit does not have to stop if another friendly unit or Airdrop marker is in that EZOC hex, or the moving unit is conducting an Overrun against the unit projecting the EZOC.
Clarification: Friendly Detachment, Logistics, and Partisan Base markers do not negate EZOC.
If a unit starts a Movement Phase in an EZOC, it can move out of that hex. It can move into another EZOC hex at any point in that Movement Phase (in which case it may have to stop per the above).
Clarification: Remember, all non-phasing units are considered to be enemy units.
3.1.1 Hex-to-Hex Procedure
A ground unit may move across a hexside from a hex into an adjacent hex, in any direction or combination of directions the moving player wishes. Before it enters each hex, it pays a Movement Point (MP) cost for that hex (and the hexside being crossed) and subtracts that cost from its remaining Movement Allowance (MA).
The exact MP cost to enter a hex depends on the terrain in that hex and along the hexside crossed to enter the hex. These costs are listed on the Terrain Effects Chart on the map.
A unit cannot enter a hex if it does not have sufficient MA remaining to pay the entire MP cost involved in entering that hex.
Example: The Russian HQ unit moves from Kiev (e3609) into the clear hex of e3608 (which costs 1 MP to enter). It cannot then move into the swamp hex of e3707 because its remaining MA is 1, and a swamp hex costs 2 MP to enter.
Minimum Move Exception: A ground unit can exceed its MA when moving into the first hex it enters in a Movement Phase. If it does so, it must stop moving after entering that hex.
Clarification: Note that a unit may still be prohibited from moving into a hex due to other movement restrictions.
Example: The Russian HQ unit above moves from Kiev across the river hexside (+1 MP) into the swamp hex of e3708 (2 MP). This is allowed even though the total 3 MP cost is above the HQ's MA of 2.
Enemy Air Unit: Units can move out of a hex containing an enemy Air unit. This does not cost any additional MP.
Road or Rail: A unit that moves across a hexside along a Road or Rail (see Terrain Key) ignores any MP costs for the hex being entered and for any terrain along a hexside crossed by that Road or Rail. Instead, the unit pays a Road/Rail hexside MP cost based on whether it is a one-step or multi-step unit (see Terrain Effects Chart), and whether it is the Operational Movement Phase or Reserve Movement Phase. Crossing a Connected Strait uses Road/Rail MP costs.
Beachhead: If a ground unit starts a Movement Phase in any Land hex adjacent to an All-Sea hex containing a friendly Beachhead marker and it has not already moved in that Movement Phase, it can move into that hex. This move expends the unit's entire MA.
Clarification: Units can cross All-Sea hexsides to enter a Beachhead hex. Friendly Beachheads act like "bridges" across All-Sea hexes.
If a ground unit starts a Movement Phase in a hex containing a friendly Beachhead marker and it has not already moved in that Movement Phase, it can move across the marker's Beachhead Hexside only into an adjacent Land hex. This move expends the unit's entire MA. A ground unit cannot move off a Beachhead marker through non-Beachhead Hexsides.
Clarification: Units cannot cross All-Sea hexsides to exit a Beachhead hex – they must exit through the Beachhead Hexside. While there are many ways into the Beachhead hex, there is only one way out.
Example: A Western Beachhead is in hex w3815 in the English Channel, facing Cherbourg (w3714). The British 1st Army starts the Operational Movement Phase in Southampton (w3915). The unit can move onto the Beachhead but must stop moving. In a later Movement Phase (such as the upcoming Reserve Movement Phase) it can move off that Beachhead to Cherbourg. That ends its movement for the Phase. It could not move off the Beachhead back to Southampton. Units may also exit Beachheads using Port-to-Port movement (3.1.2).
Marine Units: If a Marine unit starts a Movement Phase in a hex adjacent to an All-Sea hexside and it has not already moved in that Movement Phase, it can move across that All-Sea hexside into an adjacent Land hex. This move expends the unit's entire MA.
Central Asia Box: If a Soviet ground unit starts a Movement Phase in any Land hex in Russia along the eastern edge of the map (from e2828 to e5127, inclusive) and it has not already moved in that Movement Phase, it may enter the Central Asia Box.
To do so, pick the unit up and place it in the Central Asia Box. This placement expends the unit's entire MA.
If a Soviet ground unit starts a Movement Phase in the Central Asia Box, it may exit the Box to any Land hex in Russia along the eastern edge of the map (hexes e2828 to e5127, inclusive).
To do so, place the unit in any hex indicated above that does not contain an enemy Air unit (and in the Reserve Movement Phase, is not in an EZOC). This placement costs 1 MP. The unit is supplied, has its entire remaining MA, and can move immediately after placement using the Hex-to-Hex movement rules.
3.1.2 Port-to-Port Procedure
If a ground unit starts a Movement Phase in a hex with a Port or Beachhead marker, or in an Off-Map Box, and there is a friendly Troop Convoy marker with sufficient Transport Capacity (see below) in that Naval Zone's Convoys Box, the unit can move across the Naval Zone to any other friendly Open Port in the Naval Zone.
To do so, pick the unit up and place it directly in the friendly Open Port.
Clarification: Although the port of embarkation does not have to be an Open Port, the port of debarkation does.
Example: A British one-step infantry unit starts a Movement Phase in London. A British Troop Convoy marker is in the North Sea Convoys Box; the North Sea On Station Box contains a German Air Force unit. France is a Western Minor Country, but there are no German ground units in France. The British unit can move from London and be placed in Brest as it is a Western Open Port in the North Sea Naval Zone and is not within three hexes of a German Naval Base.
If the unit was moved to a Port in an Off-Map Box, the unit must stop moving.
If the unit was moved to a Multi-Zone Open Port hex, the unit can move again (in the same Movement Phase) across another Naval Zone to a friendly Open Port in an adjacent Naval Zone. A unit can continue such movement provided it adheres to all other movement restrictions (such as requiring a friendly Troop Convoy marker in the Naval Zone, or stopping after moving into an Off-Map Box).
Example: Continuing the example above, if there were a French Troop Convoy marker in the North Atlantic Convoys Box, and a British Troop Convoy marker in the Western Mediterranean Convoys Box, then the unit moving from London could continue through the Multi-Zone Open Ports of Brest and Gibraltar all the way to Malta. If the unit decided to move to the Africa Box after exiting Brest, it would have to stop moving.
A unit that moves Port to Port across a Naval Zone expends its full MA, no matter how many Naval Zones it actually crosses in a single Movement Phase.
Transport Capacity: Each Escort, Scratch, or Standard Troop Convoy marker in a Convoys Box can transport one one-step unit across its Naval Zone in a Movement Phase. After the Troop Convoy marker is used for transport, move it to that Naval Zone's Used Box.
A US Fleet Train Troop Convoy marker in a Convoys Box can transport one unit of any size across its Naval Zone in a Movement Phase. After the Fleet Train marker is used for transport, move it to that Naval Zone's Used Box.
Convoy markers cannot combine their capacity. Each marker is used separately.
Clarification: So you can't use two Troop Convoys to transport a two-step unit. Only the Fleet Train can transport a multi-step unit! That's what makes it so special.
Convoy Nationality: As specified below, the nationality of a Convoy marker limits who can use it to move Port-to-Port across a Naval Zone. Exception: Any Troop Convoy can transport any friendly Exp unit.
- Axis Scratch Convoy: any Axis unit
- British or US Escort or Standard Convoy: any Western unit
- German Escort or Standard Convoy: a German unit only
- Minor Country Escort or Standard Convoy: any unit of the same nationality or any friendly Major Country unit.
- Russian Escort or Standard Convoy: a Russian unit only
- Soviet Scratch Convoy: any Soviet unit
- US Fleet Train Convoy: a US unit only
Example: An Italian unit, a German unit, or a Rumanian Exp unit may move across a Naval Zone using an Axis Italian Convoy marker. The US Fleet Train can only transport US units, period.
Canal Movement: The Kiel Canal consists of hexes w3922 and w4023. The Suez Canal consists of hexes e1213 and e1312.
If both Ports of the same Canal are friendly Open Ports, a ground unit can move from one of them directly into the other one. A Troop Convoy marker is not required.
To do so, pick the unit up and place it in the other friendly Open Port of the same Canal.
Only one one-step unit can move through a Canal in a single Movement Phase.
Canal Port-to-Port movement can be combined with Port-to-Port movement across a Naval Zone.
Clarification: Canal Ports are not Multi-Zone Ports, though to some degree they act as one.
3.1.3 Off-Map Box to Off-Map Box Procedure
An Allied ground unit can enter or exit an Off-Map Box directly from or to an adjacent Off-Map Box, as specified on the map. Unlike Port-to-Port movement, the unit must stop moving.
To do so, pick the unit up and place it in the other Off-Map Box. This move expends the unit's entire MA.
There is no limit to the number of units that can move from Off-Map Box to Off-Map Box.
Units can enter an Off-Map Box in the same Movement Phase that other units exit, and vice versa.
Clarification: Moving Port-to-Port and Off-Map Box to Off-Map Box are separate from each other, so both can occur involving the same Off-Map Box in the same Movement Phase.
3.1.4 Movement Restrictions
Procedural Restriction:
- A ground unit cannot use different movement procedures in the same Movement Phase.
Clarification: So it is only one of Hex-to-Hex, Port-to-Port, or Off-Map Box to Off-Map Box.
Unit and Hex Restrictions:
- A ground unit cannot move into a hex containing an enemy unit. Exception: A multi-step armor-type unit conducting an Overrun (3.2) can move into a Land hex containing the one-step enemy ground unit it is overrunning.
- A ground unit cannot move into a hex containing an enemy Beachhead marker.
Weather Restrictions:
- A ground unit cannot move out of a hex affected by Mud (11.3) that contains an EZOC.
Clarification: There are no exceptions here – friendly units do not negate EZOC in mud.
- A ground unit must stop moving after it moves into or out of a hex affected by Storms (11.4) or Snow (11.5) that contains an EZOC.
Clarification: Again, friendly units do not negate EZOC here. However, a multi-step armor unit can ignore the EZOC of a unit is overrunning (3.2) in Storms or Snow.
Political Restrictions:
- Movement can be limited by Policies (13.6.1), Truces (13.6.2), and Failures rules (14.12).
- A ground unit cannot move into a hex outside its Home Country or Dependent during Pre-War (12.1).
- A ground unit cannot move into a hex in a Neutral Minor Country (13.4).
- A non-German Axis ground unit cannot move into a hex in an Axis Country or Dependent unless it is that unit's Home Country or Dependent. Exceptions: An Axis Exp unit, regardless of nationality, can move into any Axis Country or Dependent.
Clarification: Note that Exp units are always one-step units. Exp units lose their Exp ability when combined into a multi-step unit. Axis multi-national units (13.8.3) are considered to be both German and the nationality represented by the step in the unit's Holding Box. That means, for example, if the Axis Med HQ were composed of an Italian and German step, it could enter Italy, but not Germany or an Axis Yugoslavia.
Other Restrictions:
- A ground unit belonging to a Minor Country with a Free Passage (14.13), Mobilizing (14.22), or No Occupation (14.24) marker in its Capital cannot move into a hex outside that Minor Country or one of its Dependents.
- An Axis or Western ground unit cannot move into a hex in Russia along the eastern edge of the map, from e2828 to e5127 inclusive.
Design Note: This is to prevent the Axis faction from sealing off the map to prevent the Soviet faction entering units from his Off-Map Box.
- A Soviet ground unit cannot move into a hex in an Axis Country or Dependent that was activated in the just completed Western War & Peace Segment (6.1).
Design Note: This is to prevent the Allied factions from taking advantage of the order of the Turn Sequence.
- ©An Allied ground unit cannot move into an Off-Map Box on the DS map.
© Design Note: The TK and DS maps are "closed" in the sense that it's not possible to move units directly from one map to the other. The Allies do have the ability to transfer support units between the Force Pools of the two maps using Pacific Commitment Political Events (15.30.2), and through card play they can influence the number of replacement steps received on each map. But once a ground unit is on a map, it's committed to that theater.
3.2 Overruns
If using the Hex-to-Hex procedure and not otherwise prohibited, a multi-step armor-type unit can move into a Land hex containing only a single, one-step enemy ground unit.
Clarification: So if the hex has more than one enemy one-step ground unit or a multi-step unit in it, you can't overrun that hex. Markers have no effect on overruns.
The moving unit only pays the normal MP costs to move into the hex. An overrun does not cost any additional MP.
The moving unit can ignore the EZOC of the unit it will overrun, provided the moving unit immediately moves into the hex with the enemy unit after entering that EZOC hex.
The moving unit cannot ignore the EZOC of other units, unless another friendly unit is in that hex.
Immediately after moving into the hex, the enemy unit is eliminated. Place it in the Delay Box if it has a Delay Stripe. Otherwise, place it in its Force Pool.
The same multi-step unit can make more than one overrun in the same Movement Phase.
An overrun is allowed in hexes affected by Storms and Snow.
Overrun Restrictions: Overruns cannot be conducted:
- in the Reserve Movement Phase (5).
- when conducting Exploitation.
- if the enemy one-step unit could receive a defender's CRT Column Shift (as if a combat were fought there) due to Terrain, Mud, Fortress, Air, or HQ. The same HQ can prevent more than one overrun for the same or different defenders in the same Movement Phase.
Example: The German 1P panzer army in Antwerp (w3718) cannot overrun the British 1st Army in Lille (w3618) because is a multi-step unit.
The 1P panzer army also cannot move into Calais (w3717) and then overrun the British one-step armor unit in Amiens (w3617) because there is more than one EZOC in the Calais hex. (It can ignore the EZOC from the armor unit, but not the EZOC from the British 1st Army.)
The German 3P panzer army in w3619 cannot overrun the one-step British BEF infantry unit in Verdun (w3518) because there is a river hexside between the hexes. (A river or canal hexside provides the defender a CRT column combat shift.)
So the Axis player does the following: First, he moves a 1-2-3 infantry unit from w3619 to Calais. It must now stop because of the EZOC from the British units. This infantry unit now negates all EZOC in the Calais hex.
Then the 1P panzer army moves from Antwerp into Calais and Amiens, overrunning the British armor unit. The panzer army must now stop in Amiens because of the EZOC from the British 1st Army.
The remaining German 1-2-3 infantry unit in Antwerp moves into Calais, Amiens, and Reims (w3517). It must stop in Reims due to the EZOC from the British 1st Army and BEF. It now negates all EZOC in the Reims hex.
Finally, the remaining 2P panzer army in Antwerp moves into Calais, Amiens, Reims, and Verdun, overrunning the BEF unit. The British 1st Army is now surrounded!
How could the British have prevented this disaster? If there had been a British HQ unit in Paris (w3516), then no overrun against any of the British units could have occurred because the supplied British HQ could have provided any of the defenders a CRT column combat shift.
4. Combat Phase
Combat between phasing units and adjacent enemy units are resolved in this Phase.
Clarification: Remember that the Western and Soviet factions are considered enemy factions to each other. So unless otherwise restricted, combat can occur between them.
4.1 Blitz Combat Segment
The phasing faction performs actions in the Blitz Combat Segment are in the following order:
Step 1: Airdrop (4.1.1) Step 2: Blitz Combat (4.1.2) Step 3: Beachhead Landing (4.1.3) Step 4: Airdrop Landing (4.1.4) Step 5: CV Strike Returns (4.1.5)
Clarification: You perform all activities in a step before moving on to the next. For example, you can't perform an Airdrop Landing and then conduct Blitz Combat with the unit. If the phasing faction does not have a Blitz marker on the map, the only step it would need to perform is the CV Strike Returns step.
4.1.1 Airdrop
A faction may use a supplied, Blitz-enabled airborne or helicopter ground unit in a Land hex to conduct an Airdrop. To do so, flip the unit over to its Airdrop marker side and place it within two hexes of its current location. The placement hex does not have to be in a Blitz-enabled location.
Design Note: Airdrop markers provide a combat shift, negate EZOC, block Retreat paths and supply lines.
Airdrops are conducted one at a time, and may continue as long as there are phasing supplied, Blitz-enabled airborne or helicopter units.
An Airdrop marker can be placed in a hex containing enemy ground units or markers.
An Airdrop marker can be placed in a hex containing friendly units and markers, including other Airdrop markers.
An Airdrop marker can be placed in hexes affected by Mud, Storms, or Snow.
Airdrop Path: The range is traced from the origin hex to the placement hex. Do not count the origin hex, but do count the placement hex. Airdrop markers can be placed in their origin hexes (although it makes little sense to do so).
Airdrop Restrictions:
- An Airdrop marker cannot be placed in an All-Sea hex (even one with a Beachhead marker).
- An Airdrop marker cannot be placed in or adjacent to a hex containing an enemy Air unit.
- An Airdrop marker cannot be placed during Pre-War (12.1).
- An Airdrop marker cannot be placed in a hex in a Neutral Minor Country (13.4) or Policy Affected Country (13.6), nor can an Airdrop Path be traced across a hex in such country.
- Airdrop marker placement can be limited by Policies (13.6.1), Truces (13.6.2), and Failures rules (14.12).
Clarification: Airdrop marker placement cannot be "contested" by enemy Support units.
4.1.2 Blitz Combat
Blitz Combat proceeds as per the Regular Combat Segment (4.2) with the following modifications:
- Units or markers belonging to the attacker must be Blitz-enabled to attack or provide CRT column shifts (4.2.3). Units belonging to the defender do not have to be Blitz-enabled.
Clarification: An HQ unit belonging to the defender can lend HQ Ranged Support even if it is not Blitz-enabled.
- The attacker can receive an Airdrop (4.2.3.2) and/or Armor (4.2.3.3) CRT Shift.
- Units in hexes affected by Mud, Storms, or Snow cannot be attacked in the Blitz Combat Segment. Exception: The following units can attack units in hexes affected by Snow when they are Blitz-enabled:
- German SS
- All German units stacked with or adjacent to SS units
- Finnish
- Russian
- Swedish
4.1.3 Beachhead Landing
If a supplied, Blitz-enabled ground unit is in a hex containing a Beachhead marker, and it did not attack in the current Blitz Combat Segment, it may conduct a Beachhead Landing.
To do so, take the unit and place it in the Land hex adjacent to the marker's Beachhead Hexside. This is not movement, so ignore the unit's MA and any MP costs.
Clarification: It is also not Advance After Combat, so HQ units may conduct Beachhead Landings.
Units conducting a Beachhead Landing are placed one unit at a time. There is no limit to the number of units that can conduct a Beachhead Landing.
A Beachhead Landing can be conducted during Mud, Storms, or Snow turns.
Beachhead Landing Restrictions:
- An unsupplied unit cannot conduct a Beachhead Landing.
- A unit cannot conduct a Beachhead Landing into a hex containing an enemy unit.
- A unit cannot conduct a Beachhead Landing into a hex in a Neutral Minor Country (13.4).
- Beachhead Landings can be limited by Policies (13.6.1), Truces (13.6.2), and Failures (14.12).
4.1.4 Airdrop Landing
If an Airdrop marker is unsupplied or stacked with an enemy unit, place the Airdrop marker in the Delay Box.
If an Airdrop marker is supplied and not stacked with an enemy unit, it may conduct an Airdrop Landing.
Clarification: If you can't or don't want to conduct an Airdrop Landing, simply place the Airdrop marker in the Delay Box.
To conduct an Airdrop Landing, take a one-step infantry unit of the same nationality from its Force Pool, place it in the hex containing the Airdrop marker, and place the Airdrop marker in the Delay Box.
The Western Airdrop marker can be replaced with either a British or US one-step infantry unit.
Elite (2.3.4.3) infantry units cannot be placed in a hex in an Airdrop Landing.
4.1.5 CV Strike Returns
All CV Strike units in hexes are placed in that Naval Zone's Used Box.
4.2 Regular Combat Segment
For these rules, the phasing faction is the attacker, and the non-phasing faction the defender.
A faction need not have a Blitz marker on the map to attack in its Regular Combat Segment.
4.2.1 Attacks
The phasing faction may declare an attack with his ground units against one adjacent hex containing enemy ground units, Detachment markers, or Logistics markers. A complete Attack Sequence (4.2.2) for that attack must be resolved before another attack can be declared. In a Combat Segment, a faction may declare as many attacks as it wishes and is eligible to perform, but the attacks are resolved one at a time.
A hex can be attacked only once per Combat Segment, and all units in that hex must be involved in the combat. The defender cannot withhold units from that combat, nor can the attacker separately attack individual units within the hex.
If defending units Retreat from one attack and end up in a hex that is the target of another attack in the same Combat Segment, they are included in the defense of that hex.
A phasing ground unit can attack only once per Combat Segment.
Phasing ground units do not have to be supplied to attack in a Combat Segment.
Phasing units in the same hex can attack different hexes. In addition, some units in the same hex can attack while others in that hex are withheld from attacking.
Ground units in hexes with enemy or friendly Air units or Airdrop markers can attack and can be attacked.
4.2.1.1 Attack Restrictions
Attack Factor Restrictions:
- A phasing unit with an Attack Factor of 0 cannot attack.
- If the attacker cannot muster at least a raw 1-3 odds ratio (see Step 3 of 4.2.2 but exclude any defending HQ providing Ranged Support and all Combat Shifts for this calculation), the attack cannot be made.
Minor Country Restrictions:
- Units from different Minor Countries cannot attack the same hex. Exception: Exp units can attack with any other units of the same faction.
Clarification: Not all of the Minor Country units have to be Exp units. For example, the Axis faction could have a German unit, a regular Hungarian unit, and a Rumanian Exp unit participate in an attack. The Axis faction could not then add a regular Rumanian unit to that attack however. Put another way, an attack may include any of that faction's Major Country units, any of one Minor Country's units, and finally any Exp units from other Minor Countries.
- A unit belonging to a Minor Country with a Free Passage (14.13), Mobilizing (14.22), or No Occupation (14.24) marker in its Capital cannot attack a hex outside that Minor Country or one of its Dependents.
Terrain Restriction:
- Units cannot attack across All-Sea hexsides. Exceptions: Supplied marine units can attack across All-Sea hexsides (4.2.1.3). Any unit can attack across an All-Sea hexside that is also a Beachhead Hexside.
Other Restrictions:
- A unit cannot attack if Pre-War (12.1) is in effect.
- Combat can be limited by Policies (13.6.1), Truces (13.6.2), and Failures (14.12).
4.2.1.2 HQ Ranged Support
A supplied HQ unit has the ability to participate in combat even if it is not adjacent to the defending hex (when attacking) or in the defending hex (when defending). It does this by providing Ranged Support.
Design Note: Ranged Support represents the commitment of reserves, heavy equipment and local air assets to a battle.
An HQ unit can provide Ranged Support to any combat that includes a ground unit of the same nationality as the HQ unit.
Clarification: An HQ unit cannot provide Ranged Support to a friendly Detachment or Logistics marker alone in a hex. An HQ unit also cannot, by itself, use Ranged Support to attack a non-adjacent hex.
An HQ unit providing Ranged Support includes its Attack Factor (when attacking) or Defense Factor (when defending) to a combat within two hexes of its current location. Ranged Support also applies a CRT column shift to that attack or defense.
HQ Ranged Support Path: When providing Ranged Support a path is traced from the HQ unit's hex to the defending hex. Do not count the HQ unit's hex, but do count the defending hex.
The path cannot be traced into a hex inside a Neutral Country or Policy Affected Country, or any Dependent belonging to a Neutral Country or Policy Affected Country.
Clarification: It can be traced through a hex containing an enemy unit or across an All-Sea hex.
HQ Ranged Support Restrictions:
- An HQ unit that has participated in combat cannot provide Ranged Support to another combat later in the same Combat Segment.
Clarification: This means you can "soak off" a defending HQ by attacking its hex, thereby preventing it from providing Ranged Support to another hex.
- One HQ unit per faction can participate in an individual combat.
Clarification: So a defending HQ unit cannot provide Ranged Support to a defending hex that already includes an HQ unit.
- An HQ unit stacked on a Beachhead marker cannot provide Ranged Support except across that marker's Beachhead Hexside.
Design Note: An HQ unit on a Beachhead is considered to be deeply engaged in defending and expanding its perimeter, so it can't throw Ranged Support elsewhere.
4.2.1.3 Marine Assault
A supplied marine unit may attack across any All-Sea hexside, even without being stacked on a Beachhead marker.
4.2.2 Attack Sequence
If the attack is declared against a hex that contains an enemy Detachment or Logistics marker and no enemy ground units, the attack automatically succeeds. The attacker may use Advance After Combat to enter the hex (4.2.7). No Exploitation is possible (4.2.8). Place the Detachment or Logistics marker in the Delay Box.
If the attack is declared against a hex that contains an enemy ground unit, complete these steps in order:
Step 1: The attacker declares which adjacent friendly ground units will attack the targeted hex. If the attacking units do not already include an HQ unit, the attacker may declare one supplied HQ unit to provide Ranged Support.
Step 2: If the defending hex does not have an HQ unit in it, the defender may now declare one supplied HQ unit to provide Ranged Support.
Step 3: Add up the Attack Factors of all attacking units (including an HQ unit providing Ranged Support). This is the Attacker Total. Add up the Defense Factors of all defending units (including an HQ unit providing Ranged Support). This is the Defender Total. Divide the Defender Total into the Attacker Total and express the result as one of the ratios found along the top of the Combat Results Table (CRT). Round any fractional results in favor of the defender. Odds greater than 9-1 or less than 1-3 are treated as 9-1 or 1-3 respectively.
Example: If the Defender Total was 4 and the Attacker Total was 11, the odds ratio is 2-1 after rounding off in the defender's favor. If the attacker had one more Attack Factor, he would have 3-1 odds.
Step 4: Determine the CRT column shifts (4.2.3) applicable to the attacker and defender. All shifts are cumulative – add all attacker shifts and then subtract all defender shifts. Apply the net column shift to the column determined in Step 3. The result is the CRT column the combat will be resolved on in Step 5. Shifts above 9-1 or below 1-3 are resolved on the 9-1 or 1-3 columns, respectively.
Design Note: Never underestimate the importance of CRT column shifts. A 3-1 attack that receives three column shifts to the right would be resolved on the 9-1 column. Woo-hoo!
Step 5: The attacker rolls one die and cross-indexes the result with the CRT column determined in Step 4. Note the Combat Result (4.2.4), modifying it for Mud, Storms, or Snow when applicable (11.2).
Step 6: Resolve any Retreats (4.2.5).
Step 7: Apply any Attrition (4.2.6) results, first to the attacking force, then to the defending force.
Step 8: If the defending hex has been vacated, surviving attacking units may now Advance After Combat (4.2.7) or conduct Exploitation (4.2.8).
Clarification: Defending units cannot advance into a hex vacated by the attacker.
4.2.3 CRT Column Shifts
4.2.3.1 Air Unit (Air Force or CV Strike)
The attacker receives a one-column shift to the right for each phasing Air unit (of the same nationality as at least one of the attacking units) in or adjacent to the defending hex.
The defender receives a one-column shift to the left for each non-phasing Air unit (of the same nationality as at least one of the defending units) in or adjacent to the defending hex.
An Air unit can provide a shift to any number of combats in the same Combat Segment.
Exceptions:
- An Air unit cannot provide a shift if the defending hex is affected by Mud.
- An Air unit cannot provide a shift if the defending hex is affected by Storms or Snow, and the Air unit is adjacent to that hex. An Air unit does provide a shift if it is in the defending hex itself.
Clarification: An appropriate multi-national HQ (such as the Western 15th or the Axis Med) providing Ranged Support may be sufficient to claim that a unit "of the same nationality" is one of the attacking or defending units, and thus eligible for an Air unit shift.
Design Note: When placing Air units, remember they cannot be placed in the same hex or in hexes adjacent to one another. This often presents the attacker with a dilemma. To receive multiple Air Unit shifts against a single hex, multiple Air units need to be placed adjacent to the defender's hex (up to three can be placed around it). However, if an Air unit is placed in the defending hex itself, the enemy will not be able to place replacements, combine units, or move new ground units into that hex. In effect, an Air unit has interdicted that hex. The downside is that placing an Air unit directly on the defending hex means the attacker can only receive one Air unit CRT shift.
4.2.3.2 Airdrop
During the Blitz Combat Segment only, the attacker receives a one-column shift to the right for each Airdrop marker in the defending hex, regardless of nationality.
4.2.3.3 Armor
During the Blitz Combat Segment only, the attacker receives a one-column shift to the right if at least one of the attacking units is a supplied, Blitz-enabled armor-type unit.
Clarification: That's one shift total, not one per armor unit. And only during Blitz Combat, not Regular Combat.
4.2.3.4 Fortress
The defender receives a one-column shift to the left if the defending hex contains a fortress unit. It does not have to be supplied.
4.2.3.5 HQ
The attacker receives a one-column shift to the right if one of the attacking units is a supplied HQ unit (including one providing Ranged Support).
The defender receives a one-column shift to the left if one of the defending units is a supplied HQ unit (including one providing Ranged Support).
Clarification: Note that a defending HQ unit does contribute its defense factor (and HQ Shift) to any attack against its hex, even if it provided Ranged Support to another attack earlier in the same Combat Segment. This shift is in addition to the combat factors contributed to the combat.
4.2.3.6 Marines
If a supplied, Blitz-enabled marine unit attacks across a Beachhead, Strait or All-Sea hexside, the attacker receives a one-column shift to the right.
Clarification: The defender still receives his column shift for the terrain. So, if a marine unit attacked across an All-Sea hexside, the net shift would be one to the left.
4.2.3.7 Mud
The defender receives a one-column shift to the left if the defending hex is affected by Mud (11.3).
Clarification: Storms and Snow do not provide a column shift.
4.2.3.8 Terrain
The defender may receive one or more column shifts to the left based on the terrain in the defending hex and along the hexside(s) separating the adjacent attacking units from that hex. See the Terrain Effects Chart on the map to determine the shifts.
Important: A hexside shift is in addition to those for hex terrain. However, only one hexside shift is applicable, and it must be the lowest hexside shift out of all the different hexside terrain types being attacked across.
Example: A defender in a clear hex being attacked from across a river hexside in one direction, and a mountain hexside in another, receives only one shift to the left. If the defender was in a City instead of a clear hex, it would receive two shifts to the left – one for the City and one for the river.
4.2.4 Combat Results
There are two types of results on the Combat Results Table, a Retreat Result and an Attrition Result.
Retreat Results are always applied before Attrition Results.
Clarification: Retreat Results are italicized on the CRT, to remind you to perform them first.
Important: Only units involved in a specific combat are affected by its results.
Clarification: So if a unit in a hex was left out of an attack, it just sits there. It does not suffer an attacker step loss, Retreat, Advance After Combat, or anything else.
4.2.4.1 Retreat Results
Apply these before Attrition Results. See 4.2.5 on how to satisfy a Retreat Result.
Ad – Attacker Defeated. All attacking ground units must Retreat one hex, or one of the attacking units must take a step loss (4.2.6.1). If Retreat is possible, the attacker chooses which to do.
Clarification: Yes, only one of the attacking units takes the loss.
Ex – Exchange. All attacking ground units must Retreat one hex, or one of the attacking ground units must take a step loss (4.2.6.1). If Retreat is possible, the attacker chooses which to do.
If the attacker Retreats, the defender does nothing.
If the attacker takes the step loss, then all ground units in the defending hex must Retreat one hex, or one of the defending ground units must take a step loss. If Retreat is possible, the defender chooses which to do.
Dr1, Dr2, Dr3 – Defender Retreat. All ground units in the defending hex must Retreat the indicated number of hexes. If Retreat is not (or is no longer) possible, the remaining unsatisfied Retreat result is converted into step losses on a one-for-one basis until either the full Retreat result is satisfied or Retreat becomes possible again (4.2.5.3).
Weather Effects on Combat: Reduce the Dr result against a defending hex affected by Mud, Storms, or Snow as follows:
- Dr3 becomes Dr2
- Dr2 becomes Dr1
- Dr1 becomes Ex
Ex, Ad, and Attrition results are not affected by Mud, Storms, or Snow.
4.2.4.2 Attrition Result
Apply these after Retreat Results. See 4.2.6 on how to satisfy an Attrition result.
/ # – The number to the left of the slash is the number of step losses taken by the attacker and is applied first. The number to the right of the slash is the number of step losses taken by the defender.
4.2.5 Retreat
The owning faction takes the Retreating unit or stack and places it in any adjacent Land hex or All-Sea hex containing a friendly Beachhead marker, as limited by Retreat Priorities below.
If necessary, the owning faction then does this again (from the current hex) until the Retreat result is fully satisfied.
Retreat is not considered movement, so ignore a unit's MA, MP costs, or movement restrictions. Retreat has its own restrictions below (4.2.5.2).
A force Retreats one hex at a time. Retreat Priorities and Retreat Restrictions are checked each time before the force Retreats from its current hex.
Clarification: So you don't look at every possible Retreat path all at once. Just do it one hex at a time.
Defending stacked units must Retreat together into the same hex. Attacking stacked units that participated in the combat must also Retreat together into the same hex. Attacking units located in different hexes do not have to Retreat into the same hex, but the individual stacks must remain together.
Clarification: Non-attacking units in a stack that suffers an Ad result do not Retreat.
Important: If a force Retreats into a hex containing other ground units, all ground units in that hex are now part of the Retreating stack and must be included in any remaining Retreats and Attrition results that have yet to be fulfilled.
Clarification: In other words, it's a rout! Note that just ground units are caught up in the rout, not friendly support units or markers like Detachments.
In addition, units joining a Retreat stack in this fashion are considered to have been involved in that original combat.
Example: A unit Retreats into a hex containing an HQ unit. That HQ is now part of the Retreating force and is considered to have participated in the combat. That means the HQ cannot provide Ranged Support to another combat later in the same Combat Segment. Doh!
Units can Retreat out of a hex containing an enemy Air unit or Airdrop marker.
Mud, Storms, or Snow do not affect the Retreat procedure.
Clarification: Bad weather may have affected the Retreat Result, but it won't affect how to apply it.
4.2.5.1 Retreat Priorities
The owning faction must Retreat its units into a hex that meets the following priorities, which are checked in order:
Priority 1: The hex to be Retreated into must be farther away from the defending hex than any previous hex Retreated into, and it cannot contain an EZOC.
Priority 2: If no hex exists that meets Priority 1, then the Retreat must enter a hex that is farther away from the defending hex than any previous hex Retreated into, and it must contain a friendly ground, Airdrop, or Air unit.
If no hex exists that meets Priority 1 or 2, the force cannot Retreat.
If within a specific Priority there is more than one hex available to Retreat into, the owning faction chooses the hex.
Clarification: You may not "double back" or retreat into a hex that is not further away from the defending hex, even if an EZOC does not extend into the hex. Terrain features, such as All-Sea or Mountain hexsides, and enemy units do not affect the requirement that each hex of the Retreat be "farther away."
Example: The Russian 18th Army in Odessa (e3109) must fulfill a Dr3 result. If it Retreated first to e3210 and then to Nikolayev (e3211), it cannot then Retreat to Kirovograd (e3310) or e3111. Despite the All-Sea hexside, e3111 is only two hexes away from Odessa, the same distance as Nikolayev. The unit would instead have to retreat to e3212 or Dnepropetrovsk (e3311).
Example: The German 8th Army in Leipzig (w3624) attacks the Czech fortress unit in Prague (w3524) and gets an Ad result. It cannot retreat into the hexes labeled "No." Although there is no EZOC in those hexes (because of the mountain hexsides), those hexes are not further away from Prague than Leipzig is.
4.2.5.2 Retreat Restrictions
A force cannot Retreat if it includes a unit with a Movement Allowance of 0 and that unit participated in the combat.
A force cannot Retreat if it includes an HQ unit (including one providing Ranged Support) that participated in the combat. Exception: The Axis Airmobile Doctrine marker (14.2) may allow a defending force containing an HQ unit to Retreat one hex.
A unit cannot Retreat into an Off-Map Box.
A unit cannot Retreat into a hex containing an enemy unit, Airdrop marker, or Beachhead marker.
Clarification: It can Retreat into a hex with an enemy Detachment or Logistics marker, or a friendly Airdrop or Beachhead marker.
A unit cannot Retreat across an All-Sea hexside unless it is a Strait or Beachhead Hexside (i.e., the hexside that the Beachhead marker's arrow points to).
Example: A unit in Copenhagen (w4224) can Retreat into Malmo (w4124) but not into hex w4225.
A unit cannot Retreat into a hex belonging to a Neutral Minor Country (13.4) or Policy Affected Country (13.6).
4.2.5.3 Retreat Conversion
Mandatory Retreat Conversion: If a Retreating force cannot (or can no longer) Retreat without violating both Retreat Priorities or any of the Retreat Restrictions listed above, that force stops Retreating. The owning faction must now convert the remaining unsatisfied Retreat result into step losses on a one-for-one basis until either the full Retreat result is satisfied or Retreat becomes possible again.
Example: A force suffers a Dr3 result. It Retreats two hexes into a hex with an HQ unit, which now becomes part of the Retreating force. Since a force with an HQ cannot Retreat, it must convert the last unsatisfied Retreat result into a step loss.
Design Note: You can do a lot of damage by forcing enemy units to Retreat back onto their HQ units, or by herding enemy units into an overstacked situation. Retreating units may violate Stacking Limits during and at the end of their Retreat, but such stacks will have to conform to them when that Combat Segment is over.
A force must continue Retreating again if whatever condition temporarily prevented its Retreat no longer applies, until the Retreat result is fully satisfied.
Example: The Axis defending force includes the German 8th Army and G HQ unit providing Ranged Support. It suffers a Dr3 result. The Axis faction must take a step loss. It chooses the HQ, breaking it down and replacing it with a one-step infantry unit. Since the Retreating force no longer has an HQ unit, the 8th Army must Retreat and fulfill the other two results. It could retreat into w3726 or into Breslau (w3626).
Note that the one-step VG infantry unit located in Breslau (where the HQ was) would not initially be considered part of the Retreating stack, so it would not have to Retreat unless the 8th Army chose to retreat into that hex. At that point, it would join the stack as the Retreat continues into w3725, w3625, or w3525.
Voluntary Retreat Conversion: A defending force may convert Retreat results into step losses on a one-for-one basis if either or both of the following situations applies:
- All adjacent attacking ground units are attacking across Strait, Beachhead, or Mountain hexsides.
- The defending hex contains a City and does not contain a Blitz marker.
Important: Defending units Retreating through Cities or across Strait, Beachhead, or Mountain hexsides do not receive this Voluntary Retreat Conversion option.
Design Note: While defenders could turn an urban center like Stalingrad into a fortress, if it was on the verge of capture they would be just as likely to declare it an "open city" and abandon it to protect the historic landmarks and civilians within. Some historical examples of this are Paris in 1940 and Rome in 1944.
4.2.6 Attrition
A faction satisfies Attrition results by eliminating steps from any of its ground units involved in that combat (including an HQ unit providing Ranged Support).
To do so, the faction declares which unit will suffer a step loss and reduces its step value by one. The faction continues to eliminate steps in this fashion until the Attrition result is fully satisfied or all of its units that took part in that combat are eliminated.
Unless stated otherwise, the owning faction chooses which unit or units will lose the steps.
Clarification: So the step losses from an Attrition result can be spread among different units. But be sure to pay particular attention to the "Attacker Losses" rule below.
4.2.6.1 Attacker Losses
If an attacking force suffers losses in a combat (either through Attrition or an Ad or Ex result), it may be required to eliminate certain steps as its first loss in a combat:
- If an attacking force includes a marine unit attacking across an All-Sea, Beachhead, or Strait Hexside, the first step loss that force suffers must be a marine step.
- If an attacking force includes an armor-type unit, the first step loss that force suffers must be an armor-type step from an armor-type unit.
If both conditions apply, the attacker must choose between a marine or armor-type step to fulfill its "first step loss." After fulfilling any required first step loss, the owning faction may assign its remaining combat step losses as it wishes.
Clarification: If you have marine and armor units in an attack, the first loss must come from either unit, but after that you can assign the losses as you wish. You do not have to eliminate the other unit as your next loss.
Example: An attacking German force on a Beachhead consisting of an 8-6-4 three-step panzer unit and 4-4-3 two-step infantry army suffers an Ad 1/0 result. Because the force is on a Beachhead it cannot Retreat. So the Ad result must be converted to a step loss, which must be an armor step. The required Attrition loss may be taken from the infantry army, or the now two-step panzer unit.
4.2.6.2 Eliminating Steps
When a unit is removed from its location due to the elimination of one or more steps, it is placed in the Delay Box if it has a Delay Stripe. Otherwise, place it in its Force Pool. Exception: The German FB HQ is removed from the game when it is eliminated.
Eliminating One-Step Units: To eliminate a one-step unit, remove it from its location.
Eliminating Steps from Two-Step Units: To eliminate a step from a two-step unit with a one-step unit on its other side, simply flip the unit over to its one-step side.
To eliminate a step from a two-step unit without a one-step unit on its other side, the owning faction takes a one-step unit from the Force Pool that could have been used to combine the two-step unit. He places it where the two-step unit is and removes the two-step unit from its location.
Clarification: This applies to a two-step unit that has a three-step unit on its other side, or nothing at all – either way it does not have a one-step unit on its other side.
Example: A German 5-4-4 two-step panzer unit suffers a step loss. Assuming the Attacker Losses rule (4.2.6.1) does not apply, the Axis faction can take either a German one-step armor unit or a German one-step infantry unit from the Axis Force Pool, place it in the same location as the 5-4-4 two-step unit, and remove the 5-4-4 two-step panzer unit to the Delay Box.
Eliminating Steps from Three-Step Units: To eliminate a step from a three-step unit, simply flip the unit over to its two-step side.
Example: A German 8-6-4 three-step panzer unit loses a step. The unit is flipped over to its 5-4-4 two-step side. Whether attacking or defending, that just cost a panzer step.
Holding Box units: A multi-step unit that has a Holding Box in its Force Pool is reduced in steps using the above procedure and the corresponding unit in its Holding Box.
Example: The Axis two-step PA multi-national panzer army suffers one step loss while defending in combat. The Axis PA Holding Box contains an Italian armor unit. The Axis player can choose to eliminate the Italian armor unit in the Holding Box, placing it in the Delay Box (because of its Delay Stripe) and leaving a German 1-2-3 infantry unit in the hex. Or he can eliminate the German 1-2-3 infantry unit and take the Italian armor from the Holding Box and place it in the hex.
Eliminating Steps Restrictions:
- Elite units (2.3.4.3) cannot be taken from a Force Pool and placed in a hex or Off-Map Box unless that unit was necessary to combine into that multi-step unit.
- A player cannot switch different multi-step units in the process of combining.
4.2.7 Advance After Combat
After all results of a combat have been satisfied by both sides, if the defending hex does not contain an enemy unit or Beachhead marker, then a supplied ground unit of the attacking force can Advance After Combat.
To do so, the attacker takes the unit and places it in the defending hex.
Advance After Combat is not considered movement, so ignore a unit's MA, MP costs, or movement restrictions. Advance After Combat has its own restrictions below.
Any number of the attacking supplied ground units can Advance After Combat.
Advance After Combat is conducted one unit at a time, and can continue as long as there are units eligible to perform one.
Clarification: Watch out for stacking limits! You can exceed them, but someone will die if you're still overstacked at the end of the Combat Segment.
A unit can Advance After Combat out of a hex containing an EZOC or an enemy Air unit.
A unit can Advance After Combat into a hex containing any enemy marker except a Beachhead.
Advance After Combat is not affected by Mud, Storms, or Snow.
Advance After Combat Restrictions:
- A unit with a Movement Allowance of 0 cannot Advance After Combat.
- A unit cannot Advance After Combat into a hex it would be prohibited from entering during a Movement Phase (3.1.4).
- An HQ unit cannot Advance After Combat. The presence of an HQ unit in an attacking force does not prevent the non-HQ units from advancing. Exception: The Axis Airmobile Doctrine marker (14.2) may allow an attacking force containing an HQ unit to Advance After Combat.
- A unit that is not adjacent to the defending hex cannot Advance After Combat.
Clarification: This restriction prohibits the remnants of an HQ providing Ranged Support to the attack from Advancing After Combat.
4.2.8 Exploitation
If a supplied ground unit is eligible to conduct an Advance After Combat (but before it conducts one), and the attacking force included an armor-type unit (even if it did not survive the combat), it may conduct Exploitation instead of Advance After Combat.
To do so, the attacker takes the unit and places it in the defending hex. Then, he takes the unit (from the current hex) and places it in any adjacent Land hex.
The attacker may continue to do this again until the unit has gone its full Exploitation Distance. A unit is not required to go its full Exploitation Distance.
Exploitation is not considered movement, so ignore a unit's MP costs or movement restrictions. Exploitation has its own restrictions below.
Any number of the attacking supplied ground units can conduct Exploitation.
Exploitation is conducted one unit at a time and can continue as long as there are units eligible to perform it. All attacking units in a stack do not have to conduct Exploitation into the same hex beyond the initial defending hex.
An Exploiting unit must stop if it is placed in a hex containing an EZOC unless another friendly unit is in that hex, in which case it can continue.
An Exploiting unit must stop if it is placed in a hex across an All-Sea, Beachhead, Mountain, or Strait Hexside.
Design Note: Difficult terrain and combat fatigue limit pursuit.
A unit can conduct Exploitation out of a hex containing an enemy Air unit.
Exploitation is not affected by Storms or Snow.
Exploitation Distance: The total number of hexes an Exploiting unit can enter is equal to:
- The number of hexes the defending force actually Retreated (i.e., the number of different hexes it was placed in), plus
- The number of Retreat and/or Attrition results the defender did not satisfy in some fashion.
The defending hex does count as one of the Exploitation hexes.
Example: A Russian one-step ground unit suffers a Dr3 0/1 result. It Retreats three hexes and then is eliminated. The Exploitation Distance is 3. The attacking force can be placed in up to three hexes – that is, the defending hex and two other hexes.
A Russian infantry unit in Kiev (e3609) suffers a Dr1 0/1 result. The Soviet faction performs an Optional Retreat Conversion (4.2.5.3) and converts the Dr1 result to a step loss, satisfying that result and eliminating the unit. The Exploitation Distance is 1 because one Attrition result is unsatisfied. In this case, Exploitation is no different than Advance After Combat.
Exploitation Restrictions:
- A unit with a Movement Allowance of 0 cannot conduct Exploitation.
- A unit cannot conduct Exploitation into a hex affected by Mud.
- The Exploitation Distance for a unit cannot exceed its Movement Allowance. If it does exceed, reduce the Exploitation Distance (for that unit only) to match the unit's MA.
- A unit cannot conduct Exploitation into a hex it would be prohibited from entering during a Movement Phase (3.1.4).
- A unit cannot conduct Exploitation into a hex containing an enemy unit.
- A unit belonging to a Minor Country with a Free Passage (14.13), Mobilizing (14.22), or No Occupation (14.24) marker in its Capital cannot conduct Exploitation into a hex outside that Minor Country or one of its Dependents.
- A unit cannot conduct Exploitation into an Off-Map Box.
- Exploitation can be limited by Policies (13.6.1), Truces (13.6.2), and Failures (14.12).
4.3 Marker Segment
In this Segment, the phasing faction adjusts some markers on the map before conducting its Reserve Movement Phase. Perform these steps in order:
Step 1: If the phasing faction has a Troop Convoy marker in a Naval Zone's Used Box, it may move that marker back to the Naval Zone's Convoys Box.
Clarification: This will allow you to use the marker for transport during the upcoming Reserve Movement Phase.
Step 2: If the phasing faction has a Blitz, Failure, or Mobilizing marker on the map, it must remove the marker and set it aside for future use.
5. Reserve Movement Phase
Movement in this Phase follows the same rules as in the Operational Movement Phase, with the following important modifications:
- An unsupplied unit can move.
- A unit cannot move into or out of a hex containing an EZOC.
- An armor unit cannot conduct an overrun.
- Important: Any unit that moves along a Road or Rail hex in an active enemy Major or Minor Country must pay 1 MP per hex entered.
Clarification: Reserves must move cautiously through unsecured enemy territory. One-step units can continue to move at the ½ MP per hex rate through friendly Countries, Conquered Countries, and Dependents.
Design Note: The Reserve Movement Phase is the right time to think ahead to your next Organization Segment and move ground units you want to combine into the same location.
6. Final Administrative Phase
In this Phase, the phasing faction performs some final tasks before ending its Faction Turn.
6.1 War & Peace Segment
The phasing faction performs the following in the order listed:
Step 1: It may declare war on Neutral Minor Countries. Step 2: It may reduce the level of Truce markers.
6.1.1 Declare War
The phasing faction may select a Neutral Minor Country and activate it. If an Allied faction made the selection, it is activated as an Axis Country. If the Axis faction made the selection, it is activated as an Allied Country – see 13.5 to determine the Minor Country's alignment.
Clarification: Note this activation may end a Policy (13.6.1.2).
If a country is activated as an Axis Country during the War & Peace Segment, the Axis faction may place a No Occupation marker (14.24) in its capital.
After the Minor Country is set up (13.7), the phasing faction may declare war on another Neutral Minor Country. He may continue in this fashion as long as he wishes to do so.
Clarification: The Axis faction does not declare war against Britain, Russia, the US, or any active Allied Minor Country. Similarly, Allied factions do not declare war on Germany or any active Axis Minor Country.
Declare War Restrictions:
- If Pre-War is in effect, a faction cannot declare war in its War & Peace Segment.
- If Limited War is in effect, an Allied faction cannot declare war during its War & Peace Segment.
Clarification: Remember, during Total War the Western faction can't declare war on a country at the end of its Faction Turn and have Soviet units move into it in their upcoming Faction Turn (3.1.4).
6.1.2 Reduce Truce Markers
The Posture Display may contain Truce markers that affect the Allied factions. These Truce markers may be adjusted during play.
In the War & Peace Segment of a Seasonal Turn, the phasing faction may reduce all Truce markers affecting an Allied faction by one level.
In the War & Peace Segment of a Non-seasonal Turn, the faction player may reduce all Negotiation markers (only) affecting an Allied faction.
Example: It is a Non-seasonal turn and there is an Armistice marker in Russia's Posture Box, and a Negotiation marker in Britain's and France's Posture Boxes. Because it is a Non-seasonal turn, the Axis faction cannot reduce the Armistice marker affecting Russia. If the Axis player chooses to reduce the Negotiation markers, he must reduce them both – he is not allowed to reduce France's but leave Britain's alone.
The Soviet or Western faction can reduce Truce markers affecting their respective faction only. The Axis player may reduce markers affecting either or both Allied factions.
Clarification: Note that the non-phasing faction has no control over these reductions.
A Truce marker is reduced as follows:
- Remove a Reassess Policy marker and place an Armistice marker in the same Posture Box.
- Flip an Armistice marker to its Negotiation side.
- Remove a Negotiation marker.
Clarification: Reassess Policy and Armistice Truce markers have red borders to remind you they can only be reduced on Seasonal Turns. Also, all three Truce markers have a red, yellow, or green stoplight icon to show how close you are to fighting again.
6.2 Conditional Events Segment
The phasing faction performs the following in the order listed:
Step 1: It must check each of its Permanent Conditional Events (16.1, 16.3, 16.5) in the order they are listed. Only the phasing faction's Permanent Conditional Events are checked.
Clarification: You do not check Axis Permanent Conditional Events during the Western or Soviet Faction Turns.
Step 2: It must check any events listed under Conditional Events Segment on its Current Card.
Important: Unless otherwise restricted or not possible, if a Conditional Event's conditions are fulfilled, that event must be implemented. The results of one event must be implemented before the next event is checked.
If an event calls for a roll on a Political Event Table, do not apply any Political DRMs unless specifically stated otherwise.
Conditional Replacements: These are received in each Conditional Event Segment, provided their conditions on the Current Card are fulfilled. They are placed per Placing Replacements (1.3.4)
Clarification: Unlike Seasonal Replacements, you can receive Conditional Replacements each Turn of a Season.
Eliminating Steps: If the elimination of steps is required, see 4.2.6.2.
©AE Conditional Events: Each faction must perform all Conditional Event checks on the TK map before performing them on the DS map. The effects of a Conditional Event apply only on its map unless specifically stated otherwise.
© Example: When the Soviet faction performs Emergency Mobilization in TK (16.5.3), the Axis faction cannot apply the free Influence event it receives to a Minor Country on the DS map.
7. End of Game Turn Phase
The following occurs once per Game Turn after all factions have taken their respective Faction Turns.
7.1 Delay Segment
A Delay Result is determined for each counter in the Delay Box and Naval Warfare Delay Box. The Delay Result is how many turns it will take for that counter to return to play. A Delay Result less than 1 is treated as 1. There is no upper limit on a Delay Result.
To determine a Delay Result, select one counter from a Delay Box, roll one die, and apply the appropriate Delay DRMs based on the counter's faction. Delay DRMs are listed on the map. Modifiers are cumulative. The modified result is that counter's Delay Result.
Example: A Delay die roll is being made for a Russian unit. Only the Soviet Delay DRMs are applied to the roll, not ones listed under Axis or Western. You can use the DRM markers provided as a reminder of each faction's current Delay DRM.
Once a Delay Result has been determined, the counter is placed on the Turn Track that many number of Turn Boxes ahead of the current Turn Box. Do not count the current Turn Box.
When you are placing a counter on the Turn Track that could be considered either a unit or a marker (such as a paratroop unit/Airdrop marker), place the piece so that its unit side is face-up.
Clarification: A counter can be placed in a Turn Box that is past the Turn Box containing the V-E Day marker.
Example: It is the Delay Segment of the Sept-Oct 1943 game turn. An German Air unit in the Delay Box is selected and a die roll is made. The result is 4.
Per the Axis Delay DRMs List, the die roll is modified as follows: The current USCL is 1, which provides a +1 DRM. Total War is in effect and the Axis Tide VP marker is in the 1 VP Box, so that's -1. The Axis War Production marker in the Strategic Warfare Box, so that's another -1. The modified result is 3 (4+1-1-1), so the German Air unit's Delay Result is 3. The Air Force unit is placed three Turns ahead on the Turn Track, in the Mar-Apr 1944 Box.
©Units leaving a Delay Box must be placed in a Turn Box on the same map.
© Clarification: In other words, units in a TK Delay Box stay on the TK map – they can't be placed on the DS map.
Naval Warfare Delay Box: When determining the Delay Result for a counter in the Naval Warfare Delay Box, if the unmodified die roll is 6, roll again and add the two die rolls together. Then apply the appropriate the Delay DRMs. The modified result is that counter's Delay Result.
Example: It is the Delay Segment of the Mar-Apr 1944 game turn. A British Surf Fleet unit in the Naval Warfare Delay Box is selected and a die roll is made. The result is a 6. So the Western faction rolls again, this time getting a 5. Both results are added to get 11 (6 + 5). The cumulative Western Delay DRM is –3, so the Fleet unit's Delay Result is 8. Ouch!
Design Note: This "deep six" result represents the sinking of a large number of ships, which take longer to replace. Historical examples would be the Royal Navy around Crete in 1941, German U-boats in May 1943, or the Italian Navy just about every time it sortied.
7.2 Turn Marker Segment
The Turn Marker is moved to the next box on the Turn Track.
Clarification: The Turn Marker is double-sided, with an Axis side and an Allied side. You can flip the marker over after the end of the Axis and Soviet Faction Turns to remind you of whose Faction Turn it is.
If the Turn Marker is in the bottom-right corner box (i.e., Nov-Dec 1942 or 1948), move the marker to the upper-left corner box (i.e., Jan-Feb 1937 or 1943) and continue the game.
Clarification: To save space, the Turn Track "repeats itself." That is, the 1937 row of boxes is also used for 1943, 1940 stands in for 1944, and so on. If your game continues past 1948, go ahead and keep playing – just remember the year is really 1949!
All counters in the box entered by the Turn Marker are removed and placed as follows:
Step 1: Ground units, support units, Convoy markers, Detachment markers, Logistics markers, and Partisan Base markers are placed in their faction's TK Force Pool.
Step 2: Other markers are placed per their own rules. See Markers (14.).
Housekeeping Rules
8. Zone of Control (ZOC)
A ground unit projects a Zone of Control (ZOC) into every hex adjacent to the hex it currently occupies.
Exceptions:
- A ZOC is not projected into a hex across a Mountain hexside.
- A ZOC is not projected into a hex across an All-Sea or Strait hexside, except across a Beachhead Hexside.
Clarification: If the All-Sea hex contains a Beachhead marker, but the hexside is not the marker's Beachhead Hexside, then there is no ZOC.
- A ZOC is not projected into a hex within a Policy Affected Country (13.6.1).
- A ground unit belonging to a Policy Affected Country does not project a ZOC.
8.1 Enemy ZOC (EZOC)
A ZOC projected by an enemy unit is referred to as an Enemy Zone of Control (EZOC).
Clarification: Remember all non-phasing units are enemy units.
In some cases (as specified below and elsewhere), the presence of a friendly unit or Airdrop marker in a hex negates the effects of all EZOC projected in that hex.
Clarification: Logistics, Partisan Base, and Detachment markers do not negate EZOC.
If a friendly unit or Airdrop marker negates EZOC, it does so immediately and for as long as it is in the hex.
Example: In the Operational Movement Phase, a ground unit move into a hex with an EZOC and stops moving. This negates the EZOC for any other friendly unit moving into that hex (8.2).
8.2 EZOC Effects
Operational Movement Phase: If a unit does not start a Movement Phase in an EZOC, it must stop moving when it moves into a hex containing an EZOC. Exception: A unit does not have to stop if another friendly unit is in that EZOC hex, or the moving unit is conducting an Overrun against the unit projecting the EZOC.
If a unit starts a Movement Phase in an EZOC, it can move out of that hex. It is allowed to move directly into another EZOC hex, in which case it may have to stop per the above.
Mud: A unit cannot move out of an EZOC hex affected by Mud. No exceptions.
Storms, Snow: A unit must stop moving after it moves into or out of an EZOC hex affected by Storms or Snow. No exceptions.
Reserve Movement Phase: Units cannot move into or out of an EZOC hex. No exceptions.
Supply: A supply line cannot be traced into an EZOC hex, unless another friendly unit is in the hex.
Retreat: A unit cannot Retreat into a hex containing an EZOC, unless another friendly unit is in that hex.
Clarification: Remember to follow Retreat Priorities (4.2.5.1). You must retreat into a hex without an EZOC if possible.
Exploitation: A unit that is conducting Exploitation must stop if it enters an EZOC hex, unless another friendly unit is in that hex.
Example: The Russian 18th army in Cernauti (e3306) exerts a ZOC into all hexes labeled Z. It does not exert a ZOC into the hex labeled X because of the mountain hexside between e3306 and e3206. It exerts a ZOC into the hex labeled Y, but the German infantry unit there negates that EZOC for Operational Movement. That means the German infantry units in e3107 could move to hex e3307 and attack the 1Uk HQ without having to stop in hex e3207.
9. Stacking
Two or more counters in the same hex are called a stack. Placing more than one friendly unit in the same hex is called stacking.
9.1 Stacking Restrictions
An HQ unit cannot stack with another HQ.
A Fortress unit cannot stack with another Fortress.
Ground units of different Minor Countries cannot stack together. Exception: One-step Exp units can stack with any other units of the same faction.
Clarification: Similar to the rule regarding attacks made with Minor Country units, a stack may include any of that faction's Major Country units, any of one Minor Country's units, and finally any Exp units from other Minor Countries.
9.2 Stacking Limits
Only friendly ground units in a hex count toward stacking limits. All other counters in that hex do not count.
If a hex or Beachhead marker contains a Limited Stacking symbol (see Terrain Key) in it, up to three ground units with a total of three steps between them can be stacked in that hex.
In all other hexes, up to three ground units with a total of six steps between them can be stacked in the same hex.
Any stack in excess of three ground units or that hex's allowable number of steps is overstacked.
9.3 Stacking Violations
Important: Stacking Restrictions and Limits are enforced for all factions and all hexes at the end of every Phase and Segment. If a hex is overstacked or contains units that violate Stacking Restrictions, the owning faction must eliminate sufficient steps (4.2.6.2) to bring that hex into compliance with Stacking Restrictions and Limits.
Stacking Restrictions and Limits apply only to hexes. Any number or combination of friendly ground units can exist together in an Off-Map Box.
Clarification: You are free to violate Stacking Restrictions and Limits during any Phase or Segment, but you will pay the penalty at the end. In some cases, especially during Retreats, you may be forced to overstack or stack units that violate the restrictions in 9.1.
Stacking limits occasionally force you to plan ahead too. For example, say the Western player is trying to liberate a Conquered Country (16.3.1) with some Minor Country non-Exp units. He may be better off not using Advance After Combat into the liberated City or Capital, because if he does so, he won't be able to receive the Minor Country's 0-1-2 Res infantry unit in the hex when the Minor Country reactivates during the Conditional Events Segment without eliminating those other units.
Design Note: About stacking limits and Beachhead markers: you may notice that a Beachhead can have a stacking limit of six steps, even when it's being used to attack an island like Malta with a stacking limit of three steps. That might seem odd, but in World War II, the determined amphibious attacker generally had the advantage – most of these assaults succeeded. The Beachhead's extra stacking limit represents the attacker's logistical support committed to make the invasion succeed.
10. Supply
A unit or markers must be able to trace a supply line in order to conduct various game mechanics, as listed in their respective rules. A unit or marker that can trace a supply line to a supply source is considered supplied. If it cannot, it is considered unsupplied.
10.1 Supply Sources
The following are supply sources:
- A Home Country City is a supply source for any counter belonging to that Country.
- A Partisan Base marker is a supply source for any counter belonging to the Minor Country in which it is located.
Example: A Partisan Base marker in Yugoslavia would be a supply source for only Yugoslavian units.
- A Western Off-Map Box is a supply source for any Western counter.
- A Soviet Off-Map Box is a supply source for any Soviet counter.
Supply Sources Restriction: A City or Partisan Base cannot be used as a supply source if its hex contains an enemy unit, Airdrop, Detachment, or Logistics marker.
10.2 Supply Line
A supply line is traced from the hex containing the counter to a supply source. Do not count the hex containing the counter. A supply line can be traced out of a hex containing an enemy unit or marker.
Clarification: If the unit occupies a hex or Off-Map Box containing a supply source, it is supplied – no need to trace a supply line.
A supply line is traced for each unit or marker at the moment supply is needed.
Clarification: When a ground unit is selected to move in the Operational Movement Phase, a check is made to see if a supply line can be traced for it. If one cannot be traced, that unit cannot move at that particular moment. If at a later time in that same Movement Phase a supply line can be traced, the unit could move then.
Two Hex Free Trace: Up to the first two hexes of a supply line can be traced through any hex that is not otherwise prohibited by Supply Line Restrictions below.
Clarification: Only the very first two hexes of a supply line can be traced across any kind of terrain. But once you start to trace supply via a Rail/Road network (see below), you can't leave that network for a hex or two and still trace supply.
Road/Rail Trace: If a supply line reaches a hex (of the owning faction's choice) containing a Road or Rail symbol, it can then be traced any distance along a series of connected Road/Rail symbols to a supply source. If Road or Rail symbols adjoin a Connected Strait, they are considered connected. However, the Supply Line can only be traced across one Connected Strait or stretch of contiguous Road hexes. Once a Supply Line crosses a Connected Strait or Road hex, it cannot later be traced across a second Connected Strait, or a Road hex separated by Rail hexes from the first Road hex.
Example: A German unit in e1919 could trace supply across two hexes to e2119 and then back along the Rail line through Ankara and across the Connected Strait at Istanbul and back to Germany. A German unit in e1819 would not be able to trace this path. It can reach the Road hex at e2019, but once it uses the Road it can't use the Connected Strait.
An Italian unit in Damascus e1716 could not use the combination of Road and Rail hexes to trace overland supply back to Tobruk, as any path it could trace would involve two separate stretches of Road hexes, the first being the Road hexes near Haifa (e1615) or Jerusalem (e1515), the second being the stretch beginning at Sollum (e1307).
Naval Zone Trace: A supply line can be traced across a Naval Zone from an Open Port to Open Port within that Naval Zone. It can continue through any number of Naval Zones in this fashion. Each Naval Zone along the supply line must contain a friendly Supply Convoy marker in its Convoys Box. Note that several Naval Zones have inherent Western Supply Convoy markers.
Supply Line Combinations: A supply line can be traced any distance along any combination of connected Rail hexes, one stretch of contiguous Road hexes or a Connected Strait, across Naval Zones and/or between Off-Map Boxes.
Example: A US ground unit is in hex e1206. Because an Axis ground unit in Tobruk is exerting an EZOC into hex e1306, the Western faction traces its first hex of the supply line into is e1207. The second hex is traced into Sollum (e1307), which contains a Road symbol). From Sollum, the line is traced along connected Road and Rail hexes to the Open Port of Suez. From Suez, it's traced across the Arabian Sea Naval Zone to the Middle East Box, a Western Supply Source.
The German unit in Tobruk (e1406) traces supply across the Central Mediterranean Naval Zone (which contains an Axis Italian Supply Convoy marker) to the Open Port of Taranto, and finally along connected Rail hexes into Germany.
An Axis Sub Fleet is in the North Atlantic On Station Box. Since any Port in a Naval Zone containing an enemy Fleet unit cannot be an Open Port, the Western faction cannot trace a supply line across the North Atlantic Naval Zone.
Overland Supply: If a rule specifically states a unit or marker must trace an overland supply line, then no part of that supply line can be traced across a Naval Zone.
Central Asia Box: For purposes of tracing a supply line, hexes e2828 to e5127 along the eastern map edge are considered part of the Central Asia Box. A supply line traced into one of those hexes is considered to have been traced to the Central Asia Box.
Supply Line Restrictions:
- A supply line cannot be traced into an EZOC hex unless another friendly unit is in that hex.
- A supply line cannot be traced into a hex containing any enemy unit, Airdrop, Detachment, or Logistics marker.
- A supply line cannot be traced into a hex that contains an enemy Partisan Base marker and does not contain a friendly ground unit.
- A supply line cannot be traced into a hex containing a City and/or Port in an enemy Country (excluding Conquered Allied Countries) unless it is under friendly control.
- A supply line cannot be traced into a hex in a Neutral Minor Country (13.4).
- An Allied unit or marker with a Posture of War cannot trace a supply line into a PAC hex (13.6.1.1) or use a PAC Supply Convoy.
- A supply line cannot be traced across an All-Sea hexside unless the hexside is a Strait hexside or is part of a hex containing a Beachhead marker.
Clarification: Note that you can trace supply through any hexside of a hex containing a Beachhead marker, not just the Beachhead Hexside.
10.3 Supply Effects
An HQ unit must be supplied and in its Home Country to be a Replacement Location (1.3.4).
A Western Logistics marker must be able to trace a supply line to be a Replacement Location.
An Axis or Soviet Logistics marker must be able to trace an overland supply line to be a Replacement Location.
A ground unit, Detachment marker, or Logistics marker must be supplied to serve as an Air Base or Naval Base in the Support Segment (2.2.3).
Units must be supplied to combine during the Organization Segment (2.3.1).
Clarification: Unsupplied units can convert into a fortress or break down.
Only phasing supplied ground units can move in the Operational Movement Phase (3.1).
Clarification: Unsupplied units can move during the Reserve Movement Phase (5).
An Airborne unit must be supplied to conduct an Airdrop (4.1.1) in the Blitz Combat Segment.
An attacking armor unit must be supplied to provide an Armor Shift in the Blitz Combat Segment (4.1.2).
An Airdrop marker must be able to trace a supply line to be replaced by a one-step infantry unit in the Airdrop Landing part of the Blitz Combat Segment (4.1.4).
An HQ unit must be supplied to provide Ranged Support (4.2.1.2) and/or an HQ Shift (4.2.3.5).
A marine unit must be supplied to reduce the number of shifts a defender receives for a Beachhead or Strait Hexside (4.2.3.6).
A unit must be supplied to Advance After Combat (4.2.7) or conduct Exploitation (4.2.8).
Example: A British Surface Fleet is in the Western Mediterranean On Station Box, so no Axis Ports therein are Open Ports. In his Support Segment, the Axis player places an Italian Supply Convoy marker in the Western Mediterranean Convoys Box. (He can do this because standard Italian Convoy Marker Placement requires a port in Italy or an Italian Dependent, not an Open Port.)
"Why bother?" you ask, since the Ports aren't Open Ports. Ah, but in the Western player's upcoming turn, he will have to remove his Surface Fleet from the map. Unless he places a new Fleet unit in that Naval Zone, the Axis Ports will then be Open Ports and the supply lines to Axis units in Africa will be running again for the upcoming Western Combat Segment.
11. Weather
Adverse weather turns are marked on the Turn Track. There are three types of adverse weather: Mud, Storms, and Snow.
11.1 Weather Areas
Weather affects the hexes of two different Weather Areas on the map: North and Desert.
North: All Land hexes outside Egypt, Iraq, Kuwait, Libya, Palestine, Syria, and Trans-Jordan
Desert: All Land hexes inside Egypt, Iraq, Kuwait, Libya, Palestine, Syria, and Trans-Jordan
Weather rules apply to Land hexes within a Weather Area and certain Naval Zones only on the Turns listed on the Turn Track.
Example: During the Apr-May turn, Mud is in effect in the North Weather Area and Storms are in effect in the Desert Weather Area.
Clarification: Weather is tracked by Weather Areas. The Weather markers (14.41) are simply play-aid reminders; players don't have to use them if they don't want to.
Beachheads: Although All-Sea hexes are not normally part of a Weather Area, an All-Sea hex containing a Beachhead marker is considered to be part of the Weather Area that the Beachhead Hexside points to.
Clarification: This is mostly to prevent attackers from claiming the ability to conduct Blitz combat against a Beachhead in bad weather.
11.2 Weather Effects on Combat
Reduce the Dr result against a defending hex affected by Mud, Storms, or Snow as follows:
- Dr3 becomes Dr2
- Dr2 becomes Dr1
- Dr1 becomes Ex.
Ex, Ad, and Attrition results are not affected.
11.3 Mud
A ground unit in a hex with Mud cannot move out of a hex containing an EZOC. No exceptions.
Clarification: Friendly units do not negate EZOC for this purpose.
Design Note: Here's a tactical tip. To disengage in Mud, attack and try to get Ad and Ex results.
A ground unit cannot attack a hex with Mud in the Blitz Combat Segment.
When attacked in a hex with Mud, the defender receives a one-column shift to the left.
A ground unit cannot conduct Exploitation into a hex with Mud.
Mud does not affect Retreat, Advance After Combat, or a Failure (14.12).
Clarification: Mud (and Storms and Snow) do affect the Retreat Result you receive during combat (11.2), but it doesn't affect how you conduct Retreats.
An Air unit cannot be placed in a hex with Mud.
An Air unit does not provide an Air Unit shift in combat if the defending hex is a hex with Mud.
11.4 Storms
A ground unit in a hex with Storms must stop moving after moving into or out of a hex containing an EZOC in the Operational Movement Phase.
Clarification: Friendly units do not negate EZOC for this purpose. A multi-step armor unit can ignore the EZOC of a unit it is overrunning in Storms.
A ground unit cannot attack a hex with Storms in the Blitz Combat Segment.
Storms do not affect Retreat, Advance after Combat, Exploitation, or a Failure (14.12).
An Air unit does not provide an Air Unit shift in combat if the defending hex is a hex with Storms, and the Air unit is adjacent to that hex.
Clarification: An Air unit can provide an Air Unit shift in its hex during Storms (or Snow, for that matter).
11.5 Snow
A ground unit in a hex with Snow must stop moving after moving into or out of a hex containing an EZOC in the Operational Movement Phase.
Clarification: Friendly units do not negate EZOC for this purpose. A multi-step armor unit can ignore the EZOC of a unit it is overrunning in Snow.
Only the following units can attack defending units in hexes with Snow during the Blitz Combat Segment, provided they are Blitz-enabled:
- German SS
- All German units stacked with or adjacent to SS units
- Finnish
- Russian
- Swedish
Snow does not affect Retreat, Advance after Combat, Exploitation, or a Failure (14.12).
An Air unit does not provide an Air Unit shift in combat if the defending hex is a hex with Snow, and the Air unit is adjacent to that hex.
During Turns in which the North Weather Area is experiencing Snow:
- An Ice hex cannot be considered a Naval Base or an Open Port.
- A support unit cannot be placed in any All-Sea hex of the Arctic Sea, North Sea, or Baltic Sea Naval Zones.
Clarification: Support units can be placed in the Naval Zone Boxes of those Naval Zones during Snow.
12. War State
Each scenario's setup will indicate a War State that is in effect at the start. It will be Pre-War, Limited War, or Total War. Only one War State is ever in effect at a time, though it may change during the game.
War State is tracked on the War State Display, using the Europe War State marker.
Changing War States: If a new War State goes into effect, all previous War State rules immediately cease to apply. The new War State rules apply until a different War State goes into effect. There is no going back to an earlier War State.
Pre-War ends and Limited War goes into effect when any of these events occurs:
- The Axis faction plays card 6a Additional Mobilization or 6b West Wall Constructed.
- Any Allied Country has a Posture of War.
Pre-War or Limited War ends and Total War goes into effect when any of these events occurs:
- The Axis faction plays card 23a Operation Barbarossa or 23b Operation Sealion.
- The Western faction plays card 20a Arsenal of Democracy or 20b US Victory Program.
- The Axis faction makes an illegal Current Card play (1.1.1).
©Separate War States: In AE, each map has its own War State. The War State on one map may trigger certain events on the other, but they are otherwise totally separate.
© Example: At the start of the 1938 scenarios, Limited War is in effect in DS but Pre-War is in effect on the TK map.
12.1 Pre-War Effects
Europe at Peace: The Axis faction cannot end a Policy by performing certain "voluntary" actions (as defined in 13.6.1.2).
Clarification: An "involuntary" action (as defined in 13.6.1.2) that ends a Policy is okay.
No faction can Declare War in its War & Peace Segment (6.1).
No unit can move or attack outside of its Country or Dependent. No support unit or Airdrop marker can be placed in a hex, Naval Zone Box or Strategic Warfare Box.
Clarification: A Convoy marker can be placed in a Convoys Box.
Option Card Selection Restrictions: A faction can only select a blue Pre-War option card.
12.2 Limited War Effects
When Limited War goes into effect: Each faction immediately places in the Delay Box any Outbreak of War units it has in the Conditional Event Box.
Clarification: A Military Defeat (15.22) or Military Victory (15.24) Political Event may have entered those pieces into play earlier. In that case, don't do anything here.
No Allied Declarations of War: The Allied factions cannot Declare War in their respective War & Peace Segments (6.1).
Clarification: Anything else that allows an Allied faction to declare war is okay.
Option Card Selection Restrictions: A faction can only select a blue Pre-War option card or gray Limited War option card.
Policy Movement Restrictions: Policy Affected Countries may be restricted in their ability to enter other Countries. See 13.6.1.1.
12.3 Total War Effects
When Total War goes into effect: Immediately perform each of the following steps in order:
Step 1: If Total War goes into effect directly from Pre-War, each faction immediately places in the Delay Box any Outbreak of War units it has in the Conditional Event Box.
Step 2: The Axis faction must remove all Policy markers except Isolationism and Ostland Accord from the Posture Display.
Step 3: The Axis faction may remove any Truce markers from the Posture Display.
*Step 4: If the Pacific Limited War marker is in a Pacific War Box, remove that marker from play.
*Step 5: Place the Pacific Total War marker one Seasonal Turn ahead on the Turn Track.
Example: If Total War goes into effect in May-June 1941, the Pacific Total War marker is placed in the Aug-Sept 1941 Box.
©Step 6: Place the US Entry marker three Seasonal Turns ahead on the Turn Tracks of both the TK and DS maps.
© Example: If Total War goes into effect in May-June 1941, the US Entry marker is placed in the Mar-Apr 1942 Box on both maps.
Step 7: Place the Increase USCL marker three Seasonal Turns ahead on the Turn Track.
Example: If Total War goes into effect in May-June 1941, the Increase USCL marker is placed in the Mar-Apr 1942 Box.
Step 8: Place the V-E Day marker 16 Seasonal Turns (i.e., four Years) ahead on the Turn Track.
Example: If Total War began in the May-June 1941 turn, the V-E Day marker is placed in the May-June 1945 Turn Track Box.
Policy Movement Restrictions: Policy Affected Countries may be restricted in their ability to enter other Countries. See 13.6.1.1.
Conditional Events Triggered: If they have not yet occurred, the following Events will be triggered in their factions' next Conditional Events Segment:
- Their Finest Hour (16.3.3)
- Paris Threatened (16.3.4)
- Russian Emergency Mobilization (16.5.3)
13. Factions & Countries
13.1 Factions
There are three factions in the game: Axis, Western, and Soviet. Anything related to one faction is considered an enemy to both other factions at all times.
The Western and Soviet factions are sometimes referred to collectively as Allied. This is done to indicate the rule relates to one or both of those factions and not the Axis faction.
13.2 Countries
A Country is an area of Land hexes that has ground units associated with it. There are two types of Countries: Major Countries (13.2.1) and Minor Countries (13.2.2).
Clarification: Dependents (13.3.1) and Regions (13.3.2) do not have units, which is what makes them different from Countries.
Status, Alignment, and Posture: A Country may be said to have a Status, Alignment, and/or Posture. Status, Alignment and Posture are checked for a Country at the moment such a determination is needed.
- Status refers to the Country's standing as a belligerent: Active, Neutral, or Conquered (13.4).
- Alignment refers to which faction is responsible for the Country: Axis, Soviet, or Western (13.5)
- Posture refers to the country's war footing: War, Policy Affected Country, or Truce Affected Country (13.6).
Clarification: Note that Status, Alignment, and Posture are totally independent of each other. It is possible, for example, for a Neutral Country to have a Western Alignment and a Posture of War. That means the Country does not have any units set up on the board, but if it did, they would be controlled by the Western faction and able to move without being bound by Policy or Truce restrictions.
Selecting Countries: When you are instructed to select a Country, you cannot select a Dependent or Region.
When you are instructed to "select a Country," you may be limited to countries of certain size, Status, Alignment, or Posture.
Clarification: If you are instructed to select a Neutral Minor Country, you cannot select an Active Minor Country, Conquered Minor Country, or Major Country.
Any Country that does not exist at the moment of play cannot be selected for any game purpose.
Example: The Axis faction plays card 25 Operation Marita. Austria has been ceded to Germany (13.8.1.2), so it no longer exists. Thus, it cannot be selected as the target Country for that card's Option Card Segment.
13.2.1 Major Countries
The Major Countries in the game are:
- Britain (consists of the island labeled Great Britain and Northern Ireland)
- Germany (consists of Germany, East Prussia, any Region ceded to Germany, and any Country that has the Reich Annex marker in its Capital)
- Russia (consists of Russia, any Region ceded to Russia, and the Central Asia Box)
- United States (also referred to as US; consists of the Eastern US/Canada Box)
Major Country units do not have a Nationality ID on them.
13.2.2 Minor Countries
The Minor Countries that may appear in the game, and their abbreviated Nationality ID, are:
- Algeria (Alg)
- Austria (Aust)
- Baltic States (BS)
- Basque (Bas)
- Belgium-Holland (B-H)
- Bulgaria (Bul)
- Byelorussia (By)
- Catalonia (Cat)
- Caucasus (Cau)
- Crimea (Cri)
- Czechoslovakia (Cz)
- Denmark (Den)
- Denmark-Norway (D-N)
- Donbass (Don)
- Egypt (Egy)
- Finland (Fin)
- France (Fra)
- Greece (Gre)
- Hungary (Hun)
- Iraq (Iraq)
- Ireland (Ire)
- Italy (Italy)
- Libya (Lib)
- Morocco (Mor)
- Palestine (Pal)
- Persia (Per)
- Poland (Pol)
- Portugal (Por)
- Rumania (Rum)
- Spain (Spa)
- Sweden (Swe)
- Switzerland (Swi)
- Syria (Syr)
- Trans-Jordan (Jor)
- Tunisia (Tun)
- Turkey (Tur)
- Ukraine (Uk)
- Vichy (Fra)
- Yugoslavia (Yug)
Clarification: As you can see, some smaller countries have been combined into a single Minor Country for game purposes.
13.3 Dependents & Regions
Dependents and Regions are areas of Land hexes that do not have units associated with them. A Dependent or Region can never independently be considered to be the "Home Country" of any unit.
Clarification: A Dependent or Region may become a Minor Country, see 13.8.2.
Dependents and Regions are not Countries for game purposes. A Dependent or Region cannot be selected for any instruction that calls for a player to select a Country. You may select a Dependent or Region only when specifically allowed.
Example: The Axis player plays card 28b Puppet Government. He may apply the card's event to Libya, because it is a Dependent and all of its Cities are under Axis control at the moment. If he had played 28a Treaty instead, he could not name Libya, because it is not a Minor Country.
A Dependent or Region cannot be independently conquered or liberated.
Design Note: The distinction between Countries, Dependents, and Regions is important for rules purposes, as it helps us avoid rules anomalies, exceptions, and odd gaming situations.
13.3.1 Dependents
A Dependent's alignment (13.5) is the same as its associated Major or Minor Country. A Dependent is often referred to in terms of the Major or Minor Country that it belongs to.
Example: Gibraltar is a Dependent of Britain, so it's referred to as a "British Dependent."
If Italy is Neutral, so are all Italian Dependents (Albania, Libya, and Rhodes), and thus no unit is allowed to move into any of those places. If Italy is an Axis Country, then its Dependents are all Axis Dependents, even if they are completely occupied by enemy units.
The Dependents that may appear in the game and their possible associated Countries are:
- Albania (Italian)
- Algeria (French)
- Byelorussia (German)
- Caucasus (German)
- Crimea (German)
- Cyprus (British)
- Cyrenaica (British)
- Denmark (German)
- Donbass (German)
- Egypt (British)
- Gibraltar (British)
- Kuwait (British)
- Libya (Italian)
- Malta (British)
- Morocco (French)
- Occupied France (German)
- Palestine (British)
- Rhodes (Italian)
- Syria (French)
- Trans-Jordan (British)
- Tunisia (French)
- Turkish Straits (British or Russian)
- Ukraine (German)
13.3.2 Regions
A Region is an area of Land hexes that are part of a larger Country or Dependent. A Region may become part of a different Country, or become a separate Country or Dependent.
Clarification: If there is no Ceded Land marker for a particular Region in the Ceded Lands Box, that Region is part of its original Country or Dependent.
A Region is outlined with its own Border hexside symbol (see Terrain Key).
The Regions that may appear in the game and their starting dispositions are:
- Alsace-Lorraine (part of France)
- Bessarabia (part of Rumania)
- Byelorussia (part of Russia)
- Caucasus (part of Russia)
- Crimea (part of Russia)
- Cyrenaica (part of Libya)
- Denmark (part of Denmark-Norway)
- Donbass (part of Russia)
- Eastern Poland (part of Poland)
- Finnish Frontier (part of Finland)
- Gau Moselland (part of Belgium-Holland)
- Memelland (part of Baltic States)
- Northern Baltics (part of Baltic States)
- Occupied France (part of France)
- Polish Corridor (part of Poland)
- Turkish Frontier (part of Turkey)
- Turkish Straits (part of Turkey)
- Ukraine (part of Russia)
- Vichy (part of France)
Ostland Regions: Byelorussia, Caucasus, Crimea, Donbass, and Ukraine are sometimes identified as Ostland Regions in the rules.
13.4 Country Status
A Major Country always has a status of Active. A Minor Country may have a status of Active, Neutral, or Conquered.
Neutral Minor Countries: If a Minor Country is Neutral, its units and markers are set aside and cannot be placed on the map.
A Neutral Country is activated under either of the following conditions:
- It is selected in the Declare War part of a faction's War & Peace Segment (6.1.1).
- An option card, Political Event, or Conditional Event calls for a Neutral Country to be activated as an Axis or Allied Country.
Activation of a Neutral Country immediately changes its status to Active. The alignment of the Minor Country is determined (13.5) and its units and markers are set up (13.7).
Conquered Minor Countries: If a Minor Country is Conquered, its units are placed in its faction's Conquered Minor Countries Box and cannot be placed on the map.
A Conquered Country may be re-activated under either of the following conditions:
- The Axis faction performs the Minor Country Created Political Event (15.25).
- An Allied faction performs its Conquered Country Reactivation Conditional Event (16.3.1, 16.5.1).
Re-activation of a Conquered Country immediately changes its status to Active. The Minor Country's units are moved from the Conquered Minor Countries Box to the Force Pool and may be set up on the map per the event.
13.5 Country Alignment
Countries are aligned as follows:
- Axis: Germany and all Axis Minor Countries.
- Western: Britain, the United States, and all Western Minor Countries.
- Soviet: Russia and all Soviet Minor Countries.
A Major Country is always aligned with its proper faction. It cannot switch its alignment.
A Minor Country can be aligned with any faction, and may switch its alignment to a different faction.
Determining Alignment of Neutral Minor Countries: The alignment of a Neutral Minor Country is determined at the moment it is needed, using this priority list:
Priority 1: If an option card, rule, or event specifies a faction, the Neutral Minor Country aligns with that faction.
Priority 2: If there is a Republican Stronghold marker in the Country, it aligns with the Allied faction shown on the Republican Support marker.
Priority 3: If a Soviet or Western Influence marker is in the Country, it aligns with the Allied faction shown on the marker.
Priority 4: If the country does not share a Border with any Soviet Country, it aligns with the Western faction.
Priority 5: If Pre-War is in effect, the Axis player must choose an Allied faction for the Country to align with.
Priority 6: If the Country does not contain an Axis or Western Strategic Hex, it aligns with the Soviet faction.
Priority 7: Roll an unmodified die. If the result is 3 or less, it aligns with the Western faction. If it is 4 or more, it aligns with the Soviet faction.
Example: It is the Aug-Sept 1939 turn, Pre-War is in effect, and the Axis faction reveals Card 15 Demand Polish Corridor. The Political Event Die Roll is Country Resists (15.7), so Poland's alignment must be determined.
The card and event that triggered Poland's entry do not specify an alignment for the country (Priority 1), nor does Poland contain a Republican Stronghold marker (Priority 2). There is no Allied influence marker in the country (Priority 3). Poland does share a border with Russia, a Soviet country, so Priority 4 doesn't apply.
That brings us to Priority 5. Pre-War is in effect, so the Axis faction gets to pick Poland's alignment. The Western faction is chosen, and World War II begins.
Determining Alignment of Active and Conquered Minor Countries: The alignment of an Active or Conquered Minor Country can generally be determined by the placement of its units in a faction's Force Pool or Conquered Minor Countries Box, respectively.
Clarification: Occasionally, an Active Country may have built all its units on the board and have nothing remaining in its faction's Force Pool – but that Country remains aligned with its faction.
13.6 Country Posture
An Axis Country always has a Posture of War.
An Allied Country's Posture will be one of War, a Policy, or a Truce. The Posture of an Allied Country is tracked on the map's Posture Display. If a Country's Posture Box contains a Policy or Truce marker, that Policy or Truce marker is its Posture. If there is no marker, its Posture is War.
Example: If the United States Posture Box has an Isolationism marker in it, the US Posture is Isolationism.
If Russia's Posture Box has no marker in it, Russia's Posture is War.
A Posture Box may not have both a Truce marker and a Policy marker in it – just one of either, or none at all.
The US, Britain, France and Western Minors Posture Boxes are considered friendly to the Western faction. The Western Minors Box tracks the Posture for all Western Minor Countries except France.
Clarification: If Vichy has been formed, its Posture is dictated by the Western Minors Box.
The Russia and Soviet Minors Posture Boxes are considered friendly to the Soviet faction. The Soviet Minors Box tracks the Posture for all Soviet Minor Countries.
©The Posture of a Country on one map has nothing to do with its Posture on the other map. That is, a Country may be at War on the TK map but under a Policy or Truce on the DS map and vice versa.
13.6.1 Policies
There are nine Policies, each with corresponding markers:
- Appeasement
- Cordon Sanitaire ("Cordon" for short)
- Franco-Russian Entente ("Entente" for short)
- Guarantees
- Isolationism
- Nazi-Soviet Pact ("Pact" for short)
- Ostland Accord ("Ostland" for short)
- Treaty of Locarno ("Locarno" for short)
- Treaty of Rapallo ("Rapallo" for short)
Clarification: The shortened terms are used on the option cards and in the rules to save space.
If a Posture Box contains a Policy marker, that Policy is in effect and its rules apply. If placed during the game, its rules are immediately in effect. If removed during the game, its rules immediately end.
If an Allied Country's Posture Box contains a Policy marker, that Allied Country is said to be a Policy Affected Country (PAC). A Policy affects all of a PAC's units and markers, and applies in all Land hexes belonging to that Country or its Dependents.
Example: If Britain's Posture is Appeasement, Britain is a PAC. This means all British units and markers, and all Land hexes inside Great Britain and all British Dependents, are affected by the Appeasement Policy.
13.6.1.1 Policy Effects
These rules apply while any Policy is in effect.
Current Strategic Value:
- Axis Strategic Hexes under Allied control in an active PAC are not counted when determining the Current Strategic Value (0.1.1).
Support Unit or Airdrop Marker Placement:
- An Allied support unit or Airdrop marker with a Posture of War cannot be placed in a PAC hex.
- A PAC support unit or Airdrop marker cannot be placed in a hex, On Station Box, or the Strategic Warfare Box.
- A PAC support unit cannot contest attempted placement of an enemy support unit unless that placement ends the policy affecting the PAC unit (in which case it is no longer a PAC unit).
Example: Russia's Posture is Pact. The Axis faction attempts to place a German Air Force unit in a hex in Russia. This attempted placement immediately ends the Pact, which allows the Soviet faction to contest it.
Movement: These restrictions apply during both Movement Phases.
- An Allied ground unit with a Posture of War cannot move into a PAC hex. Also, such an Allied unit cannot use a PAC Troop Convoy marker.
- If Pre-War is in effect, a PAC ground unit cannot move into a Land hex unless it is within its Home Country or any of its Dependents. Also, a PAC unit cannot use a Troop Convoy marker unless it is of the same nationality.
Example: Britain and France both have a Posture of Appeasement. A French ground unit cannot move into Britain or British Dependents. It can move within or between France and French Dependents. Also, a French unit cannot move using a British Troop Convoy marker.
- If Limited or Total War is in effect, a PAC ground unit cannot move into a Land hex unless it is in a Country or Dependent affected by the same Policy. Also, a PAC unit cannot use a Troop Convoy marker unless it is affected by the same Policy.
Example: Turkey is a Western Country and its Posture is Guarantees. A Turkish ground unit can move only into a country with a Posture of Guarantees.
Russia's Posture is Pact. A Russian ground unit cannot move into a Conquered Allied Poland because Poland does not have a Posture of Pact.
Britain and France's Posture is Appeasement. A French ground unit can move using a British Troop Convoy marker in Limited War.
Combat:
- A PAC ground unit cannot participate in an attack.
- An Allied ground unit with a Posture of War cannot attack a PAC ground unit.
- An Allied ground unit with a Posture of War cannot Retreat, Advance After Combat, or Exploit into a PAC hex.
Delay DRMs:
- Certain Delay DRMs are not applied (7.1).
Zone of Control:
- A PAC ground unit does not project a ZOC.
Example: France's Posture is Appeasement. A French ground unit does not project a ZOC.
- ZOC is not projected into a PAC hex.
Example: France's Posture is Appeasement. An Axis ground unit does not project a ZOC into a hex within France or any French Dependent.
Supply:
- An Allied unit or marker with a Posture of War cannot trace a supply line through a PAC hex (10.2). Also, such an Allied unit cannot use a PAC Supply Convoy marker.
- If Pre-War is in effect, a PAC unit or marker cannot trace supply through a Land hex unless that hex is within its Home Country or any of its Dependents. Also, a PAC unit cannot use a Supply Convoy marker unless it is of the same nationality.
- If Limited or Total War is in effect, a PAC unit or marker cannot trace supply through a Land hex unless that hex is in a Country or Dependent affected by the same Policy. Also, a PAC unit cannot use a Supply Convoy marker unless it is affected by the same Policy.
Policy Violation Internment: At the end of any Conditional Events Segment, a unit in a Country that it could not move into or be placed in due to one of the above rules may be interned (16.7).
13.6.1.2 Ending a Policy
Important: When a Policy ends, all of that Policy's markers are immediately removed from the Posture Display.
Example: Axis card 22a Case Yellow instructs you to end any Policy in France's Posture Box. If France and Britain both had the Guarantees Policy, you'd remove both of those Policy markers. If France's Policy was Entente but Britain's Policy was Appeasement, you'd only remove the Entente marker.
If you are instructed to replace any Policy marker with a Truce marker, replace all of that Policy's markers with Truce markers.
Involuntarily Ending a Policy: A Policy is considered to have been "involuntarily" ended when:
- A Country Resists (15.7) or Declare War (15.10) Political Event results in the ending of a Policy.
Example: Guarantees markers are in the Britain, France and Western Minors Posture Boxes. The Axis player plays card 15 Demand Polish Corridor.
The Axis Political Event result is Country Resists (15.7). Poland is determined to be a Western Country, making it subject to the Guarantees Policy. According to the Country Resists Event, that Policy is ended. All Guarantees markers are immediately removed from the Posture Display, which ends Pre-War. Hitler's demand of the Polish Corridor has triggered World War II in Europe!
- An Axis unit or Detachment is in an Active or Neutral PAC hex and the Axis player chooses to not intern that counter (16.7) in any faction's Conditional Events Segment.
Example: Russia's Posture is Pact and a German ground unit is in the Eastern Poland Region. Russia plays card 11 Demand Eastern Poland, and Eastern Poland is ceded to Russia in the Option Card Segment. If the Axis player chooses to not intern his unit in the Conditional Event Segment, the Pact will end.
- An option card is played that ends a Policy.
- Total War goes into effect and the Policy is not Isolationism or Ostland Accord (12.3).
Voluntarily Ending a Policy: A Policy is considered to have been "voluntarily" ended when:
- An Axis support unit attempts placement in an Active PAC hex.
- An Axis support unit attempts placement adjacent to an Active PAC hex, unless that hex is also in or adjacent to another Allied Country with a Posture of War. (See the Clarification below.)
- An Axis support unit attempts placement in the On Station Box of a Naval Zone that contains an Active PAC Port, unless another Allied Country with a Posture of War also has a Port in that Naval Zone. (See the Clarification below.)
Example: Britain's Posture is Appeasement and France's Posture is War. If the Axis player places a German support unit in the North Sea On Station Box, it does not end Britain's Appeasement.
- An Axis ground unit enters an Active PAC hex.
Example: France's Posture is Appeasement. If the Axis player moves an Italian ground unit into France or any French Dependent, that ends Appeasement.
- An Axis ground unit attacks a PAC unit.
- The Axis faction declares war on a Neutral PAC in the War & Peace Segment (6.1).
- A Neutrals Pressured (15.28) or Political Option (15.31) Political Event is applied to a Policy.
Voluntarily Ending a Policy Restrictions: Any action listed immediately above that would violate these restrictions is prohibited.
- No faction can voluntarily end any Policy if Pre-War is in effect.
- The Axis faction cannot voluntarily end the Ostland Accord Policy if the Enforced Peace marker (14.11) is on the Turn Track.
Voluntarily Ending a Policy Clarification: If an Axis unit is placed in a hex or On Station box in such a way that more than one Policy could possibly be ended, the Axis faction chooses the order in which Policies are checked. The first Policy checked must be ended; after that, the Axis faction may keep the other Policies in place since there is now an active Allied County with a Posture of War.
Example: Limited War is in effect, Britain and France are both PACs, and the Axis faction attempts to place a Submarine Fleet in the On Station Box of the North Sea Naval Zone. Since Britain and France both have Ports within that Naval Zone, the Axis faction must end one of the British or French Policies; it gets to choose which one.
Design Note: The restrictions on ending Policies exist to make players think like government leaders instead of wargamers. You're not allowed to declare war on somebody without first using threats and diplomacy to get away with as much as you can.
13.6.2 Truces
There are three Truces, each with corresponding markers. They are Reassess Policy, Armistice, and Negotiation.
If a Posture Box contains one of these Truce markers, that Truce is in effect and its rules apply. If placed during the game, its rules immediately apply. If removed during a game, its rules immediately end.
If an Allied Country's Posture Box contains a Truce marker, that Allied Country is said to be a Truce Affected Country (TAC). A Truce affects all of a TAC's units and markers, and applies in all Land hexes belonging to that Country and its Dependents.
Because Axis Countries always have a Posture of War, they can never be considered a TAC. However (and Very Important): Axis units are reciprocally bound by all TAC restrictions unless otherwise specified.
Clarification: When you read a restriction in 13.6.2.1 or 13.6.2.2 below, you can switch the words "TAC" and "Axis" to see how the restriction applies to the Axis. For example, the first bullet under Combat in 13.6.2.1 would be applied as: "An Axis ground unit cannot attack a hex containing a TAC ground unit."
13.6.2.1 Reassess Policy & Armistice
These rules apply while a Reassess Policy or Armistice is in effect.
Support or Airdrop Marker Placement:
- A TAC support unit or Airdrop marker cannot be placed in or adjacent to a hex in an Axis Country or Dependent, or in a hex containing an Axis ground unit, Detachment or Logistics marker.
- A TAC support unit cannot be placed in the On Station Box of a Naval Zone containing a Port in an Axis Country or Dependent unless an active Allied Country with a Posture of War also contains a Port in that Naval Zone.
- A TAC unit cannot contest attempted placement of an Axis support unit.
- A TAC support unit or Airdrop marker cannot be placed in a PAC hex.
Movement:
- In the Operational Movement Phase, a TAC ground unit cannot move into an Axis ZOC unless another friendly unit is present in that hex.
- In either Movement Phase, a TAC ground unit cannot move into a hex containing an Axis Detachment or Logistics marker.
- In either Movement Phase, a TAC ground unit cannot move into a PAC hex.
Combat:
- A TAC ground unit cannot attack a hex containing an Axis ground unit.
- A TAC ground unit cannot Retreat into a hex containing an Axis Detachment or Logistics marker.
- An Allied TAC ground unit cannot attack a PAC unit.
Clarification: Note that Axis units are not "reciprocally bound" in this case.
Example: If Britain is under a Reassess Policy Truce and Russia is under the Nazi-Soviet Pact Policy, British units are prevented from attacking Russian units, but Axis units are not.
- A TAC ground unit cannot Retreat, Advance After Combat, or Exploit into a PAC hex.
Delay DRMs:
- Certain Delay DRMs are not applied (7.1).
13.6.2.2 Negotiation
These rules apply while a Negotiation is in effect.
Support or Airdrop Marker Placement:
- A TAC support unit or Airdrop marker cannot be placed in or adjacent to a hex in an Axis Country or Dependent, or containing an Axis ground unit, Detachment marker, or Logistics marker.
- A TAC support unit or Airdrop marker cannot be placed in a PAC hex.
Movement:
- In the Operational Movement Phase, a TAC ground unit cannot move into an Axis ZOC unless another friendly unit is present in that hex.
- In either Movement Phase, a TAC ground unit cannot move into a PAC hex.
Combat:
- A TAC ground unit cannot attack a PAC unit.
- A TAC ground unit cannot Retreat, Advance After Combat, or Exploit into a PAC hex.
Delay DRMs:
- Certain Delay DRMs are not applied (7.1).
Design Note: Unlike the other Truces, Negotiation is a lot less restrictive. If you want to avoid combat with a Negotiation in effect, you need an empty hex between your units and the enemy.
13.6.2.3 Reducing and Increasing Truce Markers
A faction may be able to reduce the level of a Truce marker in a Posture Box by one level during its War & Peace Segment (6.1.2).
Some Political Events results allow a player to reduce or increase the current level of a Truce marker in a Posture Box by one level.
A Truce marker is reduced as follows:
- Remove a Reassess Policy marker and place an Armistice marker in the same Posture Box.
- Flip an Armistice marker to its Negotiation side.
- Remove a Negotiation marker.
A Truce marker is increased as follows:
- Flip a Negotiation marker over to its Armistice side.
- Remove an Armistice marker and place a Reassess Policy marker in the same Posture Box.
Clarification: Unlike reducing Truce markers during the War & Peace Segment (6.1.2), there are no Seasonal Turn restrictions to reducing or increasing a Truce marker through a Political Event.
13.7 Country Setup
Major Countries are always set up at the beginning of the game according to the instructions of the scenario being played.
13.7.1 Normal Minor Country Setup
When a Neutral Minor Country is activated during play, follow this procedure. Exceptions: If you are setting up Finland, Italy, Switzerland, or Vichy, see 13.7.2.
Clarification: These setup instructions apply only to Neutral Minor Countries, not to Conquered Minor Countries being reactivated (16.3.1, 16.5.1) or liberated (16.3.2, 16.3.6, 16.4.1, and 16.5.2).
Step 1: Separate out any Partnership (P) counters the Minor Country may have and set them aside for future use.
Step 2: Place its 0-1-2 Res infantry unit in the faction's Force Pool.
Step 3: Place in the Delay Box any of its remaining units with Delay Stripes except for fortress units.
Step 4: Place any garrison and fortress units it may have in the appropriate hexes (2.3.2.4).
Step 5: Place all of its remaining ground units in or adjacent to City and/or Port hexes within the activated Country. All units must be placed with their one-step side face up. All placement in Steps 4 and 5 is limited to one unit per hex.
Step 6: If the Minor Country was activated by Free Passage (15.15), place a Free Passage marker in the country's Capital. In all other cases, place a Mobilizing marker in the country's Capital. Place these markers with the appropriate faction side face up.
Step 7: Perform a Mobilization Roll for the country unless:
- it is a Civil War Country (13.8.4).
- it was activated by the Coup D'etat (15.9) Political Event.
- it was activated by the Free Passage (15.15) Political Event.
- it was activated by the Gradual Decline (15.17) Political Event.
- the country is Vichy.
Step 8: Remove any Influence, Neutrality, or Civil War markers in the Minor Country.
Mobilization Roll: The faction controlling the activated Minor Country may roll one die. Do not apply any DRMs to this roll. The result is the total number of Mobilizations the Minor Country receives.
Each Mobilization may be used by the controlling faction to flip one one-step unit to its two-step side. The controlling faction does not have to flip any unit, and may flip less than the total allowed.
Clarification: Some countries have only a Res unit and nothing else. So they don't set anything up on the map.
13.7.2 Minor Country Setup Exceptions
Finland: The Man fortress units are set up in hexes e4607 and 4707 if the Finnish Frontier Region is part of Finland. If the Finnish Frontier has been ceded to Russia, these units are removed from the game.
Italy: These are placed before the rest of Italy's units are placed:
- In or adjacent to City and/or Port hexes in Albania and/or Libya, up to one unit per hex – three Italian 0-1-2 infantry [re: 5, 9, 10]
- Rhodes (e1908) – one Italian 0-1-0 garrison [Rho].
- Western Mediterranean, Central Mediterranean or Adriatic Sea Convoys Box – Italian Convoy marker (in either Convoy Mode).
- Delay Box – Two Italian 1-1-3 infantry [re: 1, 8], one Italian 0-1-2 colonial infantry [Col], one Italian 1-1-3 mech [Exp], one Italian Surf Fleet [Regia Marina], Italian War Economy +1 marker
Switzerland: A one-step infantry unit and a one-step fortress unit are placed in each Swiss hex.
Vichy: Select the following counters with a V in the upper left corner. These are placed as follows:
- In or adjacent to City and/or Port hexes within Vichy (not Occupied France) or a Vichy Dependent, up to one unit per hex – three French 0-1-2 colonial infantry [Col].
- In the owning faction's Force Pool – one French 0-1-2 infantry [Res].
- Delay Box – one French 3-4-2 infantry [re: 1], one French 1-2-3 infantry [re: 7], one French 1-2-3 mech [Exp], one French 1-1-2 colonial infantry [Col]
- Delay Box, if Vichy has been activated as an Axis Minor and the counter has not already been entered or removed from the game – one French Surf Fleet [1], French Convoy marker
Clarification: If Vichy is activated as an Allied Minor Country, these counters are removed from the game.
13.8 Additional Country Rules
13.8.1 Ceding Lands
A Country, Dependent, or Region may have a Ceded Land marker. If this marker is in the Ceded Lands Box, that indicates a change in ownership of that area.
Clarification: A Ceded Lands marker in a faction's Force Pool does not indicate a change in that area's ownership.
If a Ceded Lands marker says a particular area has been "ceded to" a Country, that area is part of the Country named on that marker.
Example: If the Russian Eastern Poland Ceded Land marker is in the Ceded Lands Box, then Eastern Poland is part of Russia because the marker says the area has been ceded to Russia.
If a Ceded Lands marker says a particular area is a "Dependent" of a Country, that area is a Dependent of that Country.
Example: If the German Denmark Ceded Land marker is in the Ceded Lands Box, then Denmark is a German Dependent because the marker says it is a German Dependent.
Certain game events may place these markers in the Ceded Lands Box or remove them from that Box. The control of a Ceded Land immediately changes when its marker is placed or removed.
13.8.1.1 Baltic States, Finland, Rumania, Poland
If one of these Countries is ceded to Russia in its entirety, its units are set aside and it ceases to exist as a Country. The removed Country can be "re-created" when the Ostland Accord Conditional Event (16.2.2) is performed or by the Minor Country Created Political Event (15.25).
Baltic States: The Baltic States includes the Regions of Memelland and Northern Baltics. Whenever the Baltic States is ceded to Russia, the fate of Memelland depends on the following:
- If Eastern Poland has not been ceded to Russia, Memelland is ceded to Germany. Place the German Memelland and Russian Northern Baltics Ceded Land markers in the Ceded Lands Box.
- If Eastern Poland has been ceded to Russia, Memelland is ceded to Russia if it has not already been ceded to Germany. If Memelland is ceded to Russia, place the Russian Baltic States Ceded Land marker in the Ceded Lands Box. If Memelland has already been ceded to Germany, place the Russian Northern Baltics Ceded Land marker in the Ceded Lands Box.
13.8.1.2 Austria, Czechoslovakia, Switzerland
If one of these Countries is ceded to Germany, its units are immediately removed from play and it ceases to exist as a Country. Once removed from play, these Countries cannot be re-created with the Minor Country Created Political Event.
13.8.2 Creating Minor Countries
Certain Dependents and Regions, and all Conquered Countries, are eligible to be created as Axis Minor Countries by play of Axis cards 28b and 29b Puppet Government.
Certain Regions may also be created as Neutral Minor Countries by the Provincial Independence Political Event (15.34).
The following Dependents and Regions are eligible to become Minor Countries:
- Algeria
- Baltic States
- Basque
- Byelorussia
- Catalonia
- Caucasus
- Crimea
- Denmark
- Donbass
- Egypt
- Finland
- Libya
- Morocco
- Palestine
- Poland
- Rumania
- Syria
- Trans-Jordan
- Tunisia
- Ukraine
13.8.3 Multi-National Units
Some ground units in the game are multi-national units. When in play, a multi-national unit is considered to belong to both nationalities represented by the unit. So any rule that applies to either one of its nationalities applies to that multi-national unit.
Clarification: You get the all the benefits and penalties of each nationality. For example, say the Axis Med HQ unit consists of a German and Italian unit. In order to be supplied, it must trace a supply line to both a German supply source and an Italian supply source (though it does not have to be the same exact supply line). The HQ unit can provide an HQ shift to a combat involving a German or Italian unit, but not an Axis Rumanian unit. Likewise, it could not stack with a Rumanian unit (unless it was a Rumanian Exp unit).
When a step belonging to one of the nationalities of a multi-national unit is removed from the game due to a Conditional Event, the owning faction must perform an Emergency Breakdown (2.3.4). The remaining component unit remains on the map.
Example: If a French step were in the Western AA Unit Holding Box and the Case Yellow Conditional Event were being performed, you would have to breakdown the AA infantry unit. The French unit would be removed from the game and the British BEF unit would remain on the map.
Likewise, if you were performing the Ostland Accord Conditional Event, you would have to remove the Soviet Bal HQ unit from the map and perform a breakdown. Here, the Russian component units would be removed by the minor country unit used to build the Bal HQ would remain on the map.
The following are multi-national units:
- Axis PA unit: German and Axis Minor Country.
- Axis Med HQ unit: German and Axis Minor Country.
- Axis 20 or 24 infantry unit: German and Axis Minor Country.
- Soviet Bal, Cen, and Sou HQ units: Russian and Soviet Minor Country.
- Western AA unit: British and Western Minor Country.
Clarification: You cannot use British colonial units to build the AA army.
- Western 1AB airborne unit: British and US.
- Western 15 HQ unit: British and US.
13.8.4 Civil War Countries
A Minor Country can be in Civil War.
Clarification: In a standard game, Spain can be in Civil War. In the Axis Empires Expansion Kit Random Campaign Game, it could be another Minor Country.
Only the following Political Events can be applied to a Civil War Country:
- Civil War Defeat (15.4)
- Civil War Victory (15.5)
- Declare War (15.10)
- No Pasaran! (15.29)
- Political Option (15.31)
- Provincial Independence (15.34)
- Republican Infighting (15.35)
- The Bell Tolls for Thee (15.39)
Treat all other events as "No Result" when applied to a Civil War Country.
Example: Axis card 25 Operation Marita tells the Axis player to select a Neutral Country and either apply Declare War or roll on the Diplomatic Incident Table. He names Spain, which is a Civil War Country. If he chooses the Declare War option, that is applied normally. If he rolls on the Diplomatic Incident Table and gets a Free Passage result, that is ignored because it is not on the list of events that can be applied to a Civil War Country.
If a Civil War Country is activated, its alignment is determined normally (13.5). It does not receive a Mobilization Roll during setup (13.7.1).
Once a Civil War ends (whether through being activated as above or as the result of a final Civil War Defeat or Civil War Victory Political Event), a country is no longer a Civil War Country.
Breakaway Regions: A Civil War Country may include a territory called a Breakaway Region. A Breakaway Region may become a separate Minor Country through the Provincial Independence Political Event (15.34). Unless that happens however, a Breakaway Region is considered part of its Civil War Country for all purposes.
13.8.5 Partnership Countries
Each faction can create one Partnership Country by playing its Partnership option card and selecting an eligible Minor Country.
A country is eligible to be selected if all of the following apply:
- It is one of France, Italy, Poland, Spain, or Turkey.
- It is a Minor Country belonging to the faction playing the Partnership card.
- It has not been conquered or liberated at any point in the game.
Creating a Partnership Country puts all of a Minor Country's Partnership ground units into the Delay Box. Partnership ground units have a P letter code for their Reinforcement Code.
In addition, a Partnership Country may receive an Air Force unit and/or War Economy +1 or +2 marker through the Successful Improvements Political Event (15.38).
13.8.6 Vichy
"Vichy" is created whenever France is conquered, which can occur in one of two ways: by Axis Minor Country Conquest (16.1.1) or the Case Yellow Conditional Event (16.2.1).
Clarification: Remember, according to the Glossary, "France" is used to refer to that country before it is conquered, "Vichy" is used after. "French" can refer to either France or Vichy.
The following rules apply at all times to Vichy:
Vichy Territory: The Vichy Home Country consists of all French Home Country lands that have not been ceded to Germany (either directly or as a Dependent), including the island of Corsica. Any Dependents identified as French Dependents are Vichy Dependents.
Clarification: This will usually be Algeria, Morocco, and Tunisia, though it may include Syria as well.
Posture: After creation, Vichy uses the Western or Soviet Minors Posture Box (as appropriate), not the France Posture Box.
13.8.6.1 Neutral Vichy
When Vichy is created through the Case Yellow Conditional Event (16.2.1), it starts as a Neutral Country. Place the Vichy marker in Vichy (w3217) as a reminder of its existence.
The following rules apply only while Vichy is a Neutral Country:
Vichy Surface Fleet: The Vichy Surface Fleet unit may be added to the Axis Force Pool as the result of an Axis Neutrals Pressured Political Event (15.28).
The Vichy Surface Fleet unit may be removed from the game by a Western Neutrals Pressured Political Event.
Design Note: These events represent the Axis seizing the French Navy or the Royal Navy sinking it in harbor.
Neutral Vichy Home Country Port: If the Vichy Surface Fleet has been added to the Axis Force Pool, while Vichy is a neutral country the Axis faction may use Marseilles (w2818) as a Vichy Home Country Open Port for purposes of placing the support unit (2.2.3.1).
Clarification: Other ports in Neutral Vichy or its French Dependents cannot be used to place the Vichy Surface Fleet. That means if the Axis factions wants to place this unit in the Atlantic or North Sea, it will have to successfully trace a Fleet Unit Path through the Restricted Waterway of Gibraltar.
13.8.6.2 Active Vichy
Setup: When Neutral Vichy is activated, it uses special rules for Minor Country Setup (13.7.2). When Vichy is created through the Allied Minor Country Conquest Conditional Event, it is immediately created as an active Allied Minor Country (16.1.1).
Vichy Surface Fleet and Convoy: If Vichy is a Neutral Country when it activates as an Allied Minor Country, the Vichy Surface Fleet unit and Convoy marker are immediately removed from the game.
Design Note: The French scuttle their navy before the Germans can seize it.
If Vichy is an Axis Minor Country, any friendly Port in Vichy (not a Vichy Dependent) may be used as a Vichy Home Country Port.
If Vichy is a Western Minor Country, any friendly Port in Vichy (not a Vichy Dependent) or Western Off-Map Box may be used as a Vichy Home Country Port.
Clarification: In the event that Vichy decides to "fight on" (see 16.1.1), the Western Off-Map Boxes will probably be necessary to use the Vichy fleet, assuming the French Home Country has been overrun.
No Surrender: Vichy is not subject to Allied Minor Country Conquest (16.1.1).
©13.8.6.3 France on the DS Map
In AE, France/Vichy is activated on each map separately.
France is always considered "France" on the DS map; it can never be conquered. If France has become "Vichy" on the TK map, it is then considered to be a different country than DS France in all respects.
© Clarification: The French units in DS have an F (for "Free French") on their Reinforcement Codes to distinguish them from the V units in TK.
*13.8.7 Japan
- Design Note: In TK, the course of the Pacific War is handled abstractly through Pacific War markers, Allied faction card play, and Political Events. Depending on how these events unfold, the Allied players may need to send support units to that theater.
The Allied factions use the Pacific War Display to track the current status of the Pacific War and units serving in that theater. The Pacific War Display contains the Pacific Holding Box and two Pacific War Boxes.
Pacific Holding Box: Support units that have been sent "to the Pacific" through Pacific Commitment Political Events (15.30.1) are placed here. A unit in this box is considered to be "out of play" until is returned to the Delay Box by a future Pacific Commitment Event.
Get Ready to Play
The remaining sections of this rulebook are transcribed from the current official Axis Empires Ultimate Edition Totaler Krieg (TK) rulebook (v6 WEB), the document attached directly to this game's BoardGameGeek page.
This rulebook contains rules specific to Totaler Krieg (TK), whether you are playing it as a standalone game, or as part of a combined Axis Empires (AE) game. This rulebook is divided into several sections:
- Get Ready to Play: The section you're reading right now includes advice on playing TK for the first time and general instructions for setting up a game.
- "Look-Up" Rules—Sections 18–20: These rules explain the effects of specific markers, Political Events, and Conditional Events that may occur. They're called "Look-Up" rules because you should look them up as you play.
Clarification: Look-up events are often italicized and cross-referenced when they appear, to help you find them quicker.
This section starts with 18 because it continues the numbering from the AE Core Rulebook.
- Training Scenarios—Sections 21–23: This section contains three shorter scenarios for learning how to play TK.
- One-Map Campaign Games—Sections 24–25: For those who are short on space, we have two one-map campaign games.
- Two-Map Campaign Games—Sections 26–35: This is the meat of the book. There is a scenario for each year from 1937 to 1945; the critical year of 1941 has two scenarios.
- Players Notes: Some strategic advice for each faction.
Playing TK for the First Time
If you're new to AE, we recommend that you start with the Case White Training Scenario (21). You can learn it while playing by using this "jump start" procedure.
Step 1: Before you start playing, read the sections listed under "Read Before Playing" in the Case White Scenario instructions. That section will list the parts of the AE Core Rulebook you'll want to read first.
Design Note: If you're familiar with wargames, you should have little problem understanding the core concepts introduced in the AE Core Rulebook.
Step 2: Set up the Case White Scenario, following the steps listed in "Game Preparation" below and the setup instructions in 21.1–4.
Step 3: With the AE Core Rulebook in hand, you can begin playing. Follow the Sequence of Play closely—the rules are presented in the order you will use them in the game. Read a section, then play out that Phase or Segment. We've listed the important rules you'll encounter as you go through the Sequence of Play under "Read As You Play."
Design Note: You won't play quickly this way, but you should end up with a firm grasp of TK's mechanics. And don't worry too much about getting something wrong. You'll have fun no matter what rules you don't get right the first time. We're happy to report that the game is pretty much indestructible this way.
Step 4: After you're feeling comfortable with Case White, try a run at the Barbarossa Training Scenario (22), then The Fall of France (23). Follow the same read-and-play strategy we've presented for you. Each scenario will introduce new rules to learn as you go.
Step 5: After a few training scenarios, you should feel comfortable enough to tackle one of the TK campaign games. At this time, go back and read the entire AE Core Rulebook before setting out to play.
Design Note: Be especially sure to read the rules on War States (12) in the AE Core Rulebook, because you won't have that section during the training scenarios.
You can read the "Look-Up" Rules sections of this book (18–20), but that isn't necessary—those are meant to be "looked up" as you play.
Design Note: You might also want to read the Players Notes in the back of this book—they contain useful information about the strategic decisions you'll face over the course of a game.
Step 6: Before tackling an AE campaign game, you might want to try the DS Training Scenario, Tora Tora Tora (39). The start of Total War is such an important operation for Japan that it's helpful to have a practice go at it.
TK Game Preparation
Step 1: Lay the maps and Force Pool Displays out on the table. The Eastern Europe Map should be placed on top of the edge of the Western Europe Map to line up properly. Distribute the proper Player Aid Sheets to each faction.
Step 2: Select a scenario. Place counters in the order listed by the scenario setup. Each faction sets up its own counters. When setting up:
- All Axis pieces in this Rulebook are German unless stated otherwise.
- All Western pieces are British unless stated otherwise.
- All Soviet pieces are Russian unless stated otherwise.
Historical IDs for ground units are in brackets (for example: 8-6-4 [4P]). A unit on its reduced side is indicated with the abbreviation "re:" (for example: 5-4-4 [re: 4P]). In most cases, it isn't necessary for players to use the historical units; these are included primarily for player interest.
© If you are playing an AE game, be sure to select scenarios with the same starting point for both maps. Do not use any * counters when playing AE.
© Example: If you wanted to start an AE game in 1939, you'd use the 1939: The War in Europe scenario (28) for setting up TK and the 1939: Fateful Decision scenario (42) for setting up DS.
Step 3: If you're playing a campaign game, give each faction its standard deck of cards. Make sure they don't contain any +Separate Peace cards unless you're using that optional rule, or ® cards for DoD. The Axis faction should also make sure it doesn't have any of the one-map campaign game cards (i.e., those with the letters "e" or "w" in the Card Numbers)—unless, of course, you're playing a one-map campaign.
Campaign Games that begin in 1938 or later will instruct each faction to remove certain cards from their decks. The setup instructions also list the card each faction begins with as its Pending Option Card (to be revealed on the first turn), along with any Selection Requirements that are considered to have been met for future card play.
Look-Up Rules
Remember, this section of the rules is called the "Look-Up" Rules because you will want to consult them as you play. It's not necessary to read or memorize them before you begin.
18. Markers
18.1 Airdrop
When a Blitz-enabled airborne or helicopter unit performs an Airdrop (4.1.1), flip the counter over and place the Airdrop marker on the map.
Effects: While this marker is on the map:
- During the Blitz Combat Segment only: the attacker receives a one-column shift to the right for each Airdrop marker in the defending hex.
- Enemy units cannot retreat into a hex containing an Airdrop marker.
- Enemy units cannot trace a supply line into a hex containing an Airdrop marker.
Removal: This marker is removed per 4.1.4 in the Airdrop Landing Segment.
18.2 Airmobile Doctrine
When this marker is removed from the Turn Track, place it in the Axis Force Pool.
Effect: If this marker is in the Axis Force Pool, the Axis faction may conduct one Mobile Defense or Mobile Advance. After the Axis faction uses its Airmobile Doctrine marker, place it on the Turn Track to arrive next Turn.
Clarification: Do not place it in the Delay Box. Essentially, this marker allows the Axis faction to perform one Mobile Defense or Mobile Advance per turn.
Mobile Defense: A defending force is eligible to perform a Mobile Defense if it contains only German ground units. The Axis faction declares this immediately after the Combat Result is determined, but before it is implemented.
To perform a Mobile Defense, one required step loss (from an Ex 0/0 combat result, Retreat Conversion, or Attrition Result) is converted into one Retreat hex. This is in addition to hexes that must be Retreated due to a Retreat Result. The Axis faction decides at what point the step loss is converted.
A defending force containing an HQ (including one providing Ranged Support) and not containing any unit with a Movement Allowance of 0 can conduct a Mobile Defense and Retreat up to one hex. The HQ itself is Retreated only if it is in the same hex as the defending force. This Retreat must occur before any Retreat Conversion takes place.
Example: A German two-step HQ unit and one-step armor-type unit are stacked and attacked. The combat result is Ex 0/0. The attacker chooses to take a step loss, leaving the Axis faction to decide what to do. Normally, this defending force would have to take a step loss because it includes an HQ unit. Instead, the Axis faction declares it is conducting a Mobile Defense and Retreats these units one hex.
If the combat result was Dr3 0/1, the force could Retreat one hex, but must then begin converting the two remaining Retreat result into step losses. Should the Axis faction eliminate a step from the HQ unit (removing it from the map), an HQ is no longer part of the defending force so the third Retreat result must be performed—it cannot be converted into a step loss.
Mobile Advance: An attacking force is eligible to perform a Mobile Advance if it contains only German ground units. The Axis faction declares this immediately after the Combat Result is implemented.
To perform a Mobile Advance, 1× German HQ may Advance After Combat if it participated in an attack without providing Ranged Support.
Clarification: In other words, it must be adjacent to the defending hex.
18.3 Allied Collapse
Place this marker in the Strategic Warfare Box when it is received.
Effect: This marker counts against the Allied factions when determining the Current Strategic Value (0.1.1).
18.4 Anti-Comintern Crusade
When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.
Effect: If this marker is in the Strategic Warfare Box and Russia's Posture is War, the Axis faction receives one Anti-Comintern Crusade seasonal replacement step (1.3.2.3).
18.5 Beachhead
Place this marker per 2.2.3.5.
Effects: While this marker is on the map:
- A faction may be required to place a Blitz marker in the same hex (2.2.4).
- A ground unit may cross an All-Sea hexside to enter a hex containing a Beachhead marker.
- A ground unit can only cross the marker's Beachhead Hexside to exit a hex containing a Beachhead marker.
- A hex with a Beachhead marker may be an Open Port.
Clarification: Note that a hex with a Beachhead marker cannot be an Air Base or Naval Base.
- An airborne or helicopter ground unit stacked on a Beachhead marker cannot conduct an Airdrop, as it must be in a Land hex to do so (4.1.1).
- An HQ unit stacked on a Beachhead marker cannot provide Ranged Support except to the adjacent hex across that marker's Beachhead Hexside (4.2.1.2).
- There is a column shift to the left for attacks across a Beachhead Hexside, as specified on the Beachhead counter.
- A supply line can be traced across an All-Sea hexside if the hexside is part of a hex containing a Beachhead marker.
Clarification: You can trace across any All-Sea hexside, not just the Beachhead Hexside.
18.6 Blitz
The phasing faction places this marker per 2.2.4. The marker is removed in the affected faction's Marker Segment (4.3).
Effects: While this marker is on the map:
- All friendly units within two hexes of the Blitz marker are Blitz-enabled, including those in the placement hex.
- A defending force cannot use Voluntary Retreat Conversion (4.2.5.3) in a City hex containing a Blitz marker.
18.7 Ceded Land
Place this marker in the Ceded Lands Box or on the Turn Track, as directed by the scenario setup, event, or option card.
Effects:
- If a Ceded Land marker is in the Ceded Land Box: that Country, Dependent, or Region is either part of the Country stated on the marker (if the marker reads "Ceded to") or is a Dependent of the Country stated on the marker (if the marker reads "Dependent").
Clarification: Note that some Countries, such as Austria and Czechoslovakia, disappear when ceded to another Country.
- If a Ceded Land marker is removed from the Turn Track and…
- Pre-War is in effect: Place the Ceded Land marker in the Ceded Land Box. If the Minor Country being ceded is Austria, Czechoslovakia, Switzerland, or ®Croatia, remove all counters belonging to that Minor Country from play. In all other cases, intern any Allied units in the Region being Ceded.
- Limited War or Total War is in effect: Place the Ceded Land marker in the Ceded Lands Box if the Minor Country it originally belonged to is a Conquered Minor Country. Otherwise, set the marker aside for later use.
18.8 Convoy
Place this marker per 2.2.3.7.
Effects:
- If this marker is on its Troop Convoy side: it can transport one unit up to its Transport Capacity using the Port-to-Port Movement Procedure (3.1.2).
- If this marker is on its Supply Convoy side: it allows the owning faction to trace a supply line across that Naval Zone (10.2).
18.9 Civil War [Capital, Territory]
Placed per scenario setup.
Effect: If the Republican Capital marker is in a Strategic Hex, it is considered under control of the Allied faction named on the Republican Support marker.
If a Republican Territory marker is in a City hex within a Breakaway Region (13.8.4), that Region may become a Neutral Minor Country if the Provincial Independence Political Event is applied to it (19.34).
A Capital marker in a Minor Country might prevent its activation through the Country Joins Axis (19.6) or Influence (19.19) Political Events.
18.10 Devastation
This marker is placed via successful Devastation Marker Placement (2.2.3.6) or the Project Success: A-bomb Political Event (19.33). Once placed, Devastation markers are never removed.
Effect: During the Final Victory Point Check only (0.3):
- An Axis Strategic Hex with an Allied Devastation marker is controlled by the Allied faction that placed the marker.
- An Allied Strategic Hex with an Axis Devastation marker is controlled by the Axis faction.
Clarification: Devastation markers don't count for control during regular Victory Point Checks (0.1). And you don't get any credit for bombing your own Strategic Hexes, even if they're in enemy hands.
18.11 Enforced Peace
When the Ostland Accord Conditional Event is performed (20.2.2), place this marker one year ahead on the Turn Track. When it comes off the Turn Track, remove it from the game.
Effect: If this marker is on the Turn Track, the Axis faction cannot "voluntarily" end the Ostland Accord Policy (13.6.1.2).
18.12 Failure [Command, Supply]
There are two Failure markers: Failure: Command and Failure: Supply. Each Failure has rules that limit the faction affected by them. Such a faction is referred to as a Failure Affected Faction (FAF).
Failure Range: Failure rules apply in the hex containing a Failure marker and all hexes within a five-hex range. These hexes are referred to as "Failure Hexes."
Failure Effects: These rules apply while a Failure is in effect.
Support Unit or Airdrop Marker Placement:
- An FAF support unit or Airdrop marker cannot be placed in a Failure Hex.
- An FAF support unit cannot contest the attempted placement of an enemy support unit in a Failure Hex.
Movement:
- If Failure: Supply is in effect: a FAF ground unit cannot move into a Failure Hex containing an EZOC. No exceptions.
- If Failure: Command is in effect: a FAF ground unit cannot move out of a Failure Hex containing an EZOC. No exceptions.
Combat:
- An FAF ground unit cannot conduct an Airdrop, Beachhead Landing, Advance After Combat, or Exploitation into a Failure Hex.
Removing a Failure Marker: This marker is removed in the affected faction's Marker Segment (4.3) and set aside for possible later use.
18.13 Free Passage
This marker is placed in the Capital of a Neutral Minor Country during setup when it is activated by the Free Passage Political Event (19.15).
Effect: While this marker is in a Minor Country's Capital, its ground units cannot use Operational Movement, Reserve Movement, Retreat, or Exploitation to enter a hex outside that Minor Country or one of its Dependents, nor can it attack such a hex.
Clarification: Free Passage markers can be removed by Influence (19.19) or Neutrals Pressured (19.28) events.
18.14 Influence [Axis, Soviet, Western]
Place or remove the respective marker as instructed in a Neutral Country's Capital. There can be no more than one Influence or Neutrality marker in a Neutral Minor Country at any time.
Effects: If a Neutral Minor Country with an Influence marker is selected in the Political Events Segment for an event requiring a die roll, apply the indicated +1 or −1 DRM to all related rolls (in addition to any other Political DRMs).
An Influence marker in a Minor Country might cause or prevent its activation with the Country Joins Axis (19.6), Free Passage (19.15), or Influence (19.19) Political Events.
18.15 Intensive Bombing
When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.
Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to the Axis faction unless there is a Policy or Truce marker in the US Posture Box, or there is no US Air Base within nine hexes of a German Home Country City.
18.16 Jet Fighter Production
When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.
Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to all Allied air units, except those belonging to a Policy Affected Country or Truce Affected Country.
18.17 Lend-Lease
When this marker is removed from the Turn Track, the Western faction may place it in either the Soviet Conditional Events Box or the Western Conditional Events Box.
The Western faction may remove this marker from a Conditional Events Box when applying the Lend-Lease to France Conditional Event (20.3.7). It can remove the marker from the game completely or put it in the Delay Box.
Effect: If this marker is in an Allied Conditional Events Box, that faction may be able to roll on the Lend-Lease Table in its Conditional Events Segment.
18.18 Logistics
When a Logistics marker is removed from the Turn Track, place it in its owning faction's Force Pool. See 1.2.1 for the placement and removal of Logistics markers.
Axis (OKH, OKW): If one of these Logistics markers is in a hex that can trace an overland supply line (10.2.1) to a supply source in Germany, it is a Replacement Location for German units (1.3.4).
Western (AFHQ, SHAEF): If one of these Logistics markers is in a hex that can trace a supply line to the Eastern US/Canada Box, it is a Replacement Location for British and US units.
Soviet (Stavka): If this marker is in a hex that can trace an overland supply line (10.2.1) to a supply source in Russia, it is a Replacement Location for Russian units.
18.19 Materiel Shortages
When this marker is removed from the Turn Track, the Axis faction must roll on the table on Axis card 36 Materiel Shortages. Apply Political DRMs to the roll. If this marker is removed from the Turn Track at the same time as the Increase USCL marker, the Axis faction may choose whether to roll on the table before or after the USCL is raised. After the roll, place the marker in the Strategic Warfare Box.
Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to the Axis faction.
18.20 Military Takeover
Place this marker in the Strategic Warfare Box per 19.23.
Effect: This marker counts against the Axis faction when determining the Current Strategic Value (0.1.1).
18.21 Minor Country Production [+1, +2]
Each faction has one of these markers. Place this marker in the Strategic Warfare Box when it is removed from the Turn Track.
Effect: A faction with a Minor Country Production +1 marker in the Strategic Warfare Box receives one Minor Country seasonal replacement step. A faction with a Minor Country Production +2 marker in the Strategic Warfare Box receives two Minor Country seasonal replacement steps (1.3.2.1).
18.22 Mobilizing
This marker is placed in the Capital of a Neutral Minor Country when it is set up (13.7). This marker is removed in the affected faction's Marker Segment (4.3) and set aside for possible later use.
Effect: While this marker is in a Minor Country's Capital, its ground units may not use Operational Movement to enter a hex outside that Minor Country or one of its Dependents, nor may it attack such a hex.
18.23 Neutrality
Place or remove the marker as instructed in a Neutral Minor Country's Capital. There can be no more than one Influence or Neutrality marker in a Neutral Minor Country at any time.
Effects: If a Neutral Minor Country with a Neutrality marker is selected in the Political Events Segment for an event requiring a die roll, apply the indicated −1 DRM (if the Axis faction is rolling) or +1 DRM (if an Allied faction is rolling) to all related rolls, in addition to any other Political DRMs.
A Neutrality marker in a Neutral Minor Country will prevent its activation with the Country Joins Axis (19.6), Free Passage (19.15), or Influence (19.19) Political Events.
18.24 No Occupation
Place this marker in the Capital of an Axis Minor Country when it is:
- activated by an Allied declaration of war (6.1.1) and the Axis faction chooses to place this marker.
- subjected to the Operation Avalanche Conditional Event (20.4.2).
Effects: While this marker is in a Minor Country's Capital:
- Its ground units cannot use Operational Movement, Reserve Movement, Retreat, or Exploitation to enter a hex outside that Minor Country or one of its Dependents, nor can it attack such a hex.
- The Minor Country is no longer subject to Axis Minor Country Occupation (20.1.2).
18.25 No Retreat
When this marker is removed from the Turn Track, place it on the VP Track in the VP Box containing the Axis Tide VP marker. If the VP marker reads Allied Crusade, place it in the 0 VP Box.
Effects: While this marker is on the map:
- The Axis Tide VP marker cannot move to the right of the No Retreat marker (0.1.2).
- The Allies must place the Allied Crusade marker in a higher-numbered VP Box to win the game (0.3).
- The Axis faction receives additional German replacements (1.3.2.4).
- The Axis faction may perform German FE fortress conversion (2.3.2.4).
*18.26 Pacific War Markers
*18.26.1 Pacific Limited War
When the Pacific Limited War marker is removed from the Turn Track, the Axis faction must roll one die (no DRM) on this table:
- 1–2: Limited War with Britain
- 3–4: Peace Continues
- 5–6: Limited War with Russia
Clarification: This table is printed on the back of the Pacific Limited War marker as a handy reference.
Limited War with Britain: The Western faction must do one of the following:
- Place the Pacific Limited War marker in the Western Pacific War Box.
- Remove card 23 Commonwealth Support from the game.
Limited War with Russia: Place the Pacific Limited War marker in the Soviet Pacific War Box.
Peace Continues: Place the Pacific Limited War marker ahead two Seasonal Turns on the Turn Track. Exception: Pacific Limited War must happen no later than Winter 1939. If it is the Winter 1939 Seasonal Turn, the Axis faction may choose to apply Limited War with Britain or Limited War with Russia.
Example: You are rolling for the Pacific Limited War marker in the May–June 1938 Turn and you get a 4. So the result is Peace Continues. You place the marker in the Nov–Dec 1938 Turn Box.
Design Note: A Japanese Limited War with Britain or Russia doesn't necessarily mean an active conflict. It also covers border incidents like the historical one at Nomonhan, or diplomatic matters that could have drawn the Allied forces to the region.
*18.26.2 Pacific Total War
When the Pacific Total War marker is removed from the Turn Track, the Axis faction must roll one die (no DRM) on this table:
- 1–3: Total War with Britain
- 4–6: Total War with Russia
Clarification: Again, this table is printed on the back of the Pacific War marker as a handy reference.
Note that it's possible for Japan to fight Limited War against one faction and Total War against the other.
Total War with Britain: Place the Pacific Total War marker in the Western Pacific War Box.
Total War with Russia: Place the Pacific Total War marker in the Soviet Pacific War Box.
18.27 Partisan Base
Place this marker in the Force Pool of the Allied faction receiving it. See 1.2.2 for its placement and removal.
Effect: If this marker is in a hex that does not contain an enemy ground or support unit, the hex is a Replacement Location and supply source for the units belonging to the Minor Country it is located in.
18.28 Policy
Policy markers include Appeasement, Cordon Sanitaire ("Cordon" for short), Franco-Russian Entente ("Entente" for short), Guarantees, Isolationism, Nazi-Soviet Pact ("Pact" for short), Ostland Accord ("Ostland" for short), Treaty of Locarno ("Locarno" for short), and Treaty of Rapallo ("Rapallo" for short).
Place or remove from the respective Posture Box as instructed.
Effect: See Policies (13.6.1).
18.29 Red Army
These markers appear only in The Great Crusade one-map campaign scenario. Their use is explained in the scenario's Special Rules (25.4).
18.30 Reich Annex
When this marker is removed from the Turn Track, the Axis faction places it in an Axis Dependent, Active Axis Minor Country, or Conquered Allied Minor Country. The selected Dependent or Country must share a Border with Germany. The Axis Faction cannot select France, Italy, or Vichy.
Effect: If the Reich Annex marker is in a Minor Country or Dependent, that area is ceded to Germany. Remove all counters belonging to that Minor Country from play.
18.31 Republican Support [Soviet, Western]
Placed per scenario setup.
Effect: This marker indicates which Allied faction is responsible for the Republican side in the Civil War Country.
18.32 SS Europa
When this marker is removed from the Turn Track, place it on the VP Track in the VP Box containing the Axis Tide VP marker. If the VP marker reads Allied Crusade, place it in the 0 VP Box.
Effects:
- The Axis faction receives additional German replacements (1.3.2.5).
18.33 Strategic Hex Ownership
These markers are simply reminders. Players may use them to record the control of Strategic Hexes on the Current Strategic Value Display (0.1.1).
18.34 Surface Raiders
When this marker is removed from the Turn Track, place it in the Axis Force Pool.
Effect: In an Axis Support Segment, the Axis faction may take this marker from the Axis Force Pool and place it in the Naval Warfare Delay Box. If the Axis faction does this, the Western faction must immediately take two friendly support units from the Western Force Pool to "match" the placement. Air units (including CV Strike units) that are selected to match are placed in the Delay Box. Fleet units that are selected to match are placed in the Naval Warfare Delay Box.
Clarification: If the Western faction has only one support unit in its Force Pool, just place that unit in its Delay Box. There is no additional penalty.
18.35 Truce
Truce markers include Armistice, Negotiation, and Reassess Policy.
Place or remove from the respective Posture Box as instructed.
Effect: See Truces (13.6.2).
Clarification: Reassess Policy and Armistice Truce markers have red borders to remind you they can only be reduced on Seasonal Turns.
18.36 Type XXI U-boat Production
When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.
Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to all Western units and markers, except those belonging to a Policy Affected Country or Truce Affected Country.
18.37 Ural Bomber Production
When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.
Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to all Soviet units and markers, except those belonging to a Policy Affected Country or Truce Affected Country.
18.38 US Markers
18.38.1 European USCL
Place this marker on the USCL Track per the scenario setup.
Effect: The USCL applies a Political DRM and DRMs to Axis and Western Delay rolls, as indicated by the USCL Track.
18.38.2 Increase USCL
When Total War begins, place this marker three Seasonal Turns ahead on the Turn Track.
Effect: Each time this marker is removed from the Turn Track, advance the USCL marker one box on the USCL Track, then place the Increase USCL marker four Seasonal Turns (i.e., one Year) ahead on the Turn Track. The USCL marker stops advancing once it reaches the USCL 4 Box.
Example: It is Mar–Apr 1943 and the Increase USCL marker comes off the Turn Track. The European USCL marker, which is in the USCL 1 Box on the USCL Track, is placed in the USCL 2 Box, and the Increase USCL marker is placed in the Mar–Apr 1944 Turn Box.
18.38.3 Reduced US Impact
If the Western Reduced US Impact Conditional Event (20.3.5) is in effect, place this marker in the Strategic Warfare Box.
Effect: If this marker is in the Strategic Warfare Box and the USCL is 1 or more, the Axis faction receives a −1 Delay DRM.
18.38.4 US Entry
Place this marker as directed when Total War goes into effect on a map (12.3).
Effect: When removed from the Turn Track, end any Policy or Truce that applies to the US.
18.38.5 US Victory Program
When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.
Effects: While this marker is in the Strategic Warfare Box:
- The Western faction receives additional US replacements (1.3.2.8).
- There is a +1 Delay DRM for all Western units.
- There is a +1 DRM on the Lend-Lease Table.
18.39 V-E Day
Place the V-E Day marker four Years ahead on the Turn Track from the Turn that Total War goes into effect.
Effect: When this marker is removed from the Turn Track, the game ends. Conduct a Final Victory Point Check (0.3). © Exception: In AE, the game does not end until both the V-E and V-J Day markers are removed (0.4). Also see "Unconditional Surrender" below.
© Unconditional Surrender: When the V-E Day marker is removed from the Turn Track, the Axis faction may return the marker to the Turn Track if all of the following conditions are true:
- The Axis No Retreat or SS Europa marker is on the VP Track.
- There is at least one Axis Strategic Hex inside Germany without an Allied ground unit or Devastation marker in it.
- No Axis Strategic Hex inside Germany contains an A-bomb Devastation marker.
- The V-J Day marker is still on the DS Turn Track.
© Clarification: If you remove both the V-E Day and V-J Day markers from their respective Turn Tracks during the same turn, you cannot place either one back on the Turn Track. Your AE game is now officially over.
Until the V-J Day marker gets picked up though, you can keep replacing the V-E Day marker each turn as long as you meet the conditions above.
If the Axis faction places the V-E Day marker back on the Turn Track, the marker is placed in the very next Turn Box (i.e., so it will get picked up at the beginning of the next turn). The Axis faction also scores one Bonus VP for extending the TK game (0.4).
Clarification: You can record Bonus VPs earned by placing a +1 (or +2, +3 or +4, as appropriate) marker on the VP Track, next to the No Retreat or SS Europa marker.
Design Note: The Bonus VPs are there to make the Allies stick to their "unconditional surrender" war aims. Because the Allies cannot earn more than 4 VPs on a map, you can keep the Allies from winning if V-E Day occurs before V-J Day and you keep Germany in the war long enough.
18.40 War Economy [+1, +2]
Place this marker in the Strategic Warfare Box when removed from the Turn Track, or as instructed by Minor Country Setup rules.
Countries with a War Economy marker are France, Italy, Poland, Spain, and Turkey.
® Clarification: The Ukraine and Austria-Hungary War Economy markers are for use in DoD only.
Effect: A Minor Country with a War Economy +1 marker in the Strategic Warfare Box receives one seasonal replacement step. A Minor Country with a War Economy +2 marker in the Strategic Warfare Box receives two seasonal replacement steps (1.3.2.1).
18.41 War Production
When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.
Effect: If this marker is in the Strategic Warfare Box, it provides a −1 Delay DRM to the owning faction.
18.42 Weather [Mud, Storms, Snow]
These markers are simply reminders. Players may use them as needed to indicate the current weather in Weather Areas on the map.
18.43 ±1, ±2, etc.
These markers are simply reminders. Players may use them to record Bonus VPs earned by the Axis faction. They may also be used in the Delay Box to record a faction's combined Delay DRM.
19. Political Events
19.1 Allies Support Resistance
If the Axis faction received this event: Roll one die (no DRM). The indicated Allied faction may apply one of the following events listed in the next paragraph.
- 1–3: Western
- 4–6: Soviet
If an Allied faction received this event: It may do one of the following:
- Civil War Offensive: Roll on the Civil War Table, but only if there is a Civil War Country.
-
- East Africa Offensive: If the East Africa Optional Rule (+17.6) is in effect and an East Africa marker is on the Turn Track, move that marker one Turn Box to the left (so that it comes off the track one turn sooner).
- Partisan Recruitment: If Pre-War is not in effect, select a Partisan Base marker and place it in the Allied faction's Force Pool.
- Partisan Warfare: Select one hex on the map containing any of the following units or markers:
- An Axis Detachment or Logistics marker, but not one alone in an Island hex.
- An Axis colonial unit.
- An Axis Minor Country unit.
- An Axis multi-national unit that has an Axis Minor Country unit in its Holding Box.
- A German SS unit, but only if the SS Europa marker is on the VP Track.
The Axis faction must remove a Detachment or Logistics marker, or eliminate one colonial, Minor Country, or SS step, from the selected hex. Where a choice exists, a step must be eliminated before removing a marker (4.2.6.2).
Clarification: You may select an Island hex that contains both a Detachment or Logistics marker and an Axis colonial or Minor Country unit. If the Island hex contains only a Detachment or Logistics marker, you cannot select it.
Example: The Western faction selects a hex containing the two-step Axis Med HQ and no other units. The Axis faction must eliminate the Minor Country infantry-type unit located in the Axis Med HQ Holding Box. This requires the unit to break down, so a one-step German infantry-type unit is placed in the hex. The HQ itself is placed in the Delay Box.
19.2 Border War
If the Axis faction received this event: Activate the Neutral Minor Country as an Axis Country. Then the Axis faction must select a Neutral Minor Country that shares a Border with the Axis Country or one of its Dependents, and activate that Country as an Allied Country per 13.5. If there are no such Neutral Minor Countries available, then no Country is activated as an Allied Country.
If an Allied faction received this event: Activate the Minor Country as an Allied Country. Then the Allied faction must select a Neutral Minor Country that shares a Border with the Allied Country or one of its Dependents, and activate that Country as an Axis Country. If there are no such Neutral Minor Countries available, no Country is activated as an Axis Country.
19.3 Ceded Land
The Major Country receives the indicated Region as a Dependent or addition to its Home Country territory. The faction that received this event must indicate the change of ownership by placing or removing that Region's marker in the Ceded Lands Box.
That faction may also take one Detachment marker from its Force Pool and place it in a Port or City hex in the Ceded Land.
Example: The Axis faction plays card 10 Demand Austria and receives this event. The Axis faction places the Austria Ceded to Germany marker in the Ceded Lands Box, and Austria is now German Home Country territory.
If the Axis faction received this event and the Neutral Minor Country ceding the land…
- contains a Neutrality or Axis Influence marker, remove that marker.
- does not contain a Neutrality or Influence marker and does not share a Border with a Soviet country, place a Western Influence marker in the Country.
- does not contain a Neutrality or Influence marker but does share a Border with a Soviet country, roll one die (no DRM).
- 1–3: place a Western Influence marker in the Country.
- 4–6: place a Soviet Influence marker in it.
If an Allied faction received this event and the Neutral Minor Country ceding the land…
- contains a Neutrality or Allied Influence marker, remove that marker.
- does not contain a Neutrality or Influence marker, place an Axis Influence marker in the Country.
Clarification: Obviously, you don't place any Influence marker anywhere if the Country no longer exists after being ceded.
Example: The Soviet Current Card is card 11 Demand Eastern Poland, and Poland is neutral. The Soviet faction receives a Ceded Land result. It places the Russian Eastern Poland Ceded Region marker in the Ceded Lands Box, and then places an Axis Influence marker in Poland. If Poland was not a Neutral Minor Country, or if it already had an Axis Influence marker, then no Influence marker would be placed.
19.4 Civil War Defeat
If a Civil War is not in effect: Treat this as No Result.
If a Civil War is in effect and the Axis faction rolled this event: The Allied faction named on the Republican Support marker must select a Nationalist Territory or Capital marker and flip it to its other side. The Nationalist Capital marker cannot be flipped unless it is the only Nationalist marker remaining.
If all Territory and Capital markers in a Civil War Country are now on their Republican sides: remove all Civil War markers except the Republican Capital and Republican Support markers. The Allied faction named on the Republican Support marker may then select an Area Table and roll on it. If the result is a Neutral Minor Country, apply Influence (19.19) to it. The Civil War is no longer in effect.
If a Civil War is in effect and an Allied faction rolled this event: The Axis faction must select a Republican Territory or Capital marker and flip it to its other side. The Republican Capital marker cannot be flipped unless it is the only Republican marker remaining.
If all Territory and Capital markers in a Civil War Country are now on their Nationalist sides: remove all Civil War markers from the game. The Axis faction may then select an Area Table and roll on it. If the result is a Neutral Minor Country, apply Influence (19.19) to it. The Civil War is no longer in effect.
19.5 Civil War Victory
If a Civil War is not in effect: Treat this as No Result.
If a Civil War is in effect and the Axis faction rolled this event: The Axis faction must select a Republican Territory or Capital marker and flip it to its other side. The Republican Capital marker cannot be flipped unless it is the only Republican marker remaining.
If all Territory and Capital markers in a Civil War Country are now on their Nationalist sides: remove all Civil War markers from the game. The Axis faction may then select an Area Table and roll on it. If the result is a Neutral Minor Country, apply Influence (19.19) to it. The Civil War is no longer in effect.
If a Civil War is in effect and an Allied faction rolled this event: The Allied faction named on the Republican Support marker must select a Nationalist Territory or Capital marker and flip it to its other side. The Nationalist Capital marker cannot be flipped unless it is the only Nationalist marker remaining.
If all Territory and Capital markers in a Civil War Country are now on their Republican sides: remove all Civil War markers except the Republican Capital and Republican Support markers. The Allied faction named on the Republican Support marker may then select an Area Table and roll on it. If the result is a Neutral Minor Country, apply Influence (19.19) to it. The Civil War is no longer in effect.
19.6 Country Joins Axis
If the Neutral Minor Country does not contain a Neutrality marker, Allied Influence marker, or Republican Capital marker: Activate it as an Axis Minor Country (13.7).
If the Neutral Minor Country does contain a Neutrality marker, Allied Influence marker, or Republican Capital marker: Remove one Neutrality, Influence, or Republican Capital marker from the Neutral Minor Country.
Clarification: It will take multiple "hits" to bring a country with a Neutrality, Allied Influence, or Republican Capital marker in on the Axis side.
Example: The Axis faction plays card 28a Treaty and selects Yugoslavia, which contains a Western Influence marker. The result is Country Joins Axis. Because of the Influence marker, Yugoslavia is not activated as an Axis Minor Country, but the Influence marker is removed.
19.7 Country Resists
If the Axis faction received this event, and:
- Pre-War is in effect: Determine the Neutral Minor Country's alignment (13.5), then determine its Posture (13.6).
- If the Neutral Minor Country's Posture is Locarno or Cordon: the Axis faction must roll on the International Crisis Table. ▲ Exceptions: If the Neutral Minor Country is the Baltic States, the Soviet faction must take all Outbreak of War counters in its TK Conditional Event Box and place them in the Delay Box. If the Neutral Minor Country is Belgium-Holland, the Western faction must take all Outbreak of War counters in its TK Conditional Event Box and place them in the Delay Box.
Clarification: Do not roll on the International Crisis Table for the Baltic States or Belgium-Holland. Pre-War is still in effect even though an Allied faction has mobilized for war.
- If the Neutral Minor Country's Posture is Guarantees, Entente, or Pact: activate it as an Allied Country and end its Policy (13.6.1.2). Limited War is now in effect (12.2). Also see "Country Activated" below.
- Limited War or Total War is in effect: Activate the Neutral Minor Country as an Allied Country after determining its alignment (13.5). If the Minor Country is found to be a PAC, end that Policy (13.6.1.2). Also see "Country Activated" below.
If the Western faction received this event, and:
- Britain is a PAC: The Western faction must eliminate 1× British armor step or 2× British infantry steps from any hex(es) on the map.
Clarification: The eliminated steps do not have to come from the same unit or hex.
- Britain is not a PAC: The Axis faction must activate the selected Neutral Minor Country as an Axis Country. Also see "Country Activated" below.
If the Soviet faction received this event, and:
- Russia is a PAC: The Soviet faction must eliminate 1× Russian armor step or 2× Russian infantry steps from any hex(es) on the map.
- Russia is not a PAC: The Axis faction must activate the selected Neutral Minor Country as an Axis Country. Also see "Country Activated" below.
Example: Russia's Posture is Pact, the Soviet Current Card is card 18 Demand Finnish Frontier and a Country Resists result occurs. The Soviet faction eliminates two infantry steps. That's the 1939 Russo-Finnish Winter War in a nutshell.
Country Activated: Set up the Minor Country per 13.7. The phasing faction receives one Blitz marker to place in its next Support Segment.
19.8 Coup Attempt
The faction that received this event must do two of the actions listed below. The same action cannot be selected twice.
- Select one friendly Major Country support unit from the Force Pool and place it in the Delay Box.
- Eliminate two friendly Major Country steps from any hex(es) on the map. If possible, the steps must be armor-type steps. The steps do not have to come from the same unit nor the same hex.
- Select one friendly Major Country HQ unit from a hex on the map and place it in the Delay Box.
Clarification: The steps are lost—you do not get to perform breakdown first.
19.9 Coup D'etat
If an Allied faction received this event: Activate the Neutral Minor Country as an Axis Country, but do not perform a Mobilization Roll for it (13.7.1).
If the Axis faction received this event: Activate the Neutral Minor Country as an Allied Country (per 13.5), but do not perform a Mobilization Roll for it.
19.10 Declare War
If an Allied faction received this event: Activate the Neutral Minor Country as an Axis Country.
If the Axis faction received this event: Activate the Neutral Minor Country as an Allied Country after determining its alignment (13.5). If the Minor Country is a PAC, end that Policy (13.6.1.2).
19.11 Delay Reduction
The faction may select one friendly unit on the Turn Track and move it one box to the left, so that it arrives sooner. The selected unit cannot be moved to the current Game Turn.
Clarification: You cannot apply Delay Reduction to a marker.
19.12 Diplomatic Settlement
Determine the resisting Neutral Minor Country's alignment (13.5). The Allied faction responsible for it may apply Influence (19.19) to one Minor Country sharing a Border with the resisting Neutral Minor Country. Then the Axis faction must perform the Ceded Land Political Event (19.3) on the resisting Neutral Minor Country.
19.13 Diplomatic Success [Area]
Select the Area Table corresponding to the Area named in the event and roll one die. If the modified result is a Neutral Country, apply Influence (19.19) to it.
19.14 Failure [Command, Supply]
There are two types of Failure Political Events: Failure (Command) and Failure (Supply). Each Failure has a marker and set of rules that limit the faction affected by them (18.12).
If an Allied faction suffers a Failure: The Axis faction places the appropriate Allied Failure marker in any hex on the map. After placing the marker, the Axis faction may take one support unit belonging to the Allied faction suffering the Failure and put it in the Delay Box. This unit can come from the Allied faction's Force Pool, a hex on the map, or the Turn Track.
If the Axis faction suffers a Failure: The Axis faction must select one of the Allied factions. That faction places the appropriate Axis Failure marker in any hex on the map. After placing the marker, that Allied faction may take one Axis support unit and put it in the Delay Box.
19.15 Free Passage
If the Neutral Minor Country does not contain a Neutrality or enemy Influence marker: Activate it as a friendly Minor Country (13.7), but place a Free Passage marker (18.13) instead of a Mobilizing marker in the country and do not perform a Mobilization Roll.
If the Neutral Minor Country does contain a Neutrality or enemy Influence marker: Remove the Neutrality or enemy Influence marker.
19.16 Further Concessions
If the selected Neutral Minor Country is Baltic States, Finland, Poland, Rumania, or Turkey, and that Neutral Country has not yet ceded a Region to Russia: Place the Russian Ceded Land marker associated with that Country in the Ceded Lands Box.
- Baltic States: Baltic States or Northern Baltics (see 13.8.1.2)
- Finland: Finnish Frontier
- Poland: Eastern Poland
- Rumania: Bessarabia
- Turkey: Turkish Frontier
If the Minor Country ceding the land contains a Neutrality or Allied Influence marker, remove that marker. If the Minor Country ceding the land does not contain a Neutrality or Influence marker, place an Axis Influence marker in the Minor Country.
If the selected Neutral Minor Country is Finland, Poland, or Rumania, and that Minor Country has ceded a Region to Russia: The entire Minor Country becomes a Russian Dependent and is removed from play (see 13.8.1.3). Flip the Russian Ceded Land marker associated with that Country over in the Ceded Lands Box to its back side.
The Soviet faction may take one Detachment marker from its Force Pool and place it in any Port or City hex in the Ceded Land.
If the selected Neutral Minor Country is Turkey, and Turkey has ceded a Region to Russia: Place the Russian Turkish Straits marker in the Ceded Lands Box (Exception: If the British Turkish Straits marker is already in the Ceded Lands Box, treat this event as No Result). The Soviet faction may take one Detachment marker from its Force Pool and place it in Istanbul (e2508).
If Turkey contains a Neutrality or Allied Influence marker, remove that marker. If Turkey does not contain a Neutrality or Influence marker, place an Axis Influence marker in Ankara (e2412).
If the selected Neutral Minor Country is any other Country: The Soviet faction may change this event to Influence (19.19) and apply it to the selected Neutral Minor Country. ® Exception: If the selected Neutral Minor Country is Armenia, Austria-Hungary, Azerbaijan, Byelorussia, Caucasus, Crimea, Donbass, Sweden, or Ukraine see ®7.2.
19.17 Germany Supports Nationalists
Regardless of which faction received this event, the Axis faction may do one of the following:
- Civil War Offensive: Roll on the Civil War Table, but only if there is a Civil War Country.
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- East Africa Offensive: If the East Africa Optional Rule (+17.6) is in effect and an East Africa marker is on the Turn Track, move that marker one Turn Box to the right (so that it comes off the track one turn later).
- Nationalist Recruitment: Receive and place one German colonial or Axis Minor Country replacement step.
- Nationalist Warfare: Select one hex on the map containing any of the following units or markers:
- An Allied Detachment or Logistics marker, but not one alone in an Island hex.
- An Allied colonial unit.
- An Allied Minor Country unit.
- An Allied multi-national unit that has an Allied Minor Country unit in its Holding Box.
The Allied faction must remove a Detachment or Logistics marker, or eliminate one colonial or Minor Country step, from the selected hex. Where a choice exists, a step must be eliminated before removing a marker (4.2.6.2).
Clarification: You may select an Island hex that contains both a Detachment or Logistics marker and an Allied colonial or Minor Country unit. If the Island hex contains only a Detachment or Logistics marker, you cannot select it.
® Reminder: If you are playing with DoD, the Axis has an additional option with this Political Event (®7.3).
19.18 Gradual Decline
The Axis faction must do all of the following:
Step 1: Apply Influence (19.19) to one Minor Country sharing a Border with the resisting Neutral Minor Country.
Design Note: A neighboring country responds favorably to Hitler's promises of land from the declining minor.
Step 2: ▲ roll one die (no DRM), then place the Ceded Land marker associated with the resisting Minor Country that many Seasonal Turns ahead on the Turn Track.
Step 3: Activate the Minor Country as an Allied country per 13.7.1, but do not perform a Mobilization Roll for it and do not end its Policy. Pre-War remains in effect.
Clarification: See 18.7 for what happens when the Ceded Land marker comes out of the Delay Box.
Example: The Axis faction reveals card 12 Demand Czechoslovakia in its Aug–Sept 1938 turn and gets this result. It applies Influence to Hungary, a Neutral Minor Country that shares a border with Czechoslovakia. Then it rolls a 2 on an unmodified die for the Czech Ceded Land marker—that means the marker is placed in the Mar–Apr 1939 Seasonal Turn box.
Design Note: This is the historical result of the Munich Crisis.
19.19 Influence
The faction that received this event may do one of the following:
- Active Involvement: Activate the selected Neutral Minor Country as a friendly Minor Country. To choose this option, there must be a friendly Influence marker in the Country. Exceptions: If Pre-War is in effect, a Neutral Minor Country with a Posture of Locarno or Cordon cannot be activated as an Allied Minor Country. This option cannot be chosen if there is an enemy Capital marker in the Minor Country.
Clarification: The Locarno or Cordon Postures would not prevent a Minor Country from activating as an Axis Minor Country.
Example: Limited War is in effect, Rumania has a Soviet Influence marker in it, and the Soviet faction received an Influence result. It can activate Rumania as a Soviet Country. If the Axis or Western faction received the Influence event here, it could either remove the Soviet marker, or treat it as a No Result and do nothing.
- Diplomatic Shift: Place a friendly Influence marker in the selected Neutral Minor Country. This option cannot be chosen if there is a Neutrality, enemy Influence, or enemy Civil War Capital marker in the country.
- Diplomatic Split: Remove a Neutrality or enemy Influence marker from the selected Neutral Minor Country.
- Reconstruction: Remove the Civil War Capital and Republican Support markers from the selected Neutral Minor Country. This option cannot be chosen if a Civil War is in effect.
- Wider Involvement: Remove a Free Passage or No Occupation marker from the selected Friendly Minor Country.
19.20 Mandated Offensive
The phasing faction must do one of the following:
- Immediately conduct one attack that includes a friendly armor-type unit. Although this attack takes place in the Political Events Segment, follow the Regular Combat Segment rules to resolve it.
- Eliminate one friendly armor-type step from any unit in a hex on the map.
Design Note: Refusal to follow orders results in a purge of the ranks.
19.21 Military Aid
The phasing faction may do one of the following:
- Receive one Minor Country step unit and place it as a replacement (1.3.4).
- Receive one colonial step unit and place it as a replacement.
- Turn this event into a Delay Reduction (19.11) Political Event and resolve it immediately.
19.22 Military Defeat
The Axis faction must eliminate 1× German armor step or 2× German infantry steps from any hexes on the map.
After the steps are removed, the Axis faction must take any Outbreak of War counters it has in its TK Conditional Event Box and place those pieces in the Delay Box.
Clarification: The eliminated steps don't have to come from the same unit or the same hex. Pre-War is still in effect even though the Axis faction has mobilized for war. Unlike Military Victory (19.24), here the Allied factions remain complacent after the German defeat.
Design Note: The German step losses for this event (and Military Victory) are always the same, regardless of whether the resisting minor is a defenseless pushover like Austria or a tough nut like Switzerland. The step losses here don't necessarily represent battlefield casualties only. The losses might also represent demilitarization after a short war or the results of a coup attempt against Hitler.
19.23 Military Takeover
The Axis faction must do both of the following:
- Place a Military Takeover marker (18.20) in the Strategic Warfare Box.
- If a Posture Box contains a Truce marker, the Axis faction may increase or reduce it by one level (13.6.2.3). Each Posture Box is treated separately, and the Axis faction may independently affect all such Posture Boxes. Then place a Negotiation marker in every Posture Box that does not already contain a Truce marker.
Design Note: The new German government opens peace talks with the Allied powers.
19.24 Military Victory
The Axis faction must eliminate 1× German armor step or 2× German infantry steps from any hex(es) on the map and then perform the Ceded Land Political Event (19.3).
After the steps are removed, each faction must take any Outbreak of War counters it has in its TK Conditional Event Box and place them in the Delay Box.
Clarification: Pre-War is still in effect even though all factions have mobilized for war. Unlike Military Defeat (19.22), here the Allied factions are shocked into action by the German triumph.
19.25 Minor Country Created
The Axis faction may select one Conquered Minor Country or one eligible Dependent or Region (13.8.2) with all of its City hexes and hexes containing Allied Partisan Bases under Axis control. The area selected becomes an active Axis Minor Country. For a Dependent or Region, the City identified as a Provisional Capital within its borders becomes its Capital.
Add the Minor Country's units to the Axis Force Pool, removing them from the Allied Conquered Minor Countries Box, or adding its N units or previously removed units to play as necessary.
Intern any Allied Partisan Base markers in the new Country (20.7).
If there is a German Ceded Land marker with the same name as the new Minor Country in the Ceded Lands Box, remove that marker from the game.
Example: The Ukraine German Dependent marker is in the Ceded Lands Box to note that Region has become a German Dependent. If the Axis faction applies this event to create an Axis Ukraine, the German Dependent marker would be removed.
If a German colonial unit specifically associated with the Minor Country (By, Don, or Uk) is on the map, Turn Track, or in the Axis Force Pool, remove that unit from the game.
Example: If the Axis creates Donbass as a Minor Country, it has to remove the Don colonial unit.
19.26 Minor Country Politics
If Pre-War or Limited War is in effect: The faction that received this event must select an Area Table and roll one die. If the result yields a Minor Country or Dependent, check the following.
- If the result is a Neutral Minor Country: Regardless of which faction triggered this event, the Axis faction may treat this as a No Result or select the Neutral Minor Country and roll on the Diplomatic Incident Table.
Design Note: Be careful as this option can burst into flames!
- If the result is an Active Axis Minor Country: The Axis faction must select one Neutral Minor Country that shares a Border with the Axis Minor Country or one of its Dependents, and activate the selected Country as an Allied Minor Country.
Design Note: The Axis Minor Country starts a war to fulfill its own aggressive designs.
- If the result is an Active Soviet Minor Country: The Soviet faction must select one Neutral Minor Country that shares a Border with the Soviet Country or one of its Dependents, and activate the selected Country as an Axis Minor Country.
- If the result is an Active Western Minor Country: The Western faction must eliminate one step from any Western ground unit within that Minor Country.
- If the result is a Conquered Minor Country or Dependent: The Axis faction must eliminate one step from any Axis ground unit within that Country or Dependent.
Design Note: Partisan uprisings occur within the occupied nation.
If Total War is in effect: The faction that received this event must select an Area Table and roll one die. If the result yields a Minor Country or Dependent, check the following.
- If the result is an Active Minor Country: the faction aligned with that Minor Country must eliminate two of the Minor Country's steps from any hex(es) on the map. The eliminated steps do not have to come from the same unit or the same hex.
Design Note: The war-weary Minor Country withdraws troops from the field.
- If the result is a Conquered Minor Country or Dependent: the Axis faction must eliminate one step from any Axis ground unit within that Country or Dependent.
- If the result is a Neutral Minor Country: Treat this as No Result.
France/Vichy: If this event is rolled on the Western Area Table, apply the event to whichever country is in play.
Reminder: If you roll a Minor Country that doesn't exist anymore, such as Austria after it has been ceded to Germany, treat this event as No Result.
Design Note: As you can see, the Minor Country Politics event can cause some nasty surprises. Be sure to leave a few units in your rear areas to guard against such unpleasantness.
19.27 Neutrality
The faction that received this event must do one of the following:
- If the selected Neutral Minor Country contains an Influence marker, remove it.
- If the selected Neutral Minor Country does not contain an Influence or Neutrality marker, place a Neutrality marker (18.23) in that Minor Country.
19.28 Neutrals Pressured
The faction that received this event must do one of the following:
- Minor Country Politics: Turn this event into a Minor Country Politics Political Event (19.26). Resolve this new event now.
- Neutrality Discussions: Place a friendly Influence marker (18.14) in one Neutral Minor Country, or remove a Neutrality or enemy Influence marker from one Neutral Minor Country.
- Pressure the US: If the US is a PAC and the Lend-Lease marker is in an Allied Conditional Events Box, place that marker in the Delay Box.
- Reassess Policy: If the VP marker reads Axis Tide, select a friendly Posture Box and end a Policy (13.6.1.2). The ended Policy markers are replaced with Reassess Policy Truce markers. Exceptions: The Isolationism and Ostland Accord Policies cannot be ended.
Clarification: Soviet Posture Boxes are not friendly to the Western faction, and Western Posture Boxes are not friendly to the Soviet faction.
- Reconstruction: Select a Neutral Minor Country with a Civil War Capital marker in it. If a Civil War is not in effect, remove the Capital and Republican Support markers from the game.
- Vichy Fleet Activated: If Vichy is a Neutral Minor Country and the French Surface Fleet unit has not already been removed from the game, select that unit and place it in the Delay Box. When this counter is removed from the Turn Track, it is placed in the Axis Force Pool. § If using SK, consult §10.6 as well.
Design Note: This event means the Axis has seized French naval assets for its own use.
- Vichy Fleet Attacked: If Vichy is a Neutral Minor Country and the Axis faction has not already taken control of the French Surface Fleet unit, remove that unit from the game. § If using SK, consult §10.6 as well.
Design Note: This event means the Royal Navy has attacked French naval assets to prevent their use.
- Wider Involvement: Select one friendly Minor Country with a Free Passage marker in its Capital and remove that marker.
19.29 No Pasaran!
The faction that rolled this event must do one of the following:
- Eliminate one step from a friendly ground unit in any hex.
- Turn this event into a Civil War Defeat Political Event (19.4) and resolve it immediately.
19.30 Pacific Commitment
The way this event is performed differs depending on whether you are playing TK or AE.
*§ If using SK in a standalone TK game, consult §10.8 as well.
*19.30.1 Pacific Commitment in TK
If the Pacific War Status of the Allied faction performing this event is No War: That faction may select one friendly unit from the Pacific Holding Box and place it in the Delay Box.
If the Pacific War Status of the Allied faction performing this event is Limited War or Total War: Roll one die (no DRM).
- 1–3: The Allied faction must select one friendly support unit in a hex or Naval Zone Box on the map, in the Delay Box, or in its Force Pool, and then place that unit in the Pacific Holding Box. Exceptions:
- If the faction's Pacific War Status is Limited War and there is already a friendly support unit in the Pacific Holding Box, the faction may treat this result as No Result.
- If the faction's Pacific War Status is Total War and there are two friendly support units in the Pacific Holding Box, the faction may treat this result as No Result.
- 4–6: The Allied faction may select one friendly support unit from the Pacific Holding Box and place it in the Delay Box.
Design Note: Events overseas may require that you send units to the Pacific, or allow you to return units from that theater back to Europe.
©19.30.2 Pacific Commitment in AE
The Allied faction performing this event may select one support unit in its TK Force Pool and place it in the Delay Box on the DS map.
Exceptions:
- A support unit belonging to a Major Country with an LOC Damaged marker in the DS Strategic Warfare Box cannot be selected.
- § A Scratch Defense Fleet support unit cannot be selected.
Example: To transfer the British Force H CV Fleet to the Pacific, take it from the TK Force Pool and place it in the Delay Box on the DS map. You could not do this if the British LOC Damaged marker is in the DS Strategic Warfare Box.
19.31 Political Option
The faction that received this event may do one of the following:
- Aid to Civil War Country: Turn this event into a Civil War Defeat (19.4) or Civil War Victory (19.5) Political Event. Resolve the new event immediately.
Clarification: Either Allied faction may select this option, even one not currently named on the Republican Support marker.
- Attack!: Place one Blitz marker in its next Support Segment.
- Declare War: Select one Neutral Minor Country and activate it. If an Allied faction picks this option, the Minor Country activates as an Axis Country. If the Axis faction picks this option, the Minor Country activates as an Allied Country. See 13.5 to determine which Allied faction is responsible for the Country.
Clarification: This choice may end a Policy (13.6.1.2); it is considered to be a "voluntary" ending of that Policy.
- Eastern Peace Talks: Increase or reduce a Truce marker in any one Soviet Posture Box by one level (13.6.2.3). Then, place Negotiation markers in all Soviet Posture Boxes that do not already have a Truce or Policy marker. Important: The Western faction cannot select this event.
-
- Intelligence Breakthrough: Draw one FoW card for your side on this map, or force the other side to discard a random, unplayed FoW card. Important: This option can only be selected if the Fortunes of War optional rule (+15) is in effect.
- Military Failure: Cause another faction to suffer a Failure (19.14). The faction picking this option decides the faction and type of Failure.
- Neutrals Consider Options: Select one Neutral Minor Country and apply the Influence Political Event (19.19) to it.
-
- Separate Peace: Declare a Separate Peace to be in effect (+14.2). Important: This option can only be selected if Total War is in effect and players have agreed to use the Separate Peace optional rule (+14). © In AE, Total War must be in effect on both maps.
- War with Russia: Select a Policy marker in Russia's Posture Box and end that Policy (13.6.1.2). Important: The Western faction cannot select this option. The Ostland Accord Policy cannot be ended by this option.
- War with the West: Select a Policy marker in Britain's or France's Posture Boxes and end that Policy (13.6.1.2). Important: The Soviet faction cannot select this option.
Clarification: Remember when you end a Policy, you remove all of that Policy's markers that are in Posture boxes. If you apply this event to Britain, and Britain and France have the same Policy, then the event applies to both countries.
- Western Peace Talks: Increase or reduce a Truce marker in any one Western Posture Box by one level (13.6.2.3). Then, place Negotiation markers in all Western Posture Boxes that do not already have a Truce or Policy marker. Important: The Soviet faction cannot select this event.
- Wider Involvement: Select one friendly Minor Country with a Free Passage marker in its Capital and remove that marker.
19.32 Production Success [Type]
The first time this event occurs: Place the Production Directive card's associated unit in the Delay Box.
- Card 45: Helicopter [2F]
- Card 46: Interceptor [Reich]
- Card 47: Surface Fleet [KM]
- Card 48: Sub Fleet [Type XXI]
- Card 49: Bomber [Ost]
§ If using SK, consult §10.9 as well.
The second time this event occurs: Place the Production Directive card's associated marker in the Delay Box.
- Card 45: Airmobile Doctrine (18.2)
- Card 46: Jet Fighters Production (18.16)
- Card 47: Surface Raiders (18.34)
- Card 48: Type XXI U-boat Production (18.36)
- Card 49: Ural Bomber Production (18.37)
Design Note: First you get the prototypes, then comes mass production.
19.33 Project Success: A-bomb
If the Axis faction received this event: The Axis faction may place one Atomic Devastation marker in a Land hex that is within three hexes of a German Air Base. The hex cannot be in a Neutral Minor Country or contain a unit belonging to an Allied PAC or TAC. This placement cannot be contested.
If the Western faction received this event: If the US is not a TAC, the Western faction may place one Atomic Devastation marker in any Land hex within nine hexes of a US Air Base. The hex cannot be in a Neutral Minor Country. This placement cannot be contested.
Placing Atomic Devastation markers: When placing an Atomic Devastation marker, the placing faction may select one enemy ground unit (regardless of size), Detachment, or Logistics marker in the placement hex and eliminate it. A counter with a Delay Stripe is placed in the Delay Box; a counter without a Delay Stripe is returned to its Force Pool.
19.34 Provincial Independence
If a City in a Civil War Country's Breakaway Region (per the scenario setup ® or DoD Creation Event) contains a Republican Territory marker, that Breakaway Region becomes a separate Neutral Minor Country. If there is more than one eligible Breakaway Region, the Western faction chooses one of them to become independent.
Remove the Republican Territory marker from the Breakaway Region's City, and replace it with the new Country's Flag marker (on the back of its 0-1-2 Res unit) as a reminder of its existence. The new Minor Country is no longer part of the Civil War Country. Set aside its N units for future play.
19.35 Republican Infighting
If an Allied faction received this event: The Allied faction must do one of the following:
- Treat this event as a Civil War Defeat Political Event (19.4) and resolve it immediately.
- Flip the Republican Support marker to its other side.
If the Axis faction received this event: The Axis faction must do one of the following:
- Treat this event as a Civil War Victory Political Event (19.5) and resolve it immediately.
- Flip the Republican Support marker to its other side.
19.36 Special Weapons Success
The Axis faction may do one of the following:
- Select one Allied support unit and place it in the Delay Box.
- Select one hex containing an Allied ground unit and eliminate one step from that hex. The selected step may belong to a multi-step unit (4.2.6.2). If the step is in a Holding Box, the associated multi-national unit must perform an Emergency Breakdown (2.3.4).
- Select a played Production Directive card (cards 44–49) and apply one Production Success (19.32) or Project Success (19.33) Political Event.
Clarification: You cannot select a Production Directive card that was removed without being played, nor can you select a card that is your Current Option Card. This event gives you a "second chance" to pick up a support unit or marker you missed when you first played the card. Remember to take support units and markers in their proper order—unit first, marker second. The counter mix is a limit for how many Special Weapons Success results you can apply. For example, you cannot take more than three A-bomb markers.
19.37 Successful Ultimatum [Country]
The Allied faction that received this event may do one of the following:
- Attack!: Place one Blitz marker in its next Support Segment.
- Declare War: Select one Neutral Minor Country and activate it as an Axis Country.
- End a Policy: End the Policy (13.6.1.2) in the Posture Box of the Country named on the card. Exception: The Ostland Accord Policy cannot be ended.
Clarification: Remember—when you end a Policy, you remove all of that Policy's markers in any Posture boxes. If you get a Successful Ultimatum: Britain result, and Britain and France have the same Policy, this event applies to both countries.
19.38 Successful Improvements
The faction that rolled this event may select a Partnership Country counter not in play and place it in the Delay Box. § If using SK, see §10.11 as well. ® If using DoD, see ®7.5.
Clarification: This is how you get the Partnership Country's support unit and War Economy marker in the game.
France or Italy: If one of these countries is the Partnership Country, instead of placing its War Economy +1 marker (which should already be in the Strategic Warfare Box) in the Delay Box, the faction may flip its War Economy to its +2 side and leave it in the Strategic Warfare Box.
19.39 The Bell Tolls for Thee
The faction that rolled this event must do one of the following:
- Eliminate one step from a friendly ground unit in any hex. Then immediately perform the Civil War Victory Political Event (19.5).
- Treat this event as No Result.
19.40 Volkssturm
The Axis faction may immediately receive 1× German 0-2-2 VG infantry unit or 1× German colonial unit and place it as a replacement.
20. Conditional Events
20.1 Axis Permanent Conditional Events
Check the following in the order listed, before performing any Conditional Event on the Axis Current Card.
20.1.1 Allied Minor Country Conquest
® If you are playing with DoD: Skip this event; see ®8 instead.
Otherwise: If Axis ground units, Detachment markers, or Logistics markers occupy all City and Partisan Base hexes in an active Allied Minor Country, that Country is conquered. It remains an Allied Country aligned with its owning faction, but its status is now a Conquered Minor Country. Exceptions: France and Vichy are special cases; see below.
A Minor Country can be conquered any number of times.
For the Minor Country that is conquered, immediately do the following:
Step 1: Remove all of the Conquered Minor Country's support units, fortress units, Partnership (P) units, War Economy markers, and Convoy markers from the game.
Step 2: Remove all of its remaining counters and place them in the Conquered Minor Countries Box of the Allied faction's Force Pool.
Step 3: If the Country has an associated British 1-2-2 colonial unit in the Western Conquered Minor Countries Box, place that unit in the Delay Box.
Design Note: These Countries are France, Italy, Poland, Spain, Sweden and Turkey. These units represent "free" forces in exile that fight on after the minor's government surrenders.
Step 4: If the Axis faction has played (at any time) a Demand card naming a Region belonging to the Minor Country being conquered, that Region is ceded to Germany. Mark the change in ownership by placing or removing the appropriate marker in the Ceded Lands Box.
Example: After playing card 15, Demand Polish Corridor, the Axis faction conquers Poland, a Western Minor Country. The players place the British 1-2-2 Pol colonial unit in the Delay Box, all Polish units in the Western Conquered Minor Countries Box, and the German Polish Corridor Ceded Land marker in the Ceded Lands Box. The Polish Corridor is now part of Germany.
France: If Axis ground units occupy all Cities in France, immediately do the following:
Step 1: Remove from play all French counters without a V on their Reinforcement Code from the game except for the Syria French Dependent marker.
Step 2: Remove all French V counters from the map.
France—hereafter referred to as Vichy—remains aligned to its current faction. That faction must place 3× French 0-1-2 colonial infantry units on the map. Each colonial unit must be placed in a City or Port hex (not containing an enemy unit, Detachment, or Logistics marker) in a French Dependent, no more than one per hex. If there is no place to put a particular unit, place it in the Allied Force Pool.
Clarification: Corsica is not a French Dependent (it's part of France), so you can't place an infantry unit there.
Step 3: Place all remaining French V counters in the Delay Box.
Step 4: Place the British 1-2-2 Fra colonial unit in the Delay Box.
Step 5: Place the German Alsace-Lorraine Ceded Land marker in the Ceded Lands Box.
Clarification: Basically, France can't be conquered. When this event is applied, it fights on as a greatly reduced Allied nation. Syria and French North Africa remain French Dependents.
Vichy: Vichy is not subject to this conditional event; it cannot be conquered.
20.1.2 Axis Minor Country Occupation
® If you are playing with DoD: Skip this event; see ®8 instead.
Otherwise: If an Axis Minor Country or any of its Dependents contains a German multi-step ground unit or any ground unit belonging to a different Axis Country, it is considered under Occupation. A country can be under Occupation any number of times throughout the game.
Exceptions:
- One-step Exp units, regardless of nationality, do not cause Occupation.
- An Axis multi-national unit does not cause Occupation if the Minor Country unit in that multi-national unit's Holding Box would be considered to be in its own Country or Dependent.
Example: The Axis Med HQ unit Holding Box contains an Italian infantry unit, so the Med HQ does not cause the occupation of Italy. It would do so for other Axis Minor Countries.
- An Axis Minor Country that contains a No Occupation marker (18.24) is not subject to Occupation.
Effects: If an Axis Minor Country is under Occupation, the Axis faction must do one of the following:
- Perform an Emergency Breakdown of all units in that Country causing Occupation (2.3.4). This option can only be selected if the Minor Country would no longer be under Occupation after performing all breakdowns.
- Intern all units in that Country causing Occupation (20.7). This option can only be selected if the units can trace an overland supply line (10.2.1) at the moment of internment.
- Remove all units belonging to the Minor Country under Occupation. Place those units with a Delay Stripe in the Delay Box; place all others in the Axis Force Pool.
Design Note: This simulates the political costs of imposing foreign forces on Germany's allies. Note that Occupied Minor Countries remain Axis allies—albeit unhappy ones.
20.1.3 Internment
Check to see if any units belonging to any faction are currently in territory that forces their internment. See 20.7.
20.2 Axis Option Card Conditional Events
These events are performed after all Axis Permanent Conditional Events are checked.
20.2.1 Case Yellow
This event can occur only once per game.
The Axis faction selects one active Allied Minor Country. If a supplied German ground unit occupies the Capital or any three City hexes within the selected Country, then that Country is immediately Conquered and the following steps are performed. Exception: France is a special case, see below.
Step 1: Remove all of the conquered Minor Country's support units, fortress units, Partnership (P) units, War Economy markers, and Convoy markers from the game.
Step 2: Remove all of its remaining counters and place them in the Conquered Minor Countries Box of the Allied faction's Force Pool.
Step 3: If the selected Country has an associated British 1-2-2 colonial unit in the Western Conquered Minor Countries Box, place that unit in the Delay Box.
Step 4: If there is a Ceded Land marker in the Axis Force Pool corresponding to an area within the selected Country, place the marker in the Ceded Lands Box.
Step 5: If a German ground unit occupies the selected Country's Capital, the Axis faction may select one Neutral or Friendly Minor Country that shares a border with the Country and apply Influence (19.19) to it.
France: This event cannot be applied to France if it has already been conquered or liberated. Otherwise, if a supplied German ground unit occupies Paris (w3516) or any three City hexes within France, then do the following:
- Clarification: If you're playing with the Alternate Vichy optional rule, use the step checklist in +17.8 instead of this one.
Step 1: Remove all French units and markers without a V on their Reinforcement Code from the game. Set aside all remaining French V counters.
Step 2: Place the British 1-2-2 Fra colonial unit in the Delay Box.
Step 3: Place the German Alsace-Lorraine and Northern France Ceded Land markers in the Ceded Lands Box. Intern all Allied counters in Northern France and Alsace-Lorraine.
Step 4: Syria is created as a Neutral Minor Country. Remove the Syria French Dependent marker from the Ceded Lands Box and intern all counters in Syria.
Step 5: Vichy is created as a Neutral Minor Country (13.8.5.1). Intern all counters in Vichy territory.
Step 6: If a German ground unit occupies Paris (w3516), the Axis faction may select one Neutral or Friendly Minor Country that shares a border with Northern France or Vichy and apply Influence (19.19) to it.
Clarification: The Axis faction may select a just-created neutral Vichy.
© Step 7: Place the France Defeated marker in the DS Strategic Warfare Box. Remove all non-F French units in play in DS.
20.2.2 Ostland Accord
Design Note: This event represents a hypothetical conditional surrender by Russia to temporarily end hostilities with Germany.
This event can occur only once per game. Immediately do the following:
Step 1: Place the Ostland Accord Policy marker in Russia's Posture Box.
Step 2: Remove all Russian Ceded Land markers from the Ceded Lands Box; those Regions are returned to their original Countries. If the Baltic States, Finland, Poland, or Rumania is recreated as a result, that Country becomes an Axis Minor Country; place its units in the Axis Force Pool.
Step 3: If there is a supplied German ground unit in the Soviet Strategic Hex listed below, the associated Region becomes a German Dependent. Place the appropriate German Region markers in the Ceded Lands Box.
- Baku (e2825): Caucasus
- Kiev (e3609): Ukraine
- Minsk (e3906): Byelorussia
- Rostov (e3315): Donbass
- Sevastopol (e2912): Crimea
Example: The Axis faction has German ground units in Minsk, Kiev, and Rostov. That means Byelorussia, Ukraine and Donbass all become German Dependents.
Step 4: Intern all Axis units and markers in Russia.
Clarification: Do not intern those units inside a German Dependent created in Step 3 above.
Step 5: Perform an Emergency Breakdown (2.3.4) on any Soviet multi-national units on the map.
Step 6: Remove all Russian units and markers from the map. Units and markers with a Delay Stripe go in the Delay Box; those without a Stripe are placed in the Soviet Force Pool.
Step 7: The Soviet faction may select 10× Russian one-step infantry units from the Soviet Force Pool and place them anywhere in Russia.
Step 8: Intern all Allied and Axis Minor Country units and markers that are in a German Dependent created in Step 3 above.
Exception: Axis Exp Minor Country units are not interned.
Step 9: Place the Enforced Peace marker (18.11) one year ahead on the Turn Track.
Example: If the Ostland Accord is imposed during the July–Aug 1940 Turn, you place the Enforced Peace marker in the July–Aug 1941 Turn Box.
Step 10: The Axis faction may select one Neutral or Friendly Minor Country that shares a Border with Russia or a German Dependent created in Step 3 above and apply Influence (19.19) to it.
Step 11: The Soviet faction must remove all Production Directorate cards (41–44) from its TK deck. © Remove those same cards (36–39) from the Soviet deck in DS as well.
© Step 12: Place the Russia Defeated marker in the DS Strategic Warfare Box. Then count the number of Russian steps on the DS map. If there are more than 15, the Soviet faction must eliminate enough steps to bring the total down to 15.
20.3 Western Permanent Conditional Events
Check the following in the order listed, before performing any Conditional Event on the Western Current Card.
20.3.1 Conquered Western Minor Country Reactivation
® If you are playing with DoD: Skip this event; see ®8 instead.
Otherwise: The Western faction may reactivate a Conquered Western Minor Country if that Country's Capital hex does not contain an enemy unit, Detachment, or Logistics marker.
The Western faction may also reactivate a Conquered Allied Minor Country if that Country contains a Western Partisan Base marker and there is not an enemy unit, Detachment, or Logistics marker in the same hex. If the Conquered Allied Minor Country belongs to the Soviet faction, the Western faction immediately takes control of the Minor Country.
A Minor Country can be reactivated any number of times in a game. Also, any number of Minor Countries can be reactivated in a single turn.
For the Minor Country that is reactivated, immediately do the following.
Step 1: Place its 0-1-2 Res infantry unit on the Country's unoccupied Capital or Partisan Base marker.
Step 2: Remove all of its remaining units from the Western (or Soviet) Conquered Minor Countries Box. Place those units without a Delay Stripe in the Western Force Pool. Place units with a Delay Stripe in the Delay Box.
Reactivation Restriction: A Minor Country cannot be reactivated as a Western Minor if there is a Policy marker in its corresponding Posture Box.
20.3.2 Axis or Soviet Minor Country Liberation
® If you are playing with DoD: Skip this event; see ®8 instead.
Otherwise: If Western ground units occupy all Capital, City, and Partisan Base hexes of an Axis or Soviet Minor Country, that country is liberated. A country can be liberated any number of times.
For the country that is liberated, immediately do the following. Exception: Vichy is a special case, see below.
Step 1: Remove all of the liberated Minor Country's support units, fortress units, Partnership (P) units, War Economy markers, and Convoy markers from the game.
Step 2: Remove all of its remaining counters. Place those counters with a Delay Stripe in the Delay Box. Place counters without a Delay Stripe in the Western Force Pool. The Country becomes a Western Minor Country.
Step 3: If there is an Axis Free Passage marker (18.13) in the Minor Country, replace it with an Allied Free Passage marker.
Step 4: If the Western faction has played (at any time) a Demand card naming a Region belonging to the Minor Country being liberated, that Region becomes a British Dependent. Mark the change in ownership by placing the appropriate marker in the Ceded Lands Box.
Step 5: If the Country has an associated British 1-2-2 colonial unit in the Western Conquered Minor Countries Box, place that unit in the Delay Box.
Vichy: If Western ground units occupy all City hexes in Axis or Soviet Vichy:
Step 1: Remove the French Surface Fleet unit and Convoy marker from the game.
Step 2: Remove all remaining French counters. Place those V counters with a Delay Stripe in the Delay Box. Place V counters without a Delay Stripe in the Western Force Pool. Vichy becomes a Western Minor Country.
Step 3: If there is an Axis Free Passage marker (18.13) in Vichy, replace it with an Allied Free Passage marker.
20.3.3 Their Finest Hour
This event can occur only once per game.
If Total War is in effect, or an Axis unit is in a hex in Britain, a British Dependent, France, or Belgium-Holland, take the Their Finest Hour counters in its Conditional Events Box and place them in the Delay Box.
20.3.4 Paris Threatened
This event can occur only once per game.
If Total War is in effect, or an Axis unit is in a hex in France, a French Dependent, Britain, Belgium-Holland, Italy, or Spain, take the Paris Threatened units in its Conditional Events Box and place them in the Delay Box.
20.3.5 Reduced US Impact
If Axis ground units occupy all three of the following hexes, place the Reduced US Impact marker in the Strategic Warfare Box: London (w3916), Oslo (w4624), and Paris (w3516).
If Axis ground units occupy less than three of these hexes and the Reduced US Impact marker is in the Strategic Warfare Box: remove it and set it aside for possible future use.
Clarification: The three hexes are marked on the map with small white stars to remind you of their importance.
Design Note: Without bases in Western Europe, American influence would have been seriously diminished.
20.3.6 France Rises
Ignore this event if the Axis Current Card is card 22a Case Yellow. Otherwise, check each condition below separately, in order:
- If Northern France (+ or Southern France) is a German Dependent and there is a City in that Dependent that does not contain a German unit, Detachment, or Logistics marker: The Western faction may select a Neutral Vichy and activate it as a Western Minor Country.
- If Vichy is an Active Minor Country: The Western faction must remove the Axis Northern France (+ or Southern France) marker from the Ceded Lands Box.
20.3.7 Lend-Lease to France
The Western faction must perform these steps in order:
Step 1: If the Western Lend-Lease marker is in an Allied Conditional Events box, the Western faction may place it in the Delay Box or remove it from the game.
Step 2: If the Western Lend-Lease marker is in the Western Conditional Events Box and France (not Vichy) is an Active Western Minor Country with a Posture of War, the Western faction may roll on the Lend-Lease Table. Any steps received from the Table must be taken as French steps and placed per Placing Replacements (1.3.4).
20.3.8 Internment
Check to see if any units belonging to any faction are currently in territory that forces their internment. See 20.7.
20.4 Western Option Card Conditional Events
These events are performed after all Western Permanent Conditional Events are checked.
20.4.1 French Liberation
This event can occur only once per game.
If Vichy or ®France is an Axis or Soviet Country, do the following:
Step 1: Remove the French Surface Fleet unit and Convoy marker from the game.
Step 2: Remove all remaining French counters. Place those V counters with a Delay Stripe in the Delay Box. Place V counters without a Delay Stripe in the Western Force Pool. Vichy becomes a Western Minor Country.
20.4.2 Operation Avalanche
This event can occur only once per game.
The Western faction selects one Axis or Soviet Minor Country. If a supplied US ground unit occupies a City within the selected Country, do the following:
Step 1: Remove all of the selected Country's support units, fortress units, Partnership (P) units, War Economy markers, and Convoy markers from the game.
Step 2: Remove all of the selected Country's remaining counters. Place those with a Delay Stripe in the Delay Box. Place those without a Delay Stripe in its faction's Force Pool. The Minor Country remains aligned to its current faction.
Step 3: If the selected Country has an associated British 1-2-2 colonial unit in the Western Conquered Minor Countries Box, place that unit in the Delay Box.
Step 4: If the selected Minor Country is an Axis Country, place a No Occupation marker in its Capital (18.24).
20.5 Soviet Permanent Conditional Events
Check the following in the order listed, before performing any Conditional Event on the Soviet Current Card.
20.5.1 Conquered Soviet Minor Country Reactivation
® If you are playing with DoD: Skip this event; see ®8 instead.
Otherwise: The Soviet faction may reactivate a Conquered Soviet Country if that Country's Capital hex does not contain an enemy unit, Detachment, or Logistics marker.
The Soviet faction may also reactivate a Conquered Allied Minor Country if that Country contains a Soviet Partisan Base marker and there is not an enemy unit, Detachment, or Logistics marker in the same hex. If the Conquered Allied Minor Country belongs to the Western faction, the Soviet faction immediately takes control of the Minor Country.
A Minor Country can be reactivated any number of times in a game. Also, any number of Minor Countries can be reactivated in a single turn.
For the country that is reactivated, immediately do the following.
Step 1: Place its 0-1-2 Res infantry unit on the Country's unoccupied Capital or Partisan Base marker.
Step 2: Remove all of its remaining units from the Soviet (or Western) Conquered Minor Countries Box. Place those units without a Delay Stripe in the Soviet Force Pool. Place units with a Delay Stripe in the Delay Box.
Reactivation Restriction: A Minor Country cannot be reactivated as a Soviet Minor if there is a Policy marker in its corresponding Posture Box.
20.5.2 Axis or Western Minor Country Liberation
® If you are playing with DoD: Skip this event; see ®8 instead.
Otherwise: If Soviet ground units occupy all Capital, City, and Partisan Base hexes in an Axis or Western Minor Country, that country is liberated. A country can be liberated any number of times.
For the country that is liberated, immediately do the following. Exception: France/Vichy is a special case; see below.
Step 1: Remove all of the liberated Minor Country's support units, fortress units, Partnership (P) units, War Economy markers, and Convoy markers from the game.
Step 2: Remove all of its remaining counters. Place those counters with a Delay Stripe in the Delay Box. Place counters without a Delay Stripe in the Soviet Force Pool. The Country becomes a Soviet Minor Country.
Step 3: If the Soviet faction has played (at any time) a Demand card naming a Region belonging to the Minor Country being liberated, that Region is either ceded to Russia or becomes a Russian Dependent, as indicated by the corresponding marker. Mark the change in ownership by placing that marker in the Ceded Lands Box. Exception: If Baltic States is the liberated Minor Country and Eastern Poland is not part of Russia, place the Northern Baltics Ceded to Russia and Lithuania German Dependent Ceded Land markers in the Ceded Lands Box (13.8.1.2).
Step 4: If there is an Axis Free Passage marker (18.13) in the Minor Country, replace it with an Allied Free Passage marker.
Step 5: If the Country has an associated British 1-2-2 colonial unit in the Western Conquered Minor Countries Box, place that unit in the Delay Box.
France/Vichy: If Soviet ground units occupy all Cities in Axis or Western France or Vichy:
Step 1: Remove the French Surface Fleet unit and Convoy marker from the game.
Step 2: Remove all remaining French counters. Place those V counters with a Delay Stripe in the Delay Box. Place V counters without a Delay Stripe in the Soviet Force Pool. Vichy becomes a Soviet Minor Country.
Step 3: If the British 1-2-2 Fra colonial unit is in the Western Conquered Minor Countries Box, place it in the Delay Box.
Step 4: If there is an Axis Free Passage marker (18.13) in Vichy, replace it with an Allied Free Passage marker.
20.5.3 Russian Emergency Mobilization
This event can occur only once per game.
If any of the conditions below are met, the Soviet faction must take the Emergency Mobilization units in its Conditional Events Box and place them in the Delay Box:
- Total War is in effect.
- An Axis unit is in a hex in Russia, the Baltic States, Byelorussia, Caucasus, Crimea, Donbass, or Ukraine.
- Soviet option card 4d Wartime Mobilization has been played.
20.5.4 Border Defense Check
If Russia's Posture is not Entente, Rapallo, or Pact: Ignore this event.
If Russia's Posture is Entente, Rapallo, or Pact: The Soviet faction must check each Russian Ceded Land marker in the Ceded Lands Box and make sure its Region has a sufficient Border Defense, as defined below.
If a Region's Ceded Land marker is not in the Ceded Lands Box, or if there is an enemy unit or Detachment marker in that Region, no Border Defense is necessary in that Region.
The Soviet faction may check each of its Ceded Land markers in any order it wishes, but each marker's Region must be checked.
20.5.4.1 Border Defense Requirements
- Baltic States or Northern Baltic States: Each hex that shares a Border with Germany or a German Dependent in this Region must contain two Russian ground unit steps.
Clarification: It doesn't matter whether the two steps are a pair of one-step units or a single two-step unit.
® Exception: If Baltic States does not share a Border with Germany or a German Dependent, then the Region being checked must contain four Russian ground unit steps. These steps may be in any hex(es) in the Region.
® Clarification: This exception will apply only if East Prussia has been ceded to Poland.
- Eastern Poland: Each hex that shares a Border with Germany, a German Dependent, or Poland in this Region must contain two Russian ground unit steps.
Clarification: Again, it doesn't matter whether the two steps are a pair of one-step units or a single two-step unit.
- Poland: This Region must contain twelve Russian ground unit steps when it is checked. These steps may be in any hexes in Poland that share a Border with Germany, a German Dependent or an Axis Minor Country.
- All other Ceded Land markers except for Turkish Straits: The Region being checked must contain four Russian ground unit steps. These steps may be in any hex(es) in the Region.
Clarification: The Finnish Frontier is considered all one Region, even though it is separated into two parts on the map.
If Finland, Poland, or Rumania become Russian Dependents, then the Border Defense Requirements for Finnish Frontier, Eastern Poland, or Bessarabia (respectively) no longer apply.
The Turkish Straits Region has no Border Defense Requirement if it is a Russian Dependent.
20.5.4.2 Unmet Border Defense Requirements
If these conditions are not met, the Axis faction must immediately redeploy sufficient Russian non-fortress ground unit steps from anywhere on the map to satisfy the rule. The Axis faction selects the unit or units and places them as needed to meet the Border Defense Requirements. The Axis faction may force the Soviet faction to break down any units it wishes to fulfill this event. The Axis faction cannot use this event to redeploy more steps than are necessary, nor can it redeploy Russian ground units that are necessary to fulfill a Border Defense check elsewhere.
Clarification: If the Soviet faction has insufficient Russian steps to fulfill their Border Defense requirements, there is no additional penalty.
Example: The Soviet faction checks its garrison in Bessarabia and discovers it has only three steps there. The Axis faction can select any Russian steps on the map other than those that are necessary for Border Defense elsewhere. It looks to the Eastern Poland border where the Soviet faction has unwisely left a 3-step infantry unit alone in a Border hex next to Germany. Two of those steps must stay in the hex, but the Axis faction can force the unit to break down (going to the Delay Box) and relocate one of its three steps to any hex in Bessarabia.
20.5.5 Russia Rises
Ignore this event if the Axis Current Card is card 27b Ostland Accord. Otherwise, check each condition below separately, in order:
- If a City in an Ostland Region that has become a German Dependent does not contain a German unit, Detachment, or Logistics marker: The Soviet faction may remove the Ostland Accord marker from Russia's Posture Box and change Russia's Posture to War.
- If Russia's Posture is War: The Soviet faction must remove all Axis Ostland Region markers from the Ceded Lands Box.
20.5.6 Lend-Lease to Russia
If the Western Lend-Lease marker is in the Soviet Conditional Events Box and Russia has a Posture of War, the Soviet faction may roll on the Lend-Lease Table. Any steps received from the Table must be taken as Russian steps and placed per Placing Replacements (1.3.4).
20.5.7 Internment
Check to see if any units belonging to any faction are currently in territory that forces their internment. See 20.7.
20.6 Soviet Option Card Conditional Events
These events are performed after all Soviet Permanent Conditional Events are checked.
20.7 Internment & Repatriation
Axis counters: An Axis counter is interned under any of the following conditions.
- It is in a hex in a Neutral Minor Country.
- It is in a hex belonging to a PAC that is not a Conquered Minor Country. The Axis faction may choose to not intern the unit, and instead end the Policy it is violating. A Policy ending this way during Pre-War immediately starts Limited War (12.2).
Clarification: This is considered to be an "involuntary" ending of the Policy (13.6.1.2).
- It is a Minor Country unit or multi-national unit (13.8.3) in a hex in Germany or a German Dependent. Exception: One-step Exp units are not interned.
Example: The Axis faction places the Reich Annex marker in Warsaw. At the end of his turn, he discovers he's left an Axis Hungarian unit in Krakow (e3501). Since Poland has been incorporated into Germany, the Hungarian unit must be interned.
- It is in a hex in an Axis Minor Country subject to Occupation (20.1.2.1) and the Axis faction chooses to intern the unit. The unit to be interned must be able to trace an overland supply line (10.2.1).
Allied counters: An Allied counter is interned under any of the following conditions.
- It is in a hex in a Neutral Minor Country.
- It is a PAC counter located in a hex in a Country it could not enter due to that Policy.
- It is in a hex in a German Dependent created when a Ceded Land marker is removed from the Turn Track during Pre-War (18.7) or when the Case Yellow or Ostland Accord Conditional Event is applied (20.2.1, 20.2.2).
- It is a Partisan Base marker in an active enemy Minor Country.
Internment: Interned support units, Detachment, Logistics, and Partisan Base markers are placed in the Delay Box.
Interned ground units are placed on the back of their faction's Pending Card to await Repatriation.
Internment Restrictions:
- An interned ground unit must be a one-step unit. A multi-step unit that is to be interned must first break down (2.3.4) into one-step units. If a multi-step unit cannot finish its breakdown because there are not enough one-steps units available in a Force Pool, the unavailable steps are lost.
Example: A three-step unit breaks down into a one-step unit and a two-step unit. However, the owning faction cannot break down the two-step unit because it has no one-step units left in his Force Pool. The two-step unit is eliminated and placed in the Delay Box (because it has a Delay Stripe).
- Fortress units (excluding Port-a-Fort units) cannot be interned; they are eliminated instead. Port-a-Fort units are flipped to their infantry or mech sides and placed on the back of their faction's Pending Card.
Repatriation: When a Pending Card is revealed, any ground units on its back are placed per Placing Replacements (1.3.4).
Training Scenarios
The three training scenarios are exercises designed to get you comfortable with TK's basic mechanics. For all training scenarios, the following special rules apply.
One or Two Players: The training scenarios are all designed as one- or two-player games. You can skip those parts in the Sequence of Play that correspond to unused players.
Limited Map Area: All scenarios are played on a portion of the map. Only the areas listed as Axis Countries, Western Countries, Soviet Countries, Neutral Minor Countries, Conquered Minor Countries, or Dependents in the Scenario Setup section are considered to be "in play." Areas not listed cannot be entered. Any Naval Zone that borders a Country or Dependent in play is also in play.
Pre-Selected Option Cards: Each faction's Option Cards have been entirely pre-selected—you must use only those Cards and no others.
Special Victory Conditions: The training scenarios do not use the regular TK Victory Conditions. Instead, they have their own special conditions listed in the Special Rules section.
21. Case White
Design Note: This solitaire exercise, covering Germany's invasion of Poland, will walk you through the basics of movement and combat in TK. It lasts less than a turn, and the Axis player is the only one moving. The Polish player would retreat their own units, so keep that in mind if you are playing this solitaire.
Game Length: One Axis faction turn only, starting with the Support Segment of its Initial Administrative Phase and ending with its Reserve Movement Phase
War State: Limited War
Maps Used: Both
Axis Countries: Germany (including East Prussia), Czechoslovakia
Western Countries: Poland (including Eastern Poland)
Clarification: Skip the Seasonal Phase, the Political Events Segment of the Initial Administrative Phase, and the Final Administrative Phase.
Read Before Playing:
- Introduction (including the Glossary), Game Components and Sequence of Play.
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- Zones of Control: entire section.
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- Stacking: entire section.
Read As You Play:
- 2.2.3 and 2.2.3.1 Support Unit Placement: just pay attention to the Air Force unit stuff at this time.
- 2.2.4 Blitz Marker Placement.
- 2.3 Organization Segment: focus on 2.3.1 and 2.3.4.
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- Operational Movement Phase: focus on 3.1.1 and 3.1.4; don't worry about 3.1.2, 3.1.3, or 3.2.
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- Combat Phase: entire section except 4.1.1, 4.1.3, 4.1.4, and 4.1.5.
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- Reserve Movement Phase.
21.1 Markers Setup
Turn Track:
- Aug–Sept 1939: Turn Marker
21.2 Axis Faction Setup
On Map:
- Königsberg (e4002): 1× 3-4-2 infantry [re: 3], 1× 1-2-3 infantry
- w3926: 1× 6-6-3 infantry [4], 1× 2-2-4 armor
- Berlin (w3825): 1× 2-2-3 HQ [re: Nor], 1× 3-4-2 infantry [re: 8], 1× 1-2-3 infantry
- Breslau (w3626): 1× 3-4-2 infantry army [re: 10], 1× 2-2-4 armor
- w3427: 1× 5-6-2 armor [14]
Force Pool:
- 6× 1-2-3 infantry
- 1× Air Force [1]
- 1× Blitz marker
21.3 Western Faction Setup
On Map:
- Danzig (w3927): 1× Polish 0-1-2 infantry [re: Pm]
- Posen (w3827): 1× Polish 1-2-2 infantry [Pz]
- e3803: 1× Polish 1-1-2 infantry [re: Pru]
- w3727: 1× Polish 0-1-2 infantry [re: Ld]
- Warsaw (e3702): 1× Polish 1-2-2 infantry [Mo]
- e3601: 1× Polish 1-1-2 infantry [re: Kr]
- Krakow (e3501): 1× Polish 2-2-2 infantry [Kp]
Force Pool:
- 1× Polish 0-1-2 infantry [Res]
21.4 Special Rules
Automatic Supply: All units are automatically in supply for the duration of this scenario.
Design Note: We did this to save you from having to read the Supply rules at this time. If you feel like adding them, go ahead and read section 10, but we think you'll find supply won't be a problem for the German army in this exercise.
Victory Conditions: The Axis faction wins if it controls Posen, Krakow and Warsaw at the end of the Axis Reserve Movement Phase. Otherwise the Western faction wins.
22. Barbarossa
Design Note: The German invasion of Russia is the "critical moment" in most TK games. This scenario was designed to give you a chance to take some practice runs at it. It introduces most of the fundamental rules beyond movement and combat.
Game Length: 5 turns, May–June 1941 to Sept–Oct 1941.
War State: Total War
Maps Used: Both
Axis Countries: Germany, Finland, Hungary, Rumania
Soviet Countries: Russia
Conquered Minor Countries: Poland
Clarification: You'll only need the West map on the first turn when setting up the German replacements. After that, you can take that map down and set it aside.
Read Before Playing:
- 10. Supply: entire section.
-
- Weather: read up to 11.3, you can ignore 11.4 and 11.5.
-
- Factions & Countries: read 13.1 through 13.4 and 13.8.1. Note Austria, Czechoslovakia, and the Polish Corridor are all part of Germany in this scenario.
Read As You Play:
- 0. Seasonal Victory Phase: 0.1 is the one to focus on here, and you can skip it the first turn.
-
- Seasonal Phase: skip 1.2.
-
- Initial Administrative Phase: you can skip anything involving naval pieces other than Convoy markers, plus 2.2.2 and 2.2.5 (as there are no Beachhead markers in this scenario).
- 3.1.2 Port-to-Port Procedure.
- 6.2 Conditional Events Segment.
- 20.1 Axis Permanent Conditional Events: you can ignore 20.1.1 and probably 20.1.3, but pay special attention to 20.1.2.
- 20.5 Soviet Permanent Conditional Events: you can ignore 20.5.4–20.5.7.
-
- End of Game Turn Phase: entire section.
22.1 Markers Setup
Turn Track:
- May–June 1941: Turn Marker
Victory Point Track:
- 1 VP: Axis Tide
22.2 Axis Faction Setup
On Map:
- Ceded Lands Box: Austria Ceded to Germany, Czechoslovakia Ceded to Germany, Polish Corridor Ceded to Germany
- Strategic Warfare Box: Axis Minor Country Production +1
- Petsamo (e5806): 1× Finnish 0-1-3 infantry [Ski]
- Oulo (e5205): 1× Finnish 0-1-3 infantry [Ski]
- Soumussalmi (e5206): 1× Finnish 0-1-3 infantry [Ski]
- Helsinki (e4704): 1× Finnish 2-3-2 infantry [SE]
- e4705: 1× Finnish 2-3-2 infantry [K]
- Memel (e4102): 1× 6-6-3 infantry [18]
- e4003: 1× 6-6-3 infantry [16]
- e3902: 1× 4-4-3 HQ [Nor]
- e3903: 1× 6-6-3 infantry [9]
- e3803: 1× 6-6-3 infantry [4]
- Warsaw (e3702): 1× 1-2-3 infantry
- e3703: 1× 8-6-4 armor [2P]
- Lublin (e3604): 1× 6-6-3 infantry [6]
- Krakow (e3501): 1× 1-2-3 infantry
- e3502: 1× 4-4-3 HQ [Sou]
- e3503: 1× 8-6-4 armor [1P]
- e3304: 1× Hungarian 2-2-2 infantry [2]
- Budapest (e3201): 1× Hungarian 0-1-2 infantry [re: 1]
- e3106: 1× Rumanian 2-2-2 infantry [3]
- Iasi (e3107): 3× 1-2-3 infantry
- Galati (e3008): 1× Rumanian 2-2-2 infantry [4]
- Bucharest (e2807): 1× 0-1-2 Rumanian infantry [re: 1]
- Constanta (e2808): 1× 0-1-2 Rumanian infantry [re: 2]
On Turn Track:
- June–July 1941: 1× 4-4-3 infantry [re: 2], 1× Air Force [1]
Force Pool:
- 16× 1-2-3 infantry
- 1× 1-2-4 infantry [19G]
- 7× 3-4-2 infantry [re: 3, 8, 10, 12, 14, 19, 21]
- 9× 2-2-4 armor
- 3× Air Force [2, 3, 4]
- 1× Convoy
- 1× Finnish 0-1-2 infantry [Res]
- 1× Hungarian 1-1-3 cavalry [Exp]
- 1× Hungarian 0-1-2 infantry [Res]
- 1× Rumanian 1-1-3 cavalry [Exp]
- 1× Rumanian 0-1-2 infantry [Res]
- 1× Axis Scratch Convoy
Option Cards:
- May–June 1941: 23a (Operation Barbarossa)
- Aug–Sept 1941: 39 (Operation Typhoon)
22.3 Soviet Faction Setup
On Map:
- Ceded Lands Box: Baltic States Ceded to Russia, Bessarabia Ceded to Russia, Eastern Poland Ceded to Russia, Finnish Frontier Ceded to Russia
- e5306: 1× 3-3-2 infantry [14]
- e4907: 1× 3-3-2 infantry [7]
- Vyborg (e4706): 1× 3-3-2 infantry [23]
- Leningrad (e4608): 1× 0-3-0 fortress [Len]
- Dno (e4408): 1× 1-1-3 armor
- Riga (e4304): 1× 1-1-3 cavalry [re: Plv]
- e4205: 1× 3-3-2 HQ [1Ba]
- Liepaja (e4203): 1× 3-3-2 infantry [8]
- e4103: 1× 3-3-2 infantry [11]
- e4004: 1× 3-3-2 infantry [27]
- e3904: 1× 3-3-2 infantry [3]
- Minsk (e3906): 1× 3-3-2 HQ [1By], 1× 1-1-2 infantry [re: 13]
- Bialystok (e3804): 1× 3-3-2 infantry [10]
- Brest-Litovsk (e3704): 1× 3-3-2 infantry [4]
- e3605: 1× 3-3-2 infantry [5]
- Kiev (e3609): 1× 1-1-2 infantry [re: 28]
- Lvov (e3504): 1× 3-3-2 infantry [6]
- Zhmerinka (e3506): 1× 3-3-2 HQ [1Uk]
- e3404: 1× 3-3-2 infantry [12]
- Cernauti (e3306): 1× 3-3-2 infantry [18]
- Dnepropetrovsk: 1× 1-1-3 armor
- Kishinev (e3208): 1× 3-3-2 infantry [9]
- Odessa (e3109): 1× 1-1-3 cavalry [re: Bel]
- Sevastopol (e2912): 1× 0-3-0 fortress [Sev]
Force Pool:
- 7× 1-1-2 infantry [re: 16, 19, 20, 21, 22, 24, 26]
- 2× 1-1-3 cavalry [re: Obu, Gor]
- 2× 1-2-3 infantry
- 1× 0-3-0 fortress [Mos]
- 1× Convoy
- 1× Interceptor [PVO]
Conditional Events Box:
- Emergency Mobilization: 1× Air Force [1By], 8× 1-1-2 infantry [re: 31, 33, 34, 37, 40, 42, 43, 48]
Option Cards:
- May–June 1941: 17a (General Mobilization)
- Aug–Sept 1941: 25 (Relocate War Industries).
22.4 Special Rules
No Option Card Removals: Ignore all Option Card Segment text about removing Option cards on Axis card 23a Operation Barbarossa, and Soviet cards 17a General Mobilization and 25 Relocate War Industries.
Finland: During the May–June turn only, Finnish units cannot move, and other Axis and Soviet units cannot enter Finland. These restrictions are lifted starting with the June–July turn.
Design Note: If you compare this training scenario to the other 1941 scenarios (24 and 30), you'll see that Finland starts as a Neutral Minor Country in those games. For our purposes, we've assumed that Finland will join the Axis after that faction applies Influence to it during its Operation Barbarossa Conditional Event. Doing it this way saves you from having to read the rules about Neutral Minor Countries before playing this scenario.
No Barbarossa Conditional Event: Ignore the Conditional Event text on Axis card 23a Operation Barbarossa.
No War & Peace Segment: Both players should skip this segment in their Final Administrative Phases.
Western Map Strategic Value: To account for its gains in overrunning the West, the Axis faction adds four to its Strategic Value when doing a Victory Point Check (0.1).
Clarification: Basically, the Axis needs to capture two Soviet Strategic Hexes to bump the Axis Tide marker to the 2 VP level.
Victory Conditions: At the end of the Sept–Oct 1941 Game Turn, count the number of Soviet Strategic Hexes that are under Axis control. If the number is three or greater, the Axis faction has won. If the number is two or less, the Soviet faction has won.
23. The Fall of France
Design Note: Historically, Hitler's armies conquered Denmark, Norway, Belgium, Holland, and France in the five turns simulated here. As the Axis player, your job will be to duplicate that feat. As the Allied player, you must stop your opponent. Some key concepts you'll learn in this scenario: the activation of Neutral Minor Countries, the importance of supply convoys, and the usefulness of the German paratroop unit.
Game Length: 5 turns, March–April 1940 to July–August 1940.
War State: Limited War
Map Used: West Map
Axis Countries: Germany
Western Countries: Great Britain, France
Neutral Minor Countries: Belgium-Holland, Denmark-Norway, Italy
French Dependents: Algeria
Read Before Playing:
- 13.5 Country Alignment and 13.7 Minor Country Setup: you'll be activating some Neutral Minor Countries in this scenario.
Read As You Play:
- 2. Initial Administrative Phase: go through this section once more, paying attention now to the rules for naval units, plus 2.2.2 Beachhead Maintenance and 2.2.5 Beachhead Failure. It's unlikely you'll use Beachheads in this scenario, but it's possible.
- 4.1.1 Airdrop and 4.1.4 Airdrop Landing: the German paratroop unit is a VIP (Very Important Piece) in this scenario.
- 4.1.5 CV Strike Returns: the British CV Fleet could make an appearance.
- 6.1 War & Peace Segment.
- 20.1.1 Allied Minor Country Conquest: this will come up for sure.
- 20.2.1 Case Yellow: read this one carefully.
- 20.3 Western Permanent Conditional Events: 20.3.3 and 20.3.4 are the important ones here.
23.1 Markers Setup
Turn Track:
- Mar–Apr 1940: Turn Marker
Victory Point Track:
- 1 VP: Allied Crusade
Influence & Neutrality Markers on Map:
- Belgium-Holland: Western Influence
23.2 Axis Faction Setup
On Map:
- Kiel (w4023): 1× 1-2-3 infantry
- Hamburg (w3922): 1× 1-2-4 infantry [19G]
- Bremen (w3821): 1× 1-2-3 infantry, 2× 2-2-4 armor
- The Ruhr (w3720): 1× 6-6-3 infantry [4], 1× 1-2-3 infantry, 1× 2-2-4 armor
- w3721: 1× 4-4-3 HQ [Nor]
- Köln (w3620): 1× 6-6-3 infantry [16]
- w3621: 3× 1-2-3 infantry
- Saarbrucken (w3520): 1× 5-6-2 infantry [12]
- Frankfurt (w3521): 3× 1-2-3 infantry
- Karlsruhe (w3421): 1× 3-4-2 infantry [re: 1]
- w3320: 1× 3-4-2 infantry [re: 7]
On Turn Track:
- Apr–May 1940: 1× 4-4-3 infantry [re: 18], 1× 5-4-4 armor [re: 1P]
- May–June 1940: 1× 4-4-3 infantry [re: 6]
- June–July 1940: 2× 4-4-3 infantry [re: 2, 9]
- July–Aug 1940: 1× 5-4-4 armor [re: 2P]
Force Pool:
- 10× 1-2-3 infantry
- 4× 3-4-2 infantry [re: 3, 8, 10, 14]
- 1× 1-2-4 infantry [1F]
- 6× 2-2-4 armor
- 1× 2-2-3 HQ [re: Sou]
- 3× Air Force [1, 2, 3]
- 1× Sub Fleet [Type VII]
- 1× Convoy
- 1× Axis Beachhead
Option Cards:
- Mar–Apr 1940: 24 (Operation Weserübung)
- May–June 1940: 22a (Case Yellow).
23.3 Western Faction Setup
On Map:
- Strategic Warfare Box: French War Economy +1, Western Minor Country Production +1
- Calais (w3717): 1× 1-2-2 infantry [BEF], 1× 2-1-3 armor, 1× French 4-4-3 infantry [7]
- Lille (w3618): 1× French 3-4-2 infantry [re: 1]
- Reims (w3517): 1× French 2-2-2 HQ [1]
- Verdun (w3518): 1× French 3-3-2 infantry [9], 1× French 1-1-2 infantry [re: 2]
- Metz (w3519): 1× French 1-2-2 infantry [3], 1× French 0-5-0 fortress [Mag]
- Strasbourg (w3420): 1× French 1-2-2 infantry [5], 1× French 1-1-2 infantry [re: 4], 1× French 0-5-0 fortress [Mag]
- Dijon (w3318): 1× French 1-1-2 infantry [re: 6]
- Belfort (w3319): 1× French 1-2-2 infantry [8], 1× French 0-5-0 fortress [Mag]
- Marseilles (w2818): 1× French 1-1-3 infantry [Alp]
- Algiers (w2114): French Dependent
- Southampton (w3915): 1× 1-1-3 infantry [re: NW]
- London (w3916): 1× 1-2-2 infantry
On Turn Track:
- Apr–May 1940: 1× 1-2-2 colonial infantry [Pol], 1× CV Fleet [Force H]
- May–June 1940: 1× 3-4-2 infantry [re: 1]
Force Pool:
- 3× 1-1-3 infantry [re: 9, 10, W]
- 1× 1-2-2 infantry
- 1× Air Force [1]
- 1× Surface Fleet [Home]
- 1× Convoy
- 1× French 0-1-2 infantry [Res]
- 1× French 1-1-2 infantry [re: 10]
- 2× French 0-1-2 colonial infantry [Col]
- 1× French 1-1-2 colonial infantry [Col]
- 1× French 1-2-3 infantry [Exp]
- 1× French Convoy
- 1× Western Beachhead
Conditional Events Box:
- Their Finest Hour: 1× 2-2-0 HQ [Lon], 1× Interceptor [FC], 1× 1-2-2 colonial infantry [Can]
- Paris Threatened: 1× French 2-2-2 HQ [2], 1× French 1-1-2 infantry [Def], 1× French Surface Fleet [1]
Option Cards:
- Mar–Apr 1940: 23 (Commonwealth Support)
- May–June 1940: 16 (Dyle Plan)
23.4 Special Rules
No British Colonial Reinforcements: The Western faction does not apply the Commonwealth Support Conditional Event in this scenario—those troops have been sent to the Mediterranean instead.
Victory Conditions: At the end of the July–August 1940 Game Turn, perform a final Victory Point Check (0.1). If the VP Marker reads Allied Crusade after this check, the Western faction has won. If the VP Marker reads Axis Tide, the Axis faction has won.
One-Map Campaign Games
The two one-map campaign scenarios provide a chance to experience the full appeal of TK's mechanics in a more limited space. They're also a good "step up" from the Training Scenarios before tackling the two-map campaign games. For both one-map campaign games, the following special rules apply.
Two Players: Both one-map campaigns are two-player games. You can skip the part in the Sequence of Play that corresponds to the unused third player.
Limited Map Area: Both scenarios are played on a portion of one map. Only those Countries and Dependents listed as Axis Countries, Western Countries, Soviet Countries, Neutral Minor Countries, Conquered Minor Countries, or Dependents are "in play." Countries and Dependents not listed cannot be entered. Any Naval Zone that borders a Country or Dependent in play is also in play.
SS Units: All German SS units are considered to have Delay Stripes in these scenarios.
Sample Replacement Card — 34e Festung Europa:
- REQUIREMENTS: Card 32 Speer Appointed Minister; Axis Current Card is not 2+ (Blitz)
- OPTION CARD SEGMENT: Delay Box: Germany: No Retreat, 1× fortress [FE]. (Note: you only get one FE unit; you do not get any of the other units that come with card 34a!) Remove: Germany: 1× Air Force, §2× LBA
- REPLACEMENTS SEGMENT: Germany: 4× infantry, 8× infantry steps
Replacement Cards: Certain cards in the Axis deck are replaced with "one-map scenario cards." These cards are labeled as such in the lower-right and their card numbers have an "e" or "w" letter.
A Blitz symbol on a replacement card may appear as outlines; this indicates a variable Blitz symbol. At the beginning of the Axis Support Segment, roll one die (no DRM).
- 1–3: The Axis cannot place a Blitz marker for that symbol.
- 4–6: The Axis faction may place a Blitz marker. Variable Blitz symbols always count toward the Blitz Value of the card for Selection Requirements purposes.
Example: Axis replacement card 34e Festung Europa has a Blitz Value of 2, even though it has a variable Blitz symbol.
Design Note: Variable Blitz symbols indicate Blitz attacks that may be occurring on "the other map."
24. Fire in the East
Design Note: This scenario covers the "Great Patriotic War" from the start of Operation Barbarossa through the end of 1944.
Game Length: 33 turns, May–June 1941 to Nov–Dec 1944.
War State: Total War
Map Used: East Map
Axis Countries: Germany, Italy, Hungary, Rumania, Bulgaria
Soviet Countries: Russia
Neutral Minor Countries: Finland
Conquered Minor Countries: Poland, Yugoslavia
Clarification: Half-hexes such as Danzig (e3900) or Sarajevo (e2700) are playable.
24.1 Markers Setup
Turn Track:
- May–June 1941: Turn Marker
Victory Point Track:
- 1 VP: Axis Tide
Clarification: The VP marker starts here even though a Current Strategic Value check at this time would place the marker in the 0 VP box.
Influence & Neutrality Markers on Map:
- Finland: Axis Influence
24.2 Axis Faction Setup
On Map:
- Ceded Lands Box: Czechoslovakia Ceded to Germany, Polish Corridor Ceded to Germany
- Strategic Warfare Box: Axis Minor Country Production +1, +Axis Luck
- In and/or adjacent to Königsberg (e4002): 2× 6-6-3 infantry [16, 18], 1× 4-4-3 HQ [Nor]
- In e3903 and/or adjacent to Warsaw (e3702): 2× 6-6-3 infantry [4, 9], 1× 1-2-3 infantry, 1× 8-6-4 armor [2P]
- Krakow (e3501): 1× 1-2-3 infantry
- In Poland, in and/or adjacent to e3503: 1× 6-6-3 infantry [6], 1× 4-4-3 HQ [Sou], 1× 8-6-4 armor [1P]
- Belgrade (e2802): 1× 1-2-3 infantry, 1× Hungarian 0-1-2 infantry [re: 3]
- In any hex(es) in Bulgaria: 2× Bulgarian 1-2-2 infantry [2, 3]
- In any hex(es) in Hungary: 1× Hungarian 2-2-2 infantry [2], 1× Hungarian 0-1-2 infantry [re: 1]
- In any hex(es) in Rumania: 3× 1-2-3 infantry, 2× Rumanian 2-2-2 infantry [3, 4], 2× Rumanian 0-1-2 infantry [re: 1, 2]
On Turn Track:
- June–July 1941: 1× 4-4-3 infantry [re: 2], 1× Air Force [1]
- Sept–Oct 1941: 1× 1-2-4 infantry [1F]
Force Pool:
- 16× 1-2-3 infantry
- 1× 1-2-4 infantry [19G]
- 8× 3-4-2 infantry [re: 3, 8, 10, 12, 14, 19, 21, E]
- 9× 2-2-4 armor
- 3× Air Force [2, 3, 4]
- 1× Convoy
- 2× Italian 1-1-3 infantry [re: 1, 8]
- 1× Italian 0-1-2 infantry [Res]
- 2× Bulgarian 0-1-2 infantry [Res, re: 1]
- 1× Hungarian 0-1-2 infantry [Res]
- 1× Hungarian 1-1-3 cavalry [Exp]
- 1× Rumanian 0-1-2 infantry [Res]
- 1× Rumanian 1-1-3 cavalry [Exp]
- 1× Axis Scratch Convoy
- 1× Axis Beachhead
Option Cards:
- Pending Card: 23a (Operation Barbarossa)
- Remaining Deck: 31–32, 33e–38e, 39, 43e, 50e
24.3 Soviet Faction Setup
On Map:
- Ceded Lands Box: Baltic States Ceded to Russia, Bessarabia Ceded to Russia, Eastern Poland Ceded to Russia, Finnish Frontier Ceded to Russia
- Strategic Warfare Box: Soviet Minor Country Production +1
- Leningrad (e4608): 1× 0-3-0 fortress [Len]
- Sevastopol (e2912): 1× 0-3-0 fortress [Sev]
- In any hex(es) in the Finnish Frontier Region: 3× 3-3-2 infantry [7, 14, 23]
- In each hex along the border with Germany from hex Liepaja (e4203) to e4004, one per hex: 3× 3-3-2 infantry [8, 11, 27]
- In each hex along the border with Poland from hex e3904 to e3404, one per hex: 6× 3-3-2 infantry [3, 4, 5, 6, 10, 12]
- In any hex(es) in the Bessarabia Region: 2× 3-3-2 infantry [9, 18]
- In any hex(es) in Russia: 3× 3-3-2 HQ [1Ba, 1By, 1Uk], 2× 1-1-2 infantry [re: 13, 28], 2× 1-1-3 cavalry [re: Bel, Plv], 2× 1-1-3 armor
On Turn Track:
- Mar–Apr 1942: Lend-Lease
- May–June 1942: −1 marker (see 24.4).
Force Pool:
- 7× 1-1-2 infantry [re: 16, 19, 20, 21, 22, 24, 26]
- 2× 1-1-3 cavalry [re: Obu, Gor]
- 2× 1-2-3 garrison
- 1× 0-3-0 fortress [Mos]
- 1× Convoy
- 1× Interceptor [PVO]
- 1× Soviet Beachhead
Conditional Events Box:
- Emergency Mobilization: 1× Air Force [1By], 8× 1-1-2 infantry [re: 31, 33, 34, 37, 40, 42, 43, 48]
Conquered Minor Country Box:
- Poland: 3× 1-1-2 infantry [re: Kr, Kp, Pru], 5× 0-1-2 infantry [Res, re: Ld, Mo, Pm, Pz], 1× 1-1-3 cavalry [Exp]
- Yugoslavia: 7× 0-1-2 infantry [Res, re: 1, 2, 3, 4, 5, 6], 1× 1-1-3 cavalry [Exp]
Option Cards:
- Pending Card: 17a (General Mobilization)
- Remaining Deck: 9a, 14, 23, 25, 26a–b, 27a, 28–37, 39–41, 43–44
- Selection Requirements Met: 5a (Political Purges), 6 (New Five-Year Plan).
24.4 Special Rules
Scenario Display Card: This player aid contains the displays found on the Western Europe Map, including the Turn Track, VP Track, Strategic Warfare Box, and Delay Box. These displays function as they would in a two-map game, with three exceptions:
- The VP Track is slightly different, because only those Strategic Hexes in play on the East Map are counted when performing Victory Point Checks.
- There is a new Axis Conditional Events Box that supplements the Box printed on the Axis Force Pool card.
- There is a new Off-Map Box usable only by the Axis faction: the Western Europe Box.
Victory Point Checks: Do not perform a Victory Point Check (0.1) on the first turn (May–June 1941) of the game.
At the end of the Nov–Dec 1944 Turn, conduct a Final Victory Point Check (0.3). Ignore any Strategic Hexes in Neutral Minor Countries, regardless of whether they contain Influence markers.
Unlike regular TK, if the Final Victory Point Check results in a tie, the Soviet faction wins the game.
Western Europe Box: The Western Europe Box is a Reinforcement Location and Supply Source for German and Italian units. For purposes of tracing a supply line, hexes e2500 to e4000 along the western edge of the map are considered part of the Western Europe Box. A supply line traced into one of those hexes is considered to have been traced to the Western Europe Box.
If an Axis ground unit starts a Movement Phase in any Land Hex in Germany, Hungary, or Yugoslavia along the western edge of the map (from e2500 to e4000, inclusive) and it has not already moved in that Movement Phase, it may enter the Western Europe Box.
To do so, pick the unit up and place it in the Western Europe Box. This placement expends the unit's entire MA.
If an Axis ground unit starts a Movement Phase in the Western Europe Box, it may exit the Box to any Land Hex in Germany, Hungary, or Yugoslavia along the western edge of the map (hexes e2500 to e4000, inclusive).
To do so, place the unit in any hex indicated above that does not contain an enemy Air Force unit (or EZOC during the Reserve Movement Phase). This placement costs 1 MP. The unit is supplied, has its entire remaining MA, and can move immediately after placement using the Hex-to-Hex movement rules (3.1.1).
Soviet units cannot enter the Western Europe Box. Axis units cannot retreat into the Western Europe Box. Any unit forced to retreat off the map is destroyed.
Political DRMs: Starting with the May–June 1942 Turn, there is a −1 Political DRM. This DRM becomes −2 starting with the May–June 1943 Turn.
Clarification: A DRM marker starts on the Turn Track as a reminder of this; players should place a −2 DRM marker on the Turn Track after picking up the −1 marker. These Political DRMs reflect the rising USCL.
Axis Removals: Some Axis cards call for the removal of German Air Force units and all Italian units from play. Where there is a choice of units, the Axis faction selects the unit to be removed. Removals may be taken from anywhere: the map, the Force Pool, Delay Box, or Turn Track.
Axis Production Directives: Axis card 50e is a generic, reusable Production Directive card with two new results on it.
If the Axis faction rolls the Jet Fighter Production result, it may place the Jet Fighter Production marker in the Delay Box, provided it is has not been removed from play and is not already in the Strategic Warfare Box.
If the Axis faction rolls the Production Failure result, it must remove the Jet Fighter Production marker from play unless the marker is already on the Turn Track or in the Strategic Warfare Box.
If the Axis faction rolls Special Weapons Success on the Directive Table, it may select the first or second option listed in 19.36, or it may place the Jet Fighter Production marker in the Delay Box if that marker has not been removed from play. The third option listed in 19.36 is not available to the Axis faction.
New Axis Permanent Conditional Event—Greece Garrison: There is a new Axis Permanent Conditional Event to check at the end of the Axis faction's turn. This event may only occur once per game.
If Bulgaria, Rumania, or Yugoslavia have been liberated by the Soviet faction: the Axis faction may take 2× 1-2-3 German infantry units from the Axis Force Pool and place them as reinforcements. These reinforcements must be placed in Belgrade (e2802), Bucharest (e2807), or Sofia (e2605). The placement hex cannot contain enemy units.
Clarification: The two units do not have to be placed in the same hex.
25. The Great Crusade
Design Note: This one–map scenario covers the Western Allied "return to the continent." Africa has been liberated—now the Allies must decide whether to strike at France or Italy.
Game Length: 18 turns, May–June 1943 to V-E Day
War State: Total War
Map Used: West Map
Axis Countries: Germany, Italy
Western Countries: Great Britain, United States, Vichy
Neutral Minor Countries: Ireland, Portugal, Spain, Sweden, Switzerland
Conquered Minor Countries: Belgium-Holland, Denmark-Norway
British Dependents: Gibraltar, Malta
Italian Dependents: Libya
Vichy Dependents: Algeria, Morocco, Tunisia
Clarification: The Central Mediterranean Naval Zone is in play, even though all of its Naval Zone Boxes do not appear on the West Map.
25.1 Markers Setup
Turn Track:
- May–June 1943: Turn Marker
- Mar–Apr 1944: Increase USCL
- May–June 1945: V-E Day
US Commitment Level Track:
- USCL 2: European USCL
Victory Point Track:
- 2 VP: Axis Tide, No Retreat
Influence & Neutrality Markers on Map:
- Spain: Neutrality
- Sweden: Western Influence
- Switzerland: Neutrality
Pacific War Display:
- Western Pacific War Box: Pacific Total War
25.2 Axis Faction Setup
On Map:
- Ceded Lands Box: Alsace-Lorraine Ceded to Germany, Austria Ceded to Germany, Czechoslovakia Ceded to Germany, Polish Corridor Ceded to Germany
- Strategic Warfare Box: Italian War Economy +1
- Palermo (w2122): 1× 1-2-4 infantry [1F]
- In any hex(es) in Belgium-Holland, Denmark-Norway, and/or France (including Corsica): 2× 3-4-2 infantry [re: 1, 7], 2× 0-3-0 fortress [FE], 14× 1-2-3 infantry
- In any hex(es) in Italy (including Sardinia or Sicily): 1× 1-2-3 infantry, 1× Italian 1-2-2 infantry [6], 1× Italian 1-1-3 infantry [re: 1], 6× Italian 0-1-2 infantry [re: 3, 4, 5, 7, 10, A]
On Turn Track:
- June–July 1943: 1× 5-4-4 armor [re: 5P], 1× Air Force [4]
- July–Aug 1943: 1× Italian 1-1-3 infantry [Exp], 1× Air Force [5]
- Aug–Sept 1943: 1× Sub Fleet [Type IX]
Force Pool:
- 13× 1-2-3 infantry
- 6× 0-2-2 infantry [VG]
- 5× 3-4-2 infantry [re: 3, 10, 14, 19, 21]
- 2× 4-4-3 infantry [re: 11, 15]
- 9× 2-2-4 armor
- 1× 2-2-3 HQ [re: B]
- 10× 0-3-0 fortress [FE]
- 1× Axis 3-3-4 armor [re: PA]
- 1× Axis 1-1-2 HQ [re: Med]
- 3× Italian 0-1-2 infantry [Res, re: 2, 11]
- 1× Italian 0-1-2 colonial infantry [Col]
- 1× Italian 1-1-3 infantry [re: 8]
- 1× Convoy
- 3× Air Force [1, 2, 3]
- 1× Interceptor [6]
- 1× Sub Fleet [Type VII]
- 1× Axis Scratch Convoy
- 1× Axis Beachhead
- 1× Italian Convoy
- 1× Italian Surface Fleet [RM]
Option Cards:
- Pending Card: 35w (Operation Citadel)
- Remaining Deck: 36w–38w, 43w, 46w, 48w
25.3 Western Faction Setup
On Map:
- Strategic Warfare Box: Western Minor Country Production +1, +Allied Luck
- Scapa Flow (w4817): Detachment
- London (w3916): 1× 2-2-0 HQ [Lon]
- Gibraltar (w2208): 1× 0-2-0 HQ [Gib]
- Oran (w2111): 1× French 0-1-2 colonial infantry [Col]
- Algiers (w2114): 1× French 0-1-2 colonial infantry [Col], AFHQ Logistics
- Casablanca (w2005): 1× French 0-1-2 colonial infantry [Col]
- In and/or adjacent to Tunis (w2021): 1× 7-6-3 infantry [8], 1× 3-4-2 infantry [re: 1], 1× Western 4-5-2 HQ [15], 2× US 1-2-3 infantry, 1× US 2-1-3 armor
- Malta (w1824): 1× 1-1-2 infantry [Def], 1× 0-1-0 garrison [Malta]
- Tripoli (w1522): 1× 1-2-2 infantry
- Eastern US/Canada Box: 1× US 2-1-3 armor
- In any hex(es) in Britain: 1× 1-2-2 colonial infantry [Can], 2× 2-1-3 armor
On Turn Track:
- June–July 1943: 1× Air Force [1], 1× US Surface Fleet [8]
- July–Aug 1943: 1× US 4-4-2 infantry [re: 5]
- Mar–Apr 1945: 5× Red Army markers (see 25.5)
In Holding Boxes:
- 15 HQ: 1× US 2-1-3 armor
Force Pool:
- 3× 1-1-3 infantry [re: 9, NW, W]
- 2× 1-2-2 infantry
- 1× 1-2-2 infantry [BEF]
- 3× 1-2-2 colonial infantry [Fra, Ind, Pol]
- 2× 1-1-3 colonial infantry [NZ, SA]
- 4× 2-1-3 armor
- 1× 2-1-3 colonial armor [Can]
- 1× 2-2-2 HQ [WDF]
- 1× Air Force [2]
- 1× Interceptor [FC]
- 1× Bomber [BC]
- 2× Surface Fleets [Home, Med]
- 1× CV Fleet [Force H]
- 2× Convoys
- 1× French 1-2-3 infantry [re: 7]
- 1× French 1-1-2 infantry [Col]
- 1× French 0-1-2 infantry [Res]
- 1× French 1-2-3 garrison [Exp]
- 1× French 3-4-2 infantry [re: 1]
- 10× US 1-2-3 infantry
- 3× US 2-1-3 armor
- 1× US 3-4-2 infantry [re: 7]
- 2× US Air Force [Med, 9]
- 1× US Surface Fleet [Atlantic]
- 1× US Convoy
- 1× Western 1-2-4 infantry [1AB]
- 1× Western Beachhead
Conquered Minor Country Box:
- Belgium-Holland: 1× 1-1-2 infantry [re: Belg], 1× 0-1-2 infantry [Res]
- Denmark-Norway: 1× 0-1-2 infantry [Res]
- 3× 1-2-2 colonial infantry [Italy, Spain, Swe]
Option Cards:
- Pending Card: 36a (Operation Husky)
- Remaining Deck: 32–33, 38–46, 48
- Selection Requirements Met: 21 (Arcadia Conference)
25.4 Special Rules
Scenario Display Card: This player aid contains a revised Turn Track, Ceded Lands Box, Terrain Effects Chart, and a new Western Conditional Events Box that supplements the Box printed on the Western Force Pool card.
Eastern Map Strategic Value (EMSV): To account for events on the Eastern Map, the Axis faction adds the EMSV number listed in Seasonal Turns on the Turn Track to the Strategic Value when doing a Victory Point Check (0.1).
No "No Retreat" Replacements: The Axis faction does not receive additional seasonal replacements for the No Retreat marker (1.3.2.4) in this scenario.
Design Note: Those steps are being used on the Eastern Front.
New Western Permanent Conditional Event—Red Army Advances: When the five Red Army markers are removed from the Turn Track, the Western faction places them in its Force Pool.
If there is a Red Army marker in its Force Pool, the Western faction may apply this new Conditional Event at the end of its turn by rolling one unmodified die and placing that many Red Army markers from its Force Pool on the map. A Red Army marker may be placed in one of these four Axis Strategic Hexes, no more than one marker per hex: Posen (w3827), Breslau (w3626), Prague (w3524), and Vienna (w3226). After those four Strategic Hexes have received Red Army markers, the Western faction may place its fifth and final Red Army marker in Berlin (w3825) or Munich (w3323). Once placed, a Red Army marker cannot be removed from the map.
A Red Army marker has these effects when it is placed on the map:
- All Axis and Western units and markers in that Strategic Hex and any hex adjacent to it are removed from the map. Counters with Delay Stripes are placed in the Delay Box. Counters without Delay Stripes are placed in their faction's Force Pool.
- That Strategic Hex and all hexes adjacent to it are considered "out of play" for all purposes. Units cannot move into or trace supply through such a hex, nor does the Strategic Hex count for VP purposes.
- The City in the hex is no longer a German supply source.
- That Strategic Hex is not considered to be under Western control for Victory Purposes.
Clarification: If a Red Army marker is in Berlin, that hex is not considered to have an Allied or Axis ground unit in it either, for purposes of 0.3. As the Western player, you want to beat the Red Army into Berlin!
Axis Strategic Hexes Inside Germany: When performing the Final Victory Point Check (0.3), each Axis Strategic Hex inside Germany that contains:
- a Western ground unit is worth two.
- a Red Army marker is worth zero.
Clarification: Axis Strategic Hexes that are under Allied control solely through Devastation markers count at their normal value.
Design Note: The Allied player doesn't get any credit for the Red Army's advances—thus the game will be won or lost based on how well the Western faction performs.
Two-Map Campaign Games
26. 1937: The Road to War
Design Note: This is the whole shootin' match from the Spanish Civil War to V-E Day. It will take 50+ hours depending on the speed and number of players. We've found four works best: one Western, one Soviet and two Axis players working as a team.
Game Length: Variable, March–April 1937 to V-E Day
War State: Pre-War
Axis Countries: Germany
Western Countries: Great Britain, United States, France
Soviet Countries: Russia
Neutral Minor Countries: Austria, Baltic States, Belgium-Holland, Bulgaria, Czechoslovakia, Denmark-Norway, Finland, Greece, Hungary, Iraq, Ireland, Italy, Persia, Poland, Portugal, Rumania, Spain, Sweden, Switzerland, Turkey, Yugoslavia
British Dependents: Cyprus, Egypt, Gibraltar, Kuwait, Malta, Palestine, Trans-Jordan
French Dependents: Algeria, Morocco, Syria, Tunisia
Italian Dependents: Albania, Libya, Rhodes
26.1 Markers Setup
Turn Track:
- Mar–Apr 1937: Turn Marker
- May–June 1938: *Pacific Limited War
US Commitment Level Track:
- USCL 0: European USCL
Victory Point Track:
- 1 VP: Allied Crusade
Posture Display:
- United States: Isolationism
- Britain: Appeasement
- France: Appeasement
- Western Minors: Locarno Treaty
- Russia: Rapallo Treaty
- Soviet Minors: Cordon Sanitaire
Influence & Neutrality Markers on Map:
- Austria: Axis Influence
- Italy: Neutrality
- Switzerland: Neutrality
Civil War Markers on Map:
- La Corunna (w3208): Nationalist Territory
- Bilbao (w3011): Nationalist Territory
- Madrid (w2710): Republican Capitol
- Barcelona (w2714): Republican Territory
- Valencia (w2512): Republican Territory
- Seville (w2408): Nationalist Capitol
26.2 Axis Faction Setup
On Map:
- Strategic Warfare Box: +Axis Luck
- In any hex(es) in Germany: 2× 1-2-3 infantry
Force Pool:
- 32× 1-2-3 infantry
- 1× Convoy
- 1× Axis Beachhead
Conditional Events Box:
- Outbreak of War: 1× Air Force [2], 1× Sub Fleet [Type VII], 1× 1-2-4 infantry [1F], Axis Minor Country Production +1
26.3 Western Faction Setup
On Map:
- Ceded Lands Box: Syria French Dependent
- Famagusta (e1814): Detachment
- Beirut (e1715): French Detachment
- Damascus (e1716): 1× French 0-1-0 garrison [Dam]
- Alexandria (e1411): Detachment
- Basra (e1427): 1× 0-1-0 garrison [Basra]
- Port Said (e1312): 1× 0-1-0 garrison [Said]
- Suez (e1213): 1× 0-1-0 garrison [Suez]
- Scapa Flow (w4817): Detachment
- Gibraltar (w2208): 1× 0-2-0 fortress [Gib]
- Algiers (w2114): French Detachment
- Casablanca (w2005): French Detachment
- Tunis (w2021): French Detachment
- Malta (w1824): 1× 0-1-0 garrison [Malta]
- In any hex in Britain: 1× 1-2-2 infantry
- In any hex(es) in France: 3× French 0-1-2 infantry [re: 3, 5, 8]
Force Pool:
- 4× 1-1-3 infantry [re: 9, 10, NW, W]
- 1× 1-2-2 infantry
- 1× Convoy
- 1× French 0-1-2 infantry [Res]
- 5× French 1-1-2 infantry [re: 2, 4, 6, 9, 10]
- 1× French 1-2-3 infantry [re: 7]
- 1× French 1-1-2 colonial infantry [Col]
- 1× French Convoy
- 1× Western Beachhead
Conditional Events Box:
- Outbreak of War: 1× French 1-2-3 infantry [Exp], 1× CV Fleet [Force H], Western Minor Country Production +1
- Their Finest Hour: 1× 2-2-0 HQ [Lon], 1× Interceptor [FC], 1× 1-2-2 colonial infantry [Can]
- Paris Threatened: 1× French 2-2-2 HQ [2], 1× French 1-1-2 infantry [Def], 1× French Surface Fleet [1]
Conquered Minor Countries Box:
- 6× 1-2-2 colonial infantry [Fra, Italy, Pol, Spain, Swe, Tur]
26.4 Soviet Faction Setup
On Map:
- In any hex(es) in Russia: 6× 1-1-2 infantry [re: 3, 4, 5, 6, 7, 8], 2× 1-1-3 cavalry [re: Bel, Plv]
Force Pool:
- 5× 1-1-2 infantry [re: 9, 10, 11, 12, 13]
- 2× 1-1-3 cavalry [re: Obu, Gor]
- 2× 1-1-3 armor
- 1× Convoy
- 1× Soviet Beachhead
Conditional Events Box:
- Outbreak of War: 3× 0-3-0 fortress [Len, Mos, Sev], Soviet Minor Country Production +1
- Emergency Mobilization: 1× Air Force [1By], 8× 1-1-2 infantry [re: 31, 33, 34, 37, 40, 42, 43, 48]
26.5 Special Rules
Spanish Civil War: Spain is a Civil War Country (13.8.6). Basque and Catalonia are potential Breakaway Regions.
Republican Support: Roll one die (no DRM) to see which Allied faction controls the Republican Support marker.
- 1–3: Western faction.
- 4–6: Soviet faction.
Place the Republican Support marker on its appropriate side in Madrid (w2710).
Design Note: The "May Demonstrations" that resulted in the breakup of the POUM and Spain's Republican government moving to the left occurred shortly after the game opens. For a historical setup, place the marker Soviet side up.
Pending Option Cards: After all setup is completed (including ownership of the Republican Support marker), each faction selects one option card and places it face down as its Pending Option Card. All selection restrictions apply to this initial card selection.
27. 1938: Peace in Our Time
Design Note: The Munich Crisis—Europe stands poised on the brink of war over Hitler's demand of the Sudetenland. The Western Allies are not yet prepared for war. Stalin's Russia reels from the purges. The Spanish Civil War is nearly at its end.
Game Length: Variable, August–September 1938 to V-E Day
War State: Pre-War
Axis Countries: Germany
Western Countries: Great Britain, United States, France
Soviet Countries: Russia
Neutral Minor Countries: Baltic States, Belgium-Holland, Bulgaria, Czechoslovakia, Denmark-Norway, Finland, Greece, Hungary, Iraq, Ireland, Italy, Persia, Poland, Portugal, Rumania, Spain, Sweden, Switzerland, Turkey, Yugoslavia
British Dependents: Cyprus, Egypt, Gibraltar, Kuwait, Malta, Palestine, Trans-Jordan
French Dependents: Algeria, Morocco, Syria, Tunisia
Italian Dependents: Albania, Libya, Rhodes
27.1 Markers Setup
Turn Track:
- Aug–Sept 1938: Turn Marker
US Commitment Level Track:
- USCL 0: European USCL
Victory Point Track:
- 1 VP: Allied Crusade
Posture Display:
- United States: Isolationism
- Britain: Appeasement
- France: Appeasement
- Western Minors: Locarno Treaty
- Russia: Rapallo Treaty
- Soviet Minors: Cordon Sanitaire
Influence & Neutrality Markers on Map:
- Belgium-Holland: Western Influence
- Switzerland: Neutrality
Civil War Markers on Map:
- La Corunna (w3208): Nationalist Territory
- Bilbao (w3011): Nationalist Territory
- Madrid (w2710): Republican Capitol, Soviet Republican Support
- Barcelona (w2714): Nationalist Territory
- Valencia (w2512): Nationalist Territory
- Seville (w2408): Nationalist Capitol
Markers & Units Removed From Game:
- All Austrian counters
*Pacific War Display:
- Soviet Pacific War Box: Pacific Limited War
27.2 Axis Faction Setup
On Map:
- Ceded Lands Box: Austria Ceded to Germany
- Strategic Warfare Box: +Axis Luck
- Leipzig (w3624): 1× 3-4-2 infantry [re: 8], 1× 2-2-4 HQ [re: Nor]
- Breslau (w3626): 1× 1-2-3 infantry
- Munich (w3323): 1× 3-4-2 infantry [re: 10]
- Vienna (w3226): 1× 3-4-2 infantry [re: 14], 1× 2-2-4 armor
Force Pool:
- 33× 1-2-3 infantry
- 4× 3-4-2 infantry [re: 1, 3, 7, 12]
- 1× 1-2-4 infantry [19G]
- 7× 2-2-4 armor
- 1× Convoy
- 1× Axis Beachhead
Conditional Events Box:
- Outbreak of War: 1× Air Force [2], 1× Sub Fleet [Type VII], 1× 1-2-4 infantry [1F], Axis Minor Country Production +1
Option Cards:
- Removed from Deck: 1–2, 7–8, 10–11, 13, 17–18, 49
- Pending Card: 12 (Demand Czechoslovakia)
- Selection Requirements Met: 2 (German Rearmament), 7 (Military Purges), 1× of 8–16 (Demand Austria). An Axis Rearmament card has not been played for 1938.
27.3 Western Faction Setup
On Map:
- Ceded Lands Box: Syria French Dependent
- Famagusta (e1814): Detachment
- Beirut (e1715): French Detachment
- Damascus (e1716): 1× French 0-1-0 garrison [Dam]
- Alexandria (e1411): 1× 1-2-2 infantry
- Basra (e1427): 1× 0-1-0 garrison [Basra]
- Suez (e1213): 1× 0-1-0 garrison [Suez]
- Port Said (e1312): 1× 0-1-0 garrison [Said]
- Scapa Flow (w4817): Detachment
- Metz (w3519): 1× French 1-2-2 infantry [3]
- Strasbourg (w3420): 1× French 1-2-2 infantry [5]
- Belfort (w3319): 1× French 1-2-2 infantry [8]
- Gibraltar (w2208): 1× 0-2-0 fortress [Gib]
- Algiers (w2114): French Detachment
- Casablanca (w2005): French Detachment
- Tunis (w2021): French Detachment
- Malta (w1824): 1× 0-1-0 garrison [Malta]
- In any hex in Britain: 1× 1-2-2 infantry
- In any hex(es) in France: 1× French 1-2-3 infantry [re: 7], 2× French 1-1-2 infantry [re: 2, 4]
Force Pool:
- 4× 1-1-3 infantry [re: 9, 10, NW, W]
- 1× 1-2-2 infantry
- 1× 1-2-2 infantry [BEF]
- 6× 2-1-3 armor
- 1× Surface Fleet [Home]
- 2× Convoys
- 1× French 0-1-2 infantry [Res]
- 1× French 3-4-2 infantry [re: 1]
- 3× French 1-1-2 infantry [re: 6, 9, 10]
- 1× French 1-1-2 colonial infantry [Col]
- 1× French Convoy
- 1× Western Beachhead
Conditional Events Box:
- Outbreak of War: 1× French 1-2-3 infantry [Exp], 1× CV Fleet [Force H], Western Minor Country Production +1
- Their Finest Hour: 1× 2-2-0 HQ [Lon], 1× Interceptor [FC], 1× 1-2-2 colonial infantry [Can]
- Paris Threatened: 1× French 2-2-2 HQ [2], 1× French 1-1-2 infantry [Def], 1× French Surface Fleet [1]
Conquered Minor Countries Box:
- 6× 1-2-2 colonial infantry [Fra, Italy, Pol, Spain, Swe, Tur]
Option Cards:
- Removed from Deck: 1–3, 8, 12
- Pending Card: 6a (Maginot Line Completed)
- Selection Requirements Met: 1 (Change of Governments), 2 (British Rearmament), 3 (French Rearmament). A Western Rearmament card has been played for 1938.
27.4 Soviet Faction Setup
On Map:
- In any hex(es) in Russia: 3× 3-3-2 infantry [3, 4, 5], 3× 1-1-2 infantry [re: 6, 7, 8], 2× 1-1-3 cavalry [re: Bel, Plv]
Force Pool:
- 5× 1-1-2 infantry [re: 9, 10, 11, 12, 13]
- 2× 1-1-3 cavalry [re: Obu, Gor]
- 2× 1-1-3 armor
- 1× Convoy
- 1× Soviet Beachhead
Conditional Events Box:
- Outbreak of War: 3× 0-3-0 fortress [Len, Mos, Sev], Soviet Minor Country Production +1
- Emergency Mobilization: 1× Air Force [1By], 8× 1-1-2 infantry [re: 31, 33, 34, 37, 40, 42, 43, 48]
Option Cards:
- Removed from Deck: 1, 4b–c, 5–6, 7b, 8b, 9b, 10b, 20b, 22b, 27b–c, 42
- Pending Card: 2 (Russian Rearmament)
- Selection Requirements Met: 1a (Military Purges), 5a (Political Purges), 6 (New Five-Year Plan). A Soviet Rearmament card has been selected for 1938.
27.5 Special Rules
Spanish Civil War: Spain is a Civil War Country (13.8.6). Basque and Catalonia are potential Breakaway Regions.
- Western Guarantees Variant: For players who are interested in exploring what might have happened had the West backed Czechoslovakia during the Munich Crisis, make these changes to the initial setup:
- Replace all Policy markers in the Britain, France, and Western Minors Posture Boxes with Guarantees markers.
- The Western faction adds card 12 back to its hand and removes cards 7a and 7b instead.
28. 1939: The War in Europe
Design Note: This scenario begins with Hitler's demand of the Polish Corridor, the event that triggered World War II in Europe. For players who are not interested in the European pre-war period, the 1939 scenario should be considered the main TK campaign game.
Game Length: Variable, August–September 1939 to V-E Day
War State: Limited War
Axis Countries: Germany
Western Countries: Great Britain, United States, France, Poland
Soviet Countries: Russia
Neutral Minor Countries: Baltic States, Belgium-Holland, Bulgaria, Denmark-Norway, Finland, Greece, Hungary, Iraq, Ireland, Italy, Persia, Portugal, Rumania, Spain, Sweden, Switzerland, Turkey, Yugoslavia
British Dependents: Cyprus, Egypt, Gibraltar, Kuwait, Malta, Palestine, Trans-Jordan
French Dependents: Algeria, Morocco, Syria, Tunisia
Italian Dependents: Albania, Libya, Rhodes
28.1 Markers Setup
Turn Track:
- Aug–Sept 1939: Turn Marker
US Commitment Level Track:
- USCL 0: European USCL
Victory Point Track:
- 1 VP: Allied Crusade
Posture Display:
- United States: Isolationism
- Russia: Nazi-Soviet Pact
- Soviet Minors: Nazi-Soviet Pact
Influence & Neutrality Markers on Map:
- Belgium-Holland: Western Influence
- Hungary: Axis Influence
- Switzerland: Neutrality
Removed From Game:
- All Austrian counters
- All Civil War counters
- All Czechoslovakian counters
28.2 Axis Faction Setup
On Map:
- Ceded Lands Box: Austria Ceded to Germany, Czechoslovakia Ceded to Germany
- Strategic Warfare Box: +Axis Luck
- Königsberg (e4002): 1× 3-4-2 infantry [re: 3]
- w3926: 1× 6-6-3 infantry [4], 1× 2-2-4 armor
- Berlin (w3825): 1× 2-2-3 HQ [re: Nor], 1× 3-4-2 infantry [re: 8]
- The Ruhr (w3720): 1× 3-4-2 infantry [re: 1]
- Frankfurt (w3521): 1× 3-4-2 infantry [re: 7]
- Breslau (w3626): 1× 3-4-2 infantry army [re: 10], 1× 2-2-4 armor
- w3427: 1× 5-6-2 infantry [14]
- Vienna (w3226): 1× 1-2-4 infantry [19G]
Force Pool:
- 34× 1-2-3 infantry
- 4× 3-4-2 infantry [re: 12, 19, 21, E]
- 7× 2-2-4 armor
- 1× Air Force [1]
- 1× Convoy
- 1× Axis Beachhead
Delay Box:
- 1× Air Force [2], 1× Sub Fleet [Type VII], 1× 1-2-4 infantry [1F], Axis Minor Country Production +1
Option Cards:
- Removed from Deck: 1–4, 7–13, 17–19, 45, 49
- Pending Card: 15 (Demand Polish Corridor)
- Selection Requirements Met: 4a (Nazi-Soviet Pact), 2× of 8–16 (Demand Austria, Demand Czechoslovakia). An Axis Rearmament card has not been played for 1939.
28.3 Western Faction Setup
On Map:
- Ceded Lands Box: Syria French Dependent
- Strategic Warfare Box: French War Economy +1
- Famagusta (e1814): Detachment
- Beirut (e1715): French Detachment
- Damascus (e1716): 1× French 0-1-0 garrison [Dam]
- Alexandria (e1411): 1× 1-2-2 infantry
- Basra (e1427): 1× 0-1-0 garrison [Basra]
- Suez (e1213): 1× 0-1-0 garrison [Suez]
- Port Said (e1312): 1× 0-1-0 garrison [Said]
- Scapa Flow (w4817): Detachment
- Metz (w3519): 1× French 1-2-2 infantry [3], 1× French 0-5-0 fortress [Mag]
- Strasbourg (w3420): 1× French 1-2-2 infantry [5], 1× French 0-5-0 fortress [Mag]
- Belfort (w3319): 1× French 1-2-2 infantry [8], 1× French 0-5-0 fortress [Mag]
- Gibraltar (w2208): 1× 0-2-0 fortress [Gib]
- Algiers (w2114): French Detachment
- Casablanca (w2005): French Detachment
- Tunis (w2021): French Detachment
- Malta (w1824): 1× 0-1-0 garrison [Malta]
- In any hex(es) in Britain: 1× 1-2-2 infantry, 1× 1-2-2 infantry [BEF]
- In any hex(es) in France: 1× French 4-4-3 infantry [7], 1× French 3-4-2 infantry [re: 1], 1× French 3-3-2 infantry [9], 1× French 1-1-3 infantry [Alp], 4× French 1-1-2 infantry [re: 2, 4, 6 and 10]
- Warsaw (e3702): 1× Polish 1-2-2 infantry [Mo]
- e3803: 1× Polish 1-1-2 infantry [re: Pru]
- Krakow (e3501): 1× Polish 2-2-2 infantry [Kp]
- Danzig (w3927): 1× Polish 0-1-2 infantry [re: Pm]
- Posen (w3827): 1× Polish 1-2-2 infantry [Pz]
- w3727: 1× Polish 0-1-2 infantry [re: Ld]
- w3628: 1× Polish 1-1-2 infantry [re: Kr]
On Turn Track:
- Sept–Oct 1939: 1× French 2-2-2 HQ [1]
Force Pool:
- 4× 1-1-3 infantry [re: 9, 10, NW, W]
- 1× 1-2-2 infantry
- 6× 2-1-3 armor
- 1× Surface Fleet [Home]
- 2× Convoys
- 1× French 0-1-2 infantry [Res]
- 1× French 1-1-2 colonial infantry [Col]
- 2× French 0-1-2 colonial infantry [Col]
- 1× French Convoy
- 1× Polish 0-1-2 infantry [Res]
- 1× Western Beachhead
Delay Box:
- 1× French 1-2-3 infantry [Exp], 1× CV Fleet [Force H], Western Minor Country Production +1, 1× Polish 1-1-3 cavalry [Exp]
Conditional Events Box:
- Their Finest Hour: 1× 2-2-0 HQ [Lon], 1× Interceptor [FC], 1× 1-2-2 colonial infantry [Can]
- Paris Threatened: 1× French 2-2-2 HQ [2], 1× French 1-1-2 infantry [Def], 1× French Surface Fleet [1]
Conquered Minor Countries Box:
- 6× 1-2-2 colonial infantry [Fra, Italy, Pol, Spain, Swe, Tur]
Option Cards:
- Removed from Deck: 1–4, 6–8, 12, 15, 27b
- Pending Card: 9 (Chamberlain Diplomacy)
- Selection Requirements Met: 1 (Change of Governments), 3 (French Rearmament), 4 (French Mobilization), 6a (Maginot Line Completed). A Western Rearmament card has been played for 1939.
28.4 Soviet Faction Setup
On Map:
- In each hex along the border with Poland from hex e4106 to e3406, 1× per hex: 8× 3-3-2 infantry [3, 4, 5, 6, 9, 10, 11, 12]
- In any hex(es) in Russia, not stacked with the above: 3× 3-3-2 infantry [7, 8, 13], 2× 1-1-3 cavalry [re: Bel, Plv], 2× 1-1-3 armor
Force Pool:
- 8× 1-1-2 infantry [re: 14, 16, 18, 19, 20, 21, 22, 23]
- 2× 1-1-3 cavalry [re: Obu, Gor]
- 1× Convoy
- 1× Soviet Beachhead
Delay Box:
- 3× 0-3-0 fortress [Len, Mos, Sev], Soviet Minor Country Production +1
Conditional Events Box:
- Emergency Mobilization: 1× Air Force [1By], 8× 1-1-2 infantry [re: 31, 33, 34, 37, 40, 42, 43, 48]
Option Cards:
- Removed from Deck: 1–3, 4b–c, 5–6, 7b, 8b, 9b, 10b, 12, 20b, 22b, 27b–c, 42
- Pending Card: 11 (Demand Eastern Poland)
- Selection Requirements Met: 3 (Continuing Rearmament), 5a (Political Purges), 6 (New Five-Year Plan). A Soviet Rearmament card has been played for 1939.
28.5 Special Rules
Poland Resists: Do not perform the Axis Political Events Segment on the first turn. (Poland is a Western Minor Country and its forces are already set up.) The Axis faction may place one Blitz marker in the Support Segment.
-
Fortunes of War: If Fortunes of War (+15) is in effect, each side begins with one FoW card.
-
Free Setup Variant: For players who want to explore alternate opening strategies, make these changes to the initial setup:
- Pre-War is in effect, not Limited War.
- Place Guarantees Policy markers in the Britain, France, and Western Minors Posture Boxes.
- Take each faction's Outbreak of War units that start in the Delay Box and place them in their respective Conditional Event Boxes.
- Do not place any Influence markers on the map.
Clarification: A Neutrality marker is still placed in Switzerland.
- German units may set up anywhere within Germany, including East Prussia.
- Poland is a Neutral Minor Country at start. Do not set up any Polish units. Ignore the "Poland Resists" special rule above.
- Instead of removing Axis cards 45 and 49, the Axis faction must remove any two Production Directive cards (44–49).
- Instead of removing Soviet card 42, the Soviet faction must remove any one Production Directorate card (41–44).
- After all setup is completed, instead of placing its specified Pending Option Card face down, each faction selects an option card and places it face down as its Pending Option Card. All selection restrictions apply to this initial card selection.
- If Fortunes of War (+15) is in effect, each side does not begin with an FoW card.
29. 1940: Springtime for Hitler
Design Note: Poland has fallen, and the Phony War is about to end. Germany is poised to strike north or west. France and England await the blow. In the east, Russia mobilizes behind the safety of the Nazi-Soviet Pact.
Game Length: Variable, March–April 1940 to V-E Day
War State: Limited War
Axis Countries: Germany
Western Countries: Great Britain, United States, France
Soviet Countries: Russia
Neutral Minor Countries: Baltic States, Belgium-Holland, Bulgaria, Denmark-Norway, Finland, Greece, Hungary, Iraq, Ireland, Italy, Persia, Portugal, Rumania, Spain, Sweden, Switzerland, Turkey, Yugoslavia
Conquered Minor Countries: Poland
British Dependents: Cyprus, Egypt, Gibraltar, Kuwait, Malta, Palestine, Trans-Jordan
French Dependents: Algeria, Morocco, Syria, Tunisia
Italian Dependents: Albania, Libya, Rhodes
29.1 Markers Setup
Turn Track:
- Mar–Apr 1940: Turn Marker
US Commitment Level Track:
- USCL 0: European USCL
Victory Point Track:
- 1 VP: Allied Crusade
Posture Display:
- United States: Isolationism
- Russia: Nazi-Soviet Pact
- Soviet Minors: Nazi-Soviet Pact
Influence & Neutrality Markers on Map:
- Belgium-Holland: Western Influence
- Finland: Axis Influence
- Hungary: Axis Influence
- Switzerland: Neutrality
Markers & Units Removed From Game:
- All Austrian counters
- All Civil War counters
- All Czechoslovakian counters
29.2 Axis Faction Setup
On Map:
- Ceded Lands Box: Austria Ceded to Germany, Czechoslovakia Ceded to Germany, Polish Corridor Ceded to Germany
- Strategic Warfare Box: Axis Minor Country Production +1, +Axis Luck
- Königsberg (e4002): 1× 1-2-3 infantry
- e3903: 1× 1-2-3 infantry
- Warsaw (e3702): 1× 1-2-3 infantry
- Krakow (e3501): 1× 1-2-3 infantry
- e3503: 1× 1-2-3 infantry
- Kiel (w4023): 1× 1-2-3 infantry
- Hamburg (w3922): 1× 1-2-4 infantry [19G]
- Bremen (w3821): 1× 1-2-3 infantry, 2× 2-2-4 armor
- The Ruhr (w3720): 1× 6-6-3 infantry [4], 1× 1-2-3 infantry, 1× 2-2-4 armor
- w3721: 1× 4-4-3 HQ [Nor]
- Köln (w3620): 1× 6-6-3 infantry [16]
- w3621: 3× 1-2-3 infantry
- Saarbrucken (w3520): 1× 5-6-2 infantry [12]
- Frankfurt (w3521): 3× 1-2-3 infantry
- Karlsruhe (w3421): 1× 3-4-2 infantry [re: 1]
- w3320: 1× 3-4-2 infantry [re: 7]
- Vienna (w3226): 1× 1-2-3 infantry
On Turn Track:
- Apr–May 1940: 1× 4-4-3 infantry [re: 18], 1× 5-4-4 armor [re: 1P]
- May–June 1940: 1× 4-4-3 infantry [re: 6]
- June–July 1940: 2× 4-4-3 infantry [re: 2, 9]
- July–Aug 1940: 1× 5-4-4 armor [re: 2P]
Force Pool:
- 19× 1-2-3 infantry
- 7× 3-4-2 infantry [re: 3, 8, 10, 14, 19, 21, E]
- 1× 1-2-4 infantry [1F]
- 7× 2-2-4 armor
- 1× 2-2-3 HQ [re: Sou]
- 3× Air Force [1, 2, 3]
- 1× Sub Fleet [Type VII]
- 1× Convoy
- 1× Axis Beachhead
Option Cards:
- Removed from Deck: 1–13, 15, 17–19, 44–45, 49
- Pending Card: 24 (Operation Weserübung)
- Selection Requirements Met: 5 (German Mobilization), 2× of 8–16 (Demand Austria, Demand Czechoslovakia).
29.3 Western Faction Setup
On Map:
- Ceded Lands Box: Syria French Dependent
- Strategic Warfare Box: French War Economy +1, Western Minor Country Production +1
- Famagusta (e1814): Detachment
- Beirut (e1715): French Detachment
- Damascus (e1716): 1× French 0-1-0 garrison [Dam]
- Alexandria (e1411): 1× 1-2-2 infantry
- Basra (e1427): 1× 0-1-0 garrison [Basra]
- Port Said (e1312): 1× 0-1-0 garrison [Said]
- Suez (e1213): 1× 0-1-0 garrison [Suez]
- Scapa Flow (w4817): Detachment
- Calais (w3717): 1× 1-2-2 infantry [BEF], 1× 2-1-3 armor, 1× French 4-4-3 infantry [7]
- Lille (w3618): 1× French 3-4-2 infantry [re: 1]
- Reims (w3517): 1× French 2-2-2 HQ [1]
- Verdun (w3518): 1× French 3-3-2 infantry [9], 1× French 1-1-2 infantry [re: 2]
- Metz (w3519): 1× French 1-2-2 infantry [3], 1× French 0-5-0 fortress [Mag]
- Strasbourg (w3420): 1× French 1-2-2 infantry [5], 1× French 1-1-2 infantry [re: 4], 1× French 0-5-0 fortress [Mag]
- Dijon (w3318): 1× French 1-1-2 infantry [re: 6]
- Belfort (w3319): 1× French 1-2-2 infantry [8], 1× French 0-5-0 fortress [Mag]
- Marseilles (w2818): 1× French 1-1-3 infantry [Alp]
- Gibraltar (w2208): 1× 0-2-0 fortress [Gib]
- Algiers (w2114): French Detachment
- Casablanca (w2005): French Detachment
- Tunis (w2021): French Detachment
- Malta (w1824): 1× 0-1-0 garrison [Malta]
- In any hex(es) in Britain: 1× 1-2-2 infantry, 1× 1-1-3 infantry [re: NW]
On Turn Track:
- Apr–May 1940: 1× 1-2-2 colonial infantry [Pol], 1× CV Fleet [Force H]
- May–June 1940: 1× 3-4-2 infantry [re: 1]
Force Pool:
- 3× 1-1-3 infantry [re: 9, 10, W]
- 1× 1-2-2 infantry
- 5× 2-1-3 armor
- 1× Air Force [1]
- 1× Surface Fleet [Home]
- 2× Convoys
- 1× French 0-1-2 infantry [Res]
- 1× French 1-1-2 infantry [re: 10]
- 2× French 0-1-2 colonial infantry [Col]
- 1× French 1-1-2 colonial infantry [Col]
- 1× French 1-2-3 infantry [Exp]
- 1× French Convoy
- 1× Western Beachhead
Conditional Events Box:
- Their Finest Hour: 1× 2-2-0 HQ [Lon], 1× Interceptor [FC], 1× 1-2-2 colonial infantry [Can]
- Paris Threatened: 1× French 2-2-2 HQ [2], 1× French 1-1-2 infantry [Def], 1× French Surface Fleet [1]
Conquered Minor Countries Box:
- Poland: 3× 1-1-2 infantry [re: Kr, Kp, Pru], 5× 0-1-2 infantry [Res, re: Ld, Mo, Pm, Pz], 1× 1-1-3 cavalry [Exp]
- 5× 1-2-2 colonial infantry [Fra, Italy, Spain, Swe, Tur]
Option Cards:
- Removed from Deck: 1–8, 12, 15, 24, 27b
- Pending Card: 23 (Commonwealth Support)
- Selection Requirements Met: 1 (Change of Governments), 3 (French Rearmament), 4 (French Mobilization), 5b (Wartime Mobilization), 6a (Maginot Line Completed).
29.4 Soviet Faction Setup
On Map:
- Ceded Lands Box: Eastern Poland Ceded to Russia, Finnish Frontier Ceded to Russia
- Strategic Warfare Box: Soviet Minor Country Production +1
- In any hex(es) in the Finnish Frontier Region: 3× 3-3-2 infantry [7, 14, 23]
- In each hex along the border with Poland from hex e3904 to e3404, one per hex: 6× 3-3-2 infantry [3, 4, 5, 6, 10, 12]
- In any hex(es) in Russia, not including Eastern Poland or Finnish Frontier: 4× 3-3-2 infantry [8, 9, 11, 13], 2× 1-1-3 cavalry [re: Bel, Plv], 2× 1-1-3 armor
On Turn Track:
- Apr–May 1940: 1× 2-2-2 HQ [re: 1By]
- May–June 1940: 1× 0-3-0 fortress [Len]
- June–July 1940: 1× Interceptor [PVO]
Force Pool:
- 6× 1-1-2 infantry [re: 16, 18, 19, 20, 21, 22]
- 2× 1-1-3 cavalry [re: Obu, Gor]
- 2× 0-3-0 fortress [Mos, Sev]
- 1× Convoy
- 1× Soviet Beachhead
Conditional Events Box:
- Emergency Mobilization: 1× Air Force [1By], 8× 1-1-2 infantry [re: 31, 33, 34, 37, 40, 42, 43, 48]
Option Cards:
- Removed from Deck: 1–3, 4b–c, 5–7, 8b, 9b, 10b, 11–12, 18, 20b, 22b, 27b–c, 42
- Pending Card: 4a (Russian Mobilization)
- Selection Requirements Met: 5a (Political Purges), 6 (New Five-Year Plan).
29.5 Special Rules
- Fortunes of War: If Fortunes of War (+15) is in effect, each side begins with one FoW card.
30. 1941a: The World Will Hold Its Breath
Design Note: Germany has overrun the West and is ready to launch its massive invasion of Russia. Meanwhile, British resistance continues in Africa. This scenario allows players to explore the war's main event—Operation Barbarossa—without prelude.
Game Length: 36 turns, May–June 1941 to V-E Day
War State: Limited War is in effect. Total War is about to commence, however, so don't forget to apply 12.3 when that happens.
Axis Countries: Germany, Italy, Hungary, Rumania, Bulgaria
Western Countries: Great Britain, United States, Iraq
Soviet Countries: Russia
Neutral Minor Countries: Finland, Ireland, Persia, Portugal, Spain, Sweden, Switzerland, Syria, Turkey, Vichy
Conquered Minor Countries: Belgium-Holland, Denmark-Norway, Greece, Poland, Yugoslavia
British Dependents: Cyprus, Egypt, Gibraltar, Kuwait, Malta, Northern Palestine, Trans-Jordan
German Dependents: Northern France
Italian Dependents: Albania, Libya, Rhodes
Vichy Dependents: Algeria, Morocco, Tunisia
30.1 Markers Setup
Turn Track:
- May–June 1941: Turn Marker
US Commitment Level Track:
- USCL 0: European USCL
Victory Point Track:
- 1 VP: Axis Tide
Posture Display:
- United States: Isolationism
- Russia: Nazi-Soviet Pact
- Soviet Minors: Nazi-Soviet Pact
Influence & Neutrality Markers on Map:
- Finland: Axis Influence
- Spain: Neutrality
- Switzerland: Neutrality
- Turkey: Western Influence
Removed From Game:
- All Austrian counters
- All Baltic States counters
- Belgium-Holland 0-2-0 fortress [Ams]
- All Civil War counters
- All Czechoslovakian counters
- All French non-V counters and Surface Fleet [1]
30.2 Axis Faction Setup
On Map:
- Ceded Lands Box: Alsace-Lorraine Ceded to Germany, Austria Ceded to Germany, Czechoslovakia Ceded to Germany, Northern France German Dependent, Polish Corridor Ceded to Germany
- Strategic Warfare Box: Axis Minor Country Production +1, Italian War Economy +1, +Axis Luck
- In and/or adjacent to Königsberg (e4002): 2× 6-6-3 infantry [16, 18], 1× 4-4-3 HQ [Nor]
- In e3903 and/or adjacent to Warsaw (e3702): 2× 6-6-3 infantry [4, 9], 1× 1-2-3 infantry, 1× 8-6-4 armor [2P]
- Krakow (e3501): 1× 1-2-3 infantry
- In Poland, in and/or adjacent to e3503: 1× 6-6-3 infantry [6], 1× 4-4-3 HQ [Sou], 1× 8-6-4 armor [1P]
- Belgrade (e2802): 1× 1-2-3 infantry, 1× Hungarian 0-1-2 infantry [re: 3]
- In and/or adjacent to Tirana (e2402): 2× Italian 1-2-2 infantry [9, 11]
- Salonika (e2404): 1× Bulgarian 1-2-2 infantry [1]
- Athens (e2204): 1× 1-2-3 infantry
- Rhodes (e1908): 1× Italian 0-1-0 garrison [Rho]
- Khania (e1805): 1× 1-2-3 infantry
- Benghazi (e1402): 1× Italian Detachment
- In any hex(es) adjacent to Tobruk (e1405, e1305, and e1306): 1× 2-2-4 armor, 1× 1-2-3 infantry, 1× Italian 1-2-2 infantry [5], 1× Italian 0-1-2 infantry [re: 10], 1× Italian 1-1-3 infantry [Exp]
- Zagreb (w3026): 1× Italian 1-2-2 infantry [2]
- Tripoli (w1522): 1× Italian 1-2-2 infantry [3]
- In any hex(es) in Belgium-Holland, Denmark-Norway, and/or Northern France: 2× 3-4-2 infantry [re: 1, 7], 9× 1-2-3 infantry, 1× 1-2-4 infantry [19G]
- In any hex(es) in Bulgaria: 2× Bulgarian 1-2-2 infantry [2, 3]
- In any hex(es) in Hungary: 1× Hungarian 2-2-2 infantry [2], 1× Hungarian 0-1-2 infantry [re: 1]
- In any hex(es) in Italy (including Sardinia and Sicily): 2× Italian 1-1-3 infantry [re: 1, 8], 3× Italian 0-1-2 infantry [re: 4, 6, 7]
- In any hex(es) in Rumania: 3× 1-2-3 infantry, 2× Rumanian 2-2-2 infantry [3, 4], 2× Rumanian 0-1-2 infantry [re: 1, 2]
On Turn Track:
- June–July 1941: 1× 4-4-3 infantry [re: 2], 1× Air Force [1], 1× Sub Fleet [Type VII]
- Aug–Sept 1941: 1× Italian Surface Fleet [RM]
- Sept–Oct 1941: 1× 1-2-4 infantry [1F]
Force Pool:
- 16× 1-2-3 infantry
- 8× 3-4-2 infantry [re: 3, 8, 10, 12, 14, 19, 21, E]
- 9× 2-2-4 armor
- 3× Air Force [2, 3, 4]
- 1× Convoy
- 2× Italian 0-1-2 infantry [Res, re: A]
- 1× Italian Convoy
- 1× Bulgarian 0-1-2 infantry [Res]
- 1× Hungarian 1-1-3 cavalry [Exp]
- 1× Hungarian 0-1-2 infantry [Res]
- 1× Rumanian 1-1-3 cavalry [Exp]
- 1× Rumanian 0-1-2 infantry [Res]
- 1× Axis Scratch Convoy
- 1× Axis Beachhead
Option Cards:
- Removed from Deck: 1–13, 15, 17–19, 22a–b, 24–25, 27b, 28–29, 44–45, 49
- Pending Card: 23a (Operation Barbarossa)
- Selection Requirements Met: 2× of 8–16 (Demand Austria, Demand Czechoslovakia).
30.3 Western Faction Setup
On Map:
- Strategic Warfare Box: Western Minor Country Production +1
- Famagusta (e1814): Detachment
- Baghdad (e1722): 1× 1-1-3 infantry [re: 10]
- Tobruk (e1406): 1× 1-2-2 colonial infantry [Aus], 1× 0-1-0 garrison [Def], 1× Air Force [1]
- Alexandria (e1411): 1× 1-2-2 colonial infantry [Ind], 1× 2-1-3 armor, Detachment
- Basra (e1427): 1× 0-1-0 garrison [Basra]
- Port Said (e1312): 1× 0-1-0 garrison [Said]
- Cairo (e1212): 1× 1-1-3 colonial infantry [SA]
- Suez (e1213): 1× 0-1-0 garrison [Suez]
- Scapa Flow (w4817): Detachment
- London (w3916): 1× 2-2-0 HQ [Lon]
- Gibraltar (w2208): 1× 0-2-0 fortress [Gib]
- Malta (w1824): 1× 0-1-0 garrison [Malta]
- In any hex in Britain: 1× 1-2-2 colonial infantry [Can]
On Turn Track:
- June–July 1941: +East Africa Campaign
- July–Aug 1941: 1× 2-2-2 HQ [WDF]
- Aug–Sept 1941: 1× Surface Fleet [Home]
Force Pool:
- 3× 1-1-3 infantry [re: 9, NW, W]
- 2× 1-2-2 infantry
- 1× 1-2-2 infantry [BEF]
- 2× 1-2-2 colonial infantry [Fra, Pol]
- 1× 1-1-3 colonial infantry [NZ]
- 1× 3-4-2 infantry [re: 1]
- 5× 2-1-3 armor
- 1× Air Force [2]
- 1× Interceptor [FC]
- 1× Surface Fleet [Med]
- 1× CV Fleet [Force H]
- 2× Convoys
- 1× Iraqi 0-1-2 infantry [Res]
- 1× Western Beachhead
Conquered Minor Country Box:
- Belgium-Holland: 1× 1-1-2 infantry [re: Belg], 1× 0-1-2 infantry [Res], 1× 1-1-3 cavalry [Exp]
- Denmark-Norway: 1× 0-1-2 infantry [Res]
- Greece: 2× 1-1-2 infantry [re: 1, 2], 2× 0-1-2 infantry [Res, re: 3]
- Poland: 3× 1-1-2 infantry [re: Kr, Kp, Pru], 5× 0-1-2 infantry [Res, re: Ld, Mo, Pm, Pz], 1× 1-1-3 cavalry [Exp]
- Yugoslavia: 7× 0-1-2 infantry [Res, re: 1, 2, 3, 4, 5, 6], 1× 1-1-3 cavalry [Exp]
- 4× 1-2-2 colonial infantry [Italy, Spain, Swe, Tur]
Option Cards:
- Removed from Deck: 1–8, 12, 15–18, 23–24, 26–28
- Pending Card: 14 (Churchill Diplomacy)
- Selection Requirements Met: 1 (Change of Governments), 3 (French Rearmament), 5b (Wartime Mobilization).
30.4 Soviet Faction Setup
On Map:
- Ceded Lands Box: Baltic States Ceded to Russia, Bessarabia Ceded to Russia, Eastern Poland Ceded to Russia, Finnish Frontier Ceded to Russia
- Strategic Warfare Box: Soviet Minor Country Production +1
- Leningrad (e4608): 1× 0-3-0 fortress [Len]
- Sevastopol (e2912): 1× 0-3-0 fortress [Sev]
- In any hex(es) in the Finnish Frontier Region: 3× 3-3-2 infantry [7, 14, 23]
- In each hex along the border with Germany from hex Liepaja (e4203) to e4004, 1× per hex: 3× 3-3-2 infantry [8, 11, 27]
- In each hex along the border with Poland from hex e3904 to e3404, one per hex: 6× 3-3-2 infantry [3, 4, 5, 6, 10, 12]
- In any hex(es) in the Bessarabia Region: 2× 3-3-2 infantry [9, 18]
- In any hex(es) in Russia: 3× 3-3-2 HQ [1Ba, 1By, 1Uk], 2× 1-1-2 infantry [re: 13, 28], 2× 1-1-3 cavalry [re: Bel, Plv], 2× 1-1-3 armor
Force Pool:
- 7× 1-1-2 infantry [re: 16, 19, 20, 21, 22, 24, 26]
- 2× 1-1-3 cavalry [re: Obu, Gor]
- 2× 1-2-3 garrison
- 1× 0-3-0 fortress [Mos]
- 1× Convoy
- 1× Interceptor [PVO]
- 1× Soviet Beachhead
Conditional Events Box:
- Emergency Mobilization: 1× Air Force [1By], 8× 1-1-2 infantry [re: 31, 33, 34, 37, 40, 42, 43, 48]
Option Cards:
- Removed from Deck: 1–8, 9b, 10b, 11–12, 15–16, 18, 20a–b, 22b, 27b–c, 42
- Pending Card: 17a (General Mobilization)
- Selection Requirements Met: 5a (Political Purges), 6 (New Five-Year Plan).
30.5 Special Rules
- Fortunes of War: If Fortunes of War (+15) is in effect, the Axis side begins with two FoW cards. The Allied side begins with one FoW card.
31. 1941b: War Without Mercy
Design Note: This scenario starts after Barbarossa. The German Wehrmacht is stalled just short of Moscow, where the Red Army has prepared a furious counteroffensive. If you are playing the AE combined game, using this scenario will let you begin with Japan's opening attack in the Pacific.
Game Length: 31 turns, Nov–Dec 1941 to V-E Day
War State: Total War
Axis Countries: Germany, Bulgaria, Finland, Hungary, Italy, Rumania
Western Countries: Great Britain, United States, Iraq, Persia, Syria
Soviet Countries: Russia
Neutral Minor Countries: Ireland, Portugal, Spain, Sweden, Switzerland, Turkey, Vichy
Conquered Minor Countries: Belgium-Holland, Denmark-Norway, Greece, Poland, Yugoslavia
British Dependents: Cyprus, Egypt, Gibraltar, Kuwait, Malta, Northern Palestine, Trans-Jordan
German Dependents: Northern France
Italian Dependents: Albania, Libya, Rhodes
Vichy Dependents: Algeria, Morocco, Tunisia
31.1 Markers Setup
Turn Track:
- Nov–Dec 1941: Turn Marker
- Mar–Apr 1942: Increase USCL, US Entry
- May–June 1945: V-E Day
US Commitment Level Track:
- USCL 0: European USCL
Victory Point Track:
- 2 VP: Axis Tide
Posture Display:
- United States: Isolationism
Influence & Neutrality Markers on Map:
- Spain: Neutrality
- Sweden: Western Influence
- Switzerland: Neutrality
- Turkey: Western Influence
Removed From Game:
- All Austrian counters
- All Baltic States counters
- Belgium-Holland 0-2-0 fortress [Ams]
- All Civil War counters
- All Czechoslovakian counters
- 2× Finnish 0-2-0 fortress [Man]
- All French non-V counters and Surface Fleet [1]
*Pacific War Display:
- Western Pacific War Box: Pacific Total War
31.2 Axis Faction Setup
On Map:
- Ceded Lands Box: Alsace-Lorraine Ceded to Germany, Austria Ceded to Germany, Czechoslovakia Ceded to Germany, Northern France German Dependent, Polish Corridor Ceded to Germany
- Strategic Warfare Box: Axis Minor Country Production +1, Italian War Economy +1, +Axis Luck
- Petsamo (e5806): 1× Finnish 0-1-3 infantry [Ski]
- e5406: 1× Axis 4-4-3 infantry [20]
- e4907: 1× Finnish 2-3-2 infantry [K]
- e4707: 1× Finnish 0-1-3 infantry [Ski]
- e4607: 1× Finnish 2-3-2 infantry [SE]
- Narva (e4506): 1× 2-2-3 HQ [re: Nor]
- Luga (e4507): 1× 6-6-3 infantry [18]
- Dno (e4408): 1× 6-6-3 infantry [16]
- Riga (e4304): 1× 1-2-3 infantry
- e4309: 1× 6-6-3 infantry [9]
- Rzhev (e4310): 1× 5-4-4 armor [re: 3P]
- e4210: 1× 2-2-3 HQ [re: Cen]
- Vyasma (e4211): 1× 6-6-3 infantry [4]
- Smolensk (e4109): 1× 1-2-3 infantry
- e4111: 1× 8-6-4 armor [4P]
- Orel (e4012): 1× 8-6-4 armor [2P]
- Minsk (e3906): 1× 1-2-3 infantry
- Kursk (e3813): 1× 6-6-3 infantry [2]
- Warsaw (e3702): 1× 1-2-3 infantry
- Kiev (e3609): 1× 1-2-3 infantry
- Kharkov (e3613): 1× Hungarian 2-2-2 infantry [2]
- e3614: 1× 6-6-3 infantry [6]
- e3404: 1× Hungarian 0-1-2 infantry [re: 1]
- e3414: 1× 6-6-3 infantry [17]
- Dnepropetrovsk (e3311): 1× 1-2-3 infantry
- Stalino (e3313): 1× Italian 1-1-3 infantry [re: 8]
- Taganrog (e3314): 1× 8-6-4 armor [1P]
- Melitopol (e3213): 1× 2-2-3 HQ [re: Sou], 1× Rumanian 2-2-2 infantry [3]
- Odessa (e3109): 1× Rumanian 2-2-2 infantry [4]
- Simferopol (e3013): 1× 4-4-3 infantry [re: 11]
- Belgrade (e2802): 1× 3-4-2 infantry [re: 12], 1× Hungarian 0-1-2 infantry [re: 3]
- Bucharest (e2807): 1× Rumanian 0-1-2 infantry [re: 1]
- Nis (e2603): 1× Bulgarian 1-2-2 infantry [1]
- Sofia (e2605): 1× Bulgarian 1-2-2 infantry [2]
- Tirana (e2402): 1× Italian 1-2-2 infantry [9]
- Salonika (e2404): 1× Bulgarian 1-2-2 infantry [3]
- Athens (e2204): 1× 3-4-2 infantry [re: E], 1× Italian 1-2-2 infantry [11]
- Rhodes (e1908): 1× Italian 0-1-0 garrison [Rho]
- Khania (e1805): 1× 1-2-3 infantry
- Benghazi (e1402): Italian Detachment
- Gazala (e1405): 1× Axis 1-1-2 HQ [re: Med], 1× Italian 1-2-2 infantry [10]
- Bir Hacheim (e1305): 1× Italian 1-2-2 infantry [A]
- e1306: 1× Axis 3-3-4 armor [re: PA]
- Zagreb (w3026): 1× Italian 1-2-2 infantry [2]
On Turn Track:
- Jan–Feb 1942: 1× Air Force [1], 1× Sub Fleet [Type IX]
- Mar–Apr 1942: 1× Air Force [2]
In Holding Boxes:
- Med HQ: 1× Italian 0-1-2 infantry [Res]
- PA Army: 1× Italian 1-1-3 infantry [Exp]
- 20th Army: 1× Finnish 0-1-3 infantry [Ski]
Force Pool:
- 16× 1-2-3 infantry
- 6× 3-4-2 infantry [re: 3, 8, 10, 14, 19, 21]
- 1× 1-2-4 infantry [1Flsj]
- 9× 2-2-4 armor
- 3× Air Force [3, 4, 5]
- 1× Sub Fleet [Type VII]
- 1× Convoy
- 1× Italian 1-1-3 infantry [re: 1]
- 1× Italian Surface Fleet [RM]
- 1× Italian Convoy
- 1× Bulgarian 0-1-2 infantry [Res]
- 1× Finnish 0-1-2 infantry [Res]
- 1× Hungarian 0-1-2 infantry [Res]
- 1× Hungarian 1-1-3 cavalry [Exp]
- 2× Rumanian 0-1-2 infantry [Res, re: 2]
- 1× Rumanian 1-1-3 cavalry [Exp]
- 1× Axis Scratch Convoy
- 1× Axis Beachhead
Option Cards:
- Removed from Deck: 1–13, 15, 17–19, 22–25, 27b, 28–29, 39, 44–45, 49
- Pending Card: 31 (Mobilization Limits)
- Selection Requirements Met: 2× of 8–16 (Demand Austria, Demand Czechoslovakia).
31.3 Western Faction Setup
On Map:
-
Strategic Warfare Box: Western Minor Country Production +1
-
Tehran (e2327): 1× 1-1-3 infantry [re: 10]
-
Famagusta (e1814): Detachment
-
Damascus (e1716): 1× Syrian 0-1-2 infantry [Res]
-
Baghdad (e1722): 1× Iraqi 0-1-2 infantry [Res]
-
Tobruk (e1406): 1× 0-1-0 garrison [Def], 1× 1-2-2 colonial infantry [Aus]
-
Alexandria (e1411): 1× 1-2-2 infantry, Detachment
-
Basra (e1427): 1× 0-1-0 garrison [Basra]
-
Sollum (e1307): 1× 2-1-3 armor, 1× 1-2-2 colonial infantry [Ind]
-
e1309: 1× 2-2-2 HQ [WDF]
-
Port Said (e1312): 1× 0-1-0 garrison [Said]
-
Suez (e1213): 1× 0-1-0 garrison [Suez]
-
Scapa Flow (w4817): Detachment
-
London (w3916): 1× 2-2-0 HQ [Lon]
-
Gibraltar (w2208): 1× 0-2-0 fortress [Gib]
-
Malta (w1824): 1× 0-1-0 garrison [Malta]
-
In any hex in Britain: 1× 1-2-2 colonial infantry [Can]
On Turn Track:
- Jan–Feb 1942: +East Africa Open
- Mar–Apr 1942: 1× Surface Fleet [Med], Lend-Lease
Force Pool:
- 3× 1-1-3 infantry [re: 9, NW, W]
- 1× 1-2-2 infantry
- 1× 1-2-2 infantry [BEF]
- 2× 1-2-2 colonial infantry [Fra, Pol]
- 2× 1-1-3 colonial infantry [SA, NZ]
- 1× 3-4-2 infantry [re: 1]
- 5× 2-1-3 armor
- 2× Air Force [1, 2]
- 1× Interceptor [FC]
- 1× Surface Fleet [Home]
- 1× CV Fleet [Force H]
- 2× Convoys
- 1× Persian 0-1-2 infantry [Res]
- 1× Western Beachhead
Conquered Minor Country Box:
- Belgium-Holland: 1× 1-1-2 infantry [re: Belg], 1× 0-1-2 infantry [Res], 1× 1-1-3 cavalry [Exp]
- Denmark-Norway: 1× 0-1-2 infantry [Res]
- Greece: 2× 1-1-2 infantry [re: 1, 2], 2× 0-1-2 infantry [Res, re: 3]
- Poland: 3× 1-1-2 infantry [re: Kr, Kp, Pru], 5× 0-1-2 infantry [Res, re: Ld, Mo, Pm, Pz], 1× 1-1-3 cavalry [Exp]
- Yugoslavia: 7× 0-1-2 infantry [Res, re: 1, 2, 3, 4, 5, 6], 1× 1-1-3 cavalry [Exp]
- 4× 1-2-2 colonial infantry [Italy, Spain, Swe, Tur]
Option Cards:
- Removed from Deck: 1–8, 12, 15–19, 23–28
- Pending Card: 31 (Operation Crusader)
- Selection Requirements Met: 1 (Change of Governments), 3 (French Rearmament), 5b (Wartime Mobilization).
31.4 Soviet Faction Setup
On Map:
- Ceded Lands Box: Baltic States Ceded to Russia, Bessarabia Ceded to Russia, Eastern Poland Ceded to Russia, Finnish Frontier Ceded to Russia
- Strategic Warfare Box: Soviet Minor Country Production +1
- Murmansk (e5707): 1× 1-1-2 infantry [re: 14]
- e5608: 1× 3-3-2 infantry [19]
- e5109: 1× 0-1-2 infantry
- e4709: 1× 3-3-2 infantry [7]
- Leningrad (e4608): 1× 0-3-0 fortress [Len], 1× 3-3-2 infantry [23]
- Volkhov (e4609): 1× 3-3-2 infantry [8]
- Tikhvin (e4610): 1× 2-2-2 HQ [re: 1Ba]
- e4509: 1× 1-1-2 infantry [re: 11]
- Demyansk (e4410): 1× 3-3-2 infantry [34]
- Kalinin (e4411): 1× 3-3-2 infantry [31]
- e4311: 1× 3-3-2 infantry [20]
- Moscow (e4312): 1× 2-2-2 HQ [re: 1By], 1× 0-3-0 fortress [Mos]
- e4212: 1× 3-3-2 infantry [5]
- Tula (e4112): 1× 3-3-2 infantry [10]
- e3814: 1× 3-3-2 infantry [40]
- Voronezh (e3815): 1× 2-2-2 HQ [re: 1Uk]
- Stary Oskol (e3714): 1× 3-3-2 infantry [21]
- e3615: 1× 1-2-3 infantry
- e3514: 1× 3-3-2 infantry [6]
- e3415: 1× 3-3-2 infantry [12]
- Rostov (e3315): 1× 1-2-3 garrison, 1× 3-3-2 infantry [18]
- Sevastopol (e2912): 1× 0-3-0 fortress [Sev]
On Turn Track:
- Jan–Feb 1942: 1× 2-2-2 HQ [re: 2By]
- Mar–Apr 1942: 1× 2-2-2 HQ [re: 2Uk]
Force Pool:
- 3× 0-1-2 infantry
- 15× 1-1-2 infantry [re: 3, 4, 9, 13, 16, 22, 24, 26, 27, 28, 33, 37, 42, 43, 48]
- 4× 1-1-3 cavalry [re: Bel, Gor, Obu, Plv]
- 2× 1-1-3 armor
- 1× 2-2-2 HQ [re: 2Ba]
- 1× Air Force [1By]
- 1× Interceptor [PVO]
- 1× Convoy
- 1× Soviet Beachhead
- 1× Soviet Partisan Base
Option Cards:
- Removed from Deck: 1–8, 9b, 10b, 11, 12, 15–18, 20a–b, 22b, 24–25, 27b–c, 42, 44
- Pending Card: 26b (Siberian Reserves Released)
- Selection Requirements Met: 5a (Political Purges), 6 (New Five-Year Plan), 17a (General Mobilization), 25 (Relocate War Industries).
31.5 Special Rules
- Fortunes of War: If Fortunes of War (+15) is in effect, each side begins with one FoW card.
32. 1942: Turning Point
Design Note: The Axis high water mark is at hand. Germany has massed forces in the Ukraine for its next major offensive against Russia. In North Africa, Rommel stands poised to strike the British defenses along the Gazala Line.
Game Length: 27 turns, May–June 1942 to V-E Day
War State: Total War
Axis Countries: Germany, Bulgaria, Finland, Hungary, Italy, Rumania
Western Countries: Great Britain, United States, Iraq, Persia, Syria
Soviet Countries: Russia, Yugoslavia
Neutral Minor Countries: Ireland, Portugal, Spain, Sweden, Switzerland, Turkey, Vichy
Conquered Minor Countries: Belgium-Holland, Denmark-Norway, Greece, Poland
British Dependents: Cyprus, Egypt, Gibraltar, Kuwait, Malta, Palestine, Trans-Jordan
German Dependents: Northern France
Italian Dependents: Albania, Libya, Rhodes
Vichy Dependents: Algeria, Morocco, Tunisia
32.1 Markers Setup
Turn Track:
- May–June 1942: Turn Marker
- Mar–Apr 1943: Increase USCL
- May–June 1945: V-E Day
US Commitment Level Track:
- USCL 1: European USCL
Victory Point Track:
- 2 VP: Axis Tide
Influence & Neutrality Markers on Map:
- Spain: Neutrality
- Sweden: Western Influence
- Switzerland: Neutrality
- Turkey: Western Influence
Removed From Game:
- All Austrian counters
- All Baltic States counters
- Belgium-Holland 0-2-0 fortress [Ams]
- All Civil War counters
- All Czechoslovakian counters
- 2× Finnish 0-2-0 fortress [Man]
- All French non-V counters and Surface Fleet [1]
*Pacific War Display:
- Western Pacific War Box: Pacific Total War
32.2 Axis Faction Setup
On Map:
- Ceded Lands Box: Alsace-Lorraine Ceded to Germany, Austria Ceded to Germany, Czechoslovakia Ceded to Germany, Northern France German Dependent, Polish Corridor Ceded to Germany
- Strategic Warfare Box: Axis Minor Country Production +1, Italian War Economy +1
- Petsamo (e5806): 1× Finnish 0-1-3 infantry [Ski]
- e5406: 1× Axis 4-4-3 infantry [20]
- e4907: 1× Finnish 2-3-2 infantry [K]
- e4707: 1× Finnish 0-1-3 infantry [Ski]
- e4607: 1× Finnish 2-3-2 infantry [SE]
- Tallinn (e4504): Detachment
- Narva (e4506): 1× 2-2-3 HQ [re: Nor]
- Novgorod (e4508): 1× 4-4-3 infantry [re: 18]
- Dno (e4408): 1× 4-4-3 infantry [re: 16]
- Riga (e4304): 1× 1-2-3 infantry
- Rzhev (e4310): 1× 4-4-3 infantry [re: 9]
- e4210: 1× 2-2-3 HQ [re: Cen]
- Vyasma (e4211): 1× 5-4-4 armor [re: 3P]
- Smolensk (e4109): 1× 1-2-3 infantry
- e4111: 1× 4-4-3 infantry [re: 4]
- Orel (e4012): 1× 5-4-4 armor [re: 2P]
- Minsk (e3906): 1× 1-2-3 infantry
- Chernigov (e3810): 1× Hungarian 2-2-2 infantry [2]
- Kursk (e3813): 1× 6-6-3 infantry [2]
- Warsaw (e3702): 1× 1-2-3 infantry
- Belgorod (e3713): 1× 8-6-4 armor [4P]
- Kiev (e3609): 2× 1-2-3 infantry
- Kharkov (e3613): 1× 6-6-3 infantry [6]
- Krakow (e3501): 1× 1-2-3 infantry
- e3510: 1× Italian 2-2-2 infantry [8]
- e3404: 1× Hungarian 0-1-2 infantry [re: 1]
- Barvenkovo (e3413): 1× 8-6-4 armor [1P]
- Dnepropetrovsk (e3311): 1× 1-2-3 infantry, 1× 2-2-4 armor
- Taganrog (e3314): 1× 6-6-3 infantry [17]
- Melitopol (e3213): 1× 4-4-3 HQ [Sou], 1× Rumanian 2-2-2 infantry [3]
- Odessa (e3109): 1× Rumanian 2-2-2 infantry [4]
- Simferopol (e3013): 1× 6-6-3 infantry [11], 1× 2-2-4 armor
- Belgrade (e2802): 1× 3-4-2 infantry [re: 12], 1× Hungarian 0-1-2 infantry [re: 3]
- Bucharest (e2807): 1× Rumanian 0-1-2 infantry [re: 1]
- Nis (e2603): 1× Bulgarian 1-2-2 infantry [1]
- Sofia (e2605): 1× Bulgarian 1-2-2 infantry [2]
- Tirana (e2402): 1× Italian 1-2-2 infantry [9]
- Salonika (e2404): 1× Bulgarian 1-2-2 infantry [3]
- Athens (e2204): 1× 3-4-2 infantry [re: E], 1× Italian 1-2-2 infantry [11]
- Rhodes (e1908): 1× Italian 0-1-0 garrison [Rho]
- Khania (e1805): 1× 1-2-3 infantry
- e1503: 1× Axis 1-1-2 HQ [re: Med]
- e1504: 1× Italian 1-2-2 infantry [A]
- Benghazi (e1402): 1× 2-2-4 armor, Italian Detachment
On Turn Track:
- June–July 1942: 1× Air Force [1], 1× Sub Fleet [Type VII], 1× 2-2-3 HQ [re: A]
In Holding Boxes:
- Med HQ: 1× Italian 0-1-2 infantry [Res]
- PA Army: 1× Italian 1-1-3 infantry [Exp]
- 20th Army: 1× Finnish 0-1-3 infantry [Ski]
Force Pool:
- 5× 0-2-2 infantry [VG]
- 14× 1-2-3 infantry
- 6× 3-4-2 infantry [re: 3, 8, 10, 14, 19, 21]
- 1× 1-2-4 infantry [1Flsj]
- 7× 2-2-4 armor
- 1× Bulgarian 0-1-2 infantry [Res]
- 1× Finnish 0-1-2 infantry [Res]
- 1× Hungarian 0-1-2 infantry [Res]
- 1× Hungarian 1-1-3 cavalry [Exp]
- 1× Italian 0-1-2 infantry [re: 10]
- 2× Rumanian 0-1-2 infantry [Res, re: 2]
- 1× Rumanian 1-1-3 cavalry [Exp]
- 1× Convoy
- 4× Air Force [2, 3, 4, 5]
- 1× Sub Fleet [Type IX]
- 1× Axis Scratch Convoy
- 1× Axis Beachhead
- 1× Italian Convoy
- 1× Italian Surface Fleet [RM]
Option Cards:
- Removed from Deck: 1–13, 15, 17–19, 22–25, 27b, 28–29, 31–32, 39, 44–45, 49
- Pending Card: 33 (Case Blue)
- Selection Requirements Met: 2× of 8–16 (Demand Austria, Demand Czechoslovakia), 32 (Speer Appointed Minister).
32.3 Western Faction Setup
On Map:
- Strategic Warfare Box: Western Minor Country Production +1, +Allied Luck
- Tehran (e2327): 1× Persian 0-1-2 infantry [Res]
- Famagusta (e1814): Detachment
- Damascus (e1716): 1× Syrian 0-1-2 infantry [Res]
- Baghdad (e1722): 1× Iraqi 0-1-2 infantry [Res]
- Gazala (e1405): 1× 1-2-2 infantry, 1× 1-1-3 infantry [re: 10]
- Tobruk (e1406): 1× 2-1-3 armor
- Alexandria (e1411): 1× 1-2-2 colonial infantry [Ind], Detachment
- Basra (e1427): 1× 0-1-0 garrison [Basra]
- Bir Hacheim (e1305): 1× 1-2-2 colonial infantry [Fra]
- e1306: 1× 2-2-2 HQ [WDF]
- Port Said (e1312): 1× 0-1-0 garrison [Said]
- Suez (e1213): 1× 0-1-0 garrison [Suez]
- East Africa Box: +East Africa Open
- Scapa Flow (w4817): Detachment
- London (w3916): 1× 2-2-0 HQ [Lon]
- Gibraltar (w2208): 1× 0-2-0 fortress [Gib]
- Malta (w1824): 1× 1-1-2 infantry [Def], 1× 0-1-0 garrison [Malta]
- In any hex in Britain: 1× 1-2-2 colonial infantry [Can], 1× 2-1-3 armor
On Turn Track:
- June–July 1942: 1× Surface Fleet [Med]
- July–Aug 1942: 1× Interceptor [FC], 1× 1-2-2 colonial infantry [Aus]
*Pacific War Display:
- *Pacific Holding Box: 1× CV Fleet [Force H]
© Clarification: In the combined AE game, this unit starts on the DS map.
Force Pool:
- 3× 1-1-3 infantry [re: 9, NW, W]
- 1× 1-2-2 infantry
- 1× 1-2-2 infantry [BEF]
- 1× 1-2-2 colonial infantry [Pol]
- 2× 1-1-3 colonial infantry [NZ, SA]
- 1× 3-4-2 infantry [re: 1]
- 1× 4-4-2 infantry [re: 8]
- 4× 2-1-3 armor
- 2× Air Force [1, 2]
- 1× Surface Fleet [Home]
- 2× Convoys
- 1× Western Beachhead
Conquered Minor Country Box:
- Belgium-Holland: 1× 1-1-2 infantry [re: Belg], 1× 0-1-2 infantry [Res], 1× 1-1-3 cavalry [Exp]
- Denmark-Norway: 1× 0-1-2 infantry [Res]
- Greece: 2× 1-1-2 infantry [re: 1, 2], 2× 0-1-2 infantry [Res, re: 3]
- Poland: 3× 1-1-2 infantry [re: Kr, Kp, Pru], 5× 0-1-2 infantry [Res, re: Ld, Mo, Pm, Pz], 1× 1-1-3 cavalry [Exp]
- 4× 1-2-2 colonial infantry [Italy, Spain, Swe, Tur]
Option Cards:
- Removed from Deck: 1-8, 12, 15-19, 21, 23–28, 31
- Pending Card: 20a (Arsenal of Democracy)
- Selection Requirements Met: 1 (Change of Governments), 3 (French Rearmament), 5b (Wartime Mobilization), 21 (Arcadia Conference).
32.4 Soviet Faction Setup
On Map:
- Ceded Lands Box: Baltic States Ceded to Russia, Bessarabia Ceded to Russia, Eastern Poland Ceded to Russia, Finnish Frontier Ceded to Russia
- Strategic Warfare Box: Soviet Minor Country Production +1
- Murmansk (e5707): 1× 1-1-2 infantry [re: 14]
- e5608: 1× 3-3-2 infantry [19]
- e5109: 1× 0-1-2 infantry
- e4709: 1× 3-3-2 infantry [7]
- Leningrad (e4608): 1× 0-3-0 fortress [Len], 1× 3-3-2 infantry [23]
- Volkhov (e4609): 1× 3-3-2 infantry [8]
- Tikhvin (e4610): 1× 2-2-2 HQ [re: 1Ba]
- e4509: 1× 3-3-2 infantry [11]
- e4510: 1× 2-2-2 HQ [re: 2Ba]
- Staraya Russa (e4409): 2× 2-1-2 armor [re: 1S, 3S]
- Demyansk (e4410): 1× 3-3-2 infantry [34]
- Kalinin (e4411): 1× 3-3-2 infantry [31]
- e4309: 1× 2-1-2 armor [re: 4S], 1× 1-1-2 infantry [re: 22]
- e4311: 1× 3-3-2 infantry [20]
- Moscow (e4312): 1× 3-3-2 HQ [1By], 1× 0-3-0 fortress [Mos]
- e4212: 1× 3-3-2 infantry [5]
- e4213: 1× 3-3-2 HQ [2By], 1× 4-3-3 armor [3T]
- Tula (e4112): 1× 3-3-2 infantry [10]
- e4013: 1× 1-1-2 infantry [re: 3]
- e3913: 1× 3-3-2 infantry [48]
- e3814: 1× 1-1-2 infantry [re: 40]
- Voronezh (e3815): 1× 3-3-2 HQ [1Uk]
- Stary Oskol (e3714): 1× 1-1-2 infantry [re: 21]
- e3614: 1× 1-2-3 garrison, 1× 1-1-2 infantry [re: 28]
- e3513: 1× 1-1-2 infantry [re: 6]
- e3514: 1× 3-3-2 infantry [9]
- e3515: 1× 3-3-2 HQ [2Uk]
- e3415: 1× 3-3-2 infantry [12]
- Rostov (e3315): 1× 1-2-3 garrison, 1× 3-3-2 infantry [18]
- Kerch (e3014): 1× 1-1-2 infantry [re: 43]
- Sevastopol (e2912): 1× 0-3-0 fortress [Sev]
- w2826: 1× Yugoslavian 0-1-2 infantry [Res], Soviet Partisan Base
On Turn Track:
- June–July 1942: 2× 2-1-3 armor [re: 1T, 4T], 1× Air Force [1By]
- Sept–Oct 1942: 1× 2-1-3 armor [re: 2T]
Force Pool:
- 3× 0-1-2 infantry
- 9× 1-1-2 infantry [re: 4, 13, 16, 24, 26, 27, 33, 37, 42]
- 1× 2-1-2 armor [re: 2S]
- 4× 1-1-3 cavalry [re: Bel, Gor, Obu, Plv]
- 1× 1-1-3 infantry [VDV]
- 2× 1-1-3 armor
- 1× 2-1-3 armor [re: 5T]
- 1× Interceptor [PVO]
- 1× Convoy
- 6× Yugoslavian 0-1-2 infantry [re: 1, 2, 3, 4, 5, 6]
- 1× Yugoslavian 1-1-3 cavalry [Exp]
- 1× Soviet Beachhead
Conditional Events Box:
- Lend-Lease to Russia: Lend-Lease
Option Cards:
- Removed from Deck: 1–8, 9b, 10b, 11–12, 15–18, 20a–b, 22b, 24–27, 42, 44
- Pending Card: 28 (Uranus Reserves Formed)
- Selection Requirements Met: 5a (Political Purges), 6 (New Five-Year Plan), 17a (General Mobilization), 27a (Great Patriotic War).
32.5 Special Rules
- Fortunes of War: If Fortunes of War (+15) is in effect, each side begins with one FoW card.
33. 1943: The Hinge of Fate
Design Note: Could the Western Allies have conducted D-Day a year earlier? Was an Axis '43 offensive in Russia the right way to go? This late-war campaign scenario allows players to answer these questions.
Game Length: 18 turns, May–June 1943 to V-E Day
War State: Total War
Axis Countries: Germany, Bulgaria, Finland, Hungary, Italy, Rumania
Western Countries: Great Britain, United States, Iraq, Persia, Syria, Vichy
Soviet Countries: Russia, Yugoslavia
Neutral Minor Countries: Ireland, Portugal, Spain, Sweden, Switzerland, Turkey
Conquered Minor Countries: Belgium-Holland, Denmark-Norway, Greece, Poland
British Dependents: Cyprus, Egypt, Gibraltar, Kuwait, Malta, Palestine, Trans-Jordan
Italian Dependents: Albania, Libya, Rhodes
Vichy Dependents: Algeria, Morocco, Tunisia
33.1 Markers Setup
Turn Track:
- May–June 1943: Turn Marker
- Mar–Apr 1944: Increase USCL
- May–June 1945: V-E Day
US Commitment Level Track:
- USCL 2: European USCL
Victory Point Track:
- 2 VP: Axis Tide, No Retreat
Influence & Neutrality Markers on Map:
- Spain: Neutrality
- Sweden: Western Influence
- Switzerland: Neutrality
- Turkey: Western Influence
Removed From Game:
- All Austrian counters
- All Baltic States counters
- Belgium-Holland 0-2-0 fortress [Ams]
- All Civil War counters
- All Czechoslovakian counters
- 2× Finnish 0-2-0 fortress [Man]
- All French non-V counters, Surface Fleet [1] and Convoy marker
*Pacific War Display:
- Western Pacific War Box: Pacific Total War
33.2 Axis Faction Setup
On Map:
- Ceded Lands Box: Alsace-Lorraine Ceded to Germany, Austria Ceded to Germany, Czechoslovakia Ceded to Germany, Polish Corridor Ceded to Germany
- Strategic Warfare Box: Axis Minor Country Production +1, Italian War Economy +1
- Petsamo (e5806): 1× Finnish 0-1-3 infantry [Ski]
- e5406: 1× Axis 4-4-3 infantry [20]
- e4907: 1× Finnish 2-3-2 infantry [K]
- e4707: 1× Finnish 0-1-3 infantry [Ski]
- e4607: 1× Finnish 2-3-2 infantry [SE]
- Tallinn (e4504): Detachment
- Luga (e4507): 1× 6-6-3 infantry [18]
- Riga (e4304): 1× 1-2-3 infantry
- e4306: 1× 4-4-3 HQ [Nor], 1× 2-2-4 armor
- Velikiye Luki (e4308): 1× 6-6-3 infantry [16]
- e4209: 1× 8-6-4 armor [3P]
- Smolensk (e4109): 1× 6-6-3 infantry [9]
- e4009: 1× 4-4-3 HQ [Cen], 1× SS 3-2-4 armor
- Bryansk (e4011): 1× 6-6-3 infantry [4]
- Orel (e4012): 1× 8-6-4 armor [2P]
- Minsk (e3906): 1× 1-2-3 infantry
- e3812: 1× 6-6-3 infantry [2]
- Warsaw (e3702): 1× 1-2-3 infantry
- Belgorod (e3713): 1× 8-6-4 armor [4P]
- Kiev (e3609): 1× Hungarian 1-1-2 infantry [re: 2], OkH Logistics
- Poltava (e3612): 1× 4-4-3 HQ [Sou], 1× SS 2-3-4 armor
- Kharkov (e3613): 1× 5-6-2 infantry [8]
- Krakow (e3501): 1× 1-2-3 infantry
- Lvov (e3504): 1× Hungarian 0-1-2 infantry [re: 1]
- e3414: 1× 8-6-4 armor [1P]
- Dnepropetrovsk (e3311): 1× 1-2-3 infantry
- Taganrog (e3314): 1× 6-6-3 infantry [6]
- Melitopol (e3213): 1× 4-4-3 HQ [A]
- Odessa (e3109): 1× Rumanian 2-2-2 infantry [3]
- Anapa (e3015): 1× 4-4-3 infantry [re: 17]
- Sevastopol (e2912): 1× 1-2-3 infantry
- Belgrade (e2802): 1× 3-4-2 infantry [re: 12], 1× Hungarian 0-1-2 infantry [re: 3]
- Nis (e2603): 1× Bulgarian 1-2-2 infantry [1]
- Sofia (e2605): 1× Bulgarian 1-2-2 infantry [2]
- Tirana (e2402): 1× Italian 0-1-2 infantry [re: 9]
- Salonika (e2404): 1× Bulgarian 1-2-2 infantry [3]
- Athens (e2204): 1× 3-4-2 infantry [re: E]
- Rhodes (e1908): 1× Italian 0-1-0 garrison [Rho]
- Khania (e1805): 1× 1-2-3 infantry
- Zagreb (w3026): 1× Italian 0-1-2 infantry [re: 2]
- Palermo (w2122): 1× 1-2-4 infantry [1F]
- In any hex(es) in Belgium-Holland, Denmark-Norway, and/or France (including Corsica): 2× 3-4-2 infantry [re: 1, 7], 2× 0-3-0 fortress [FE], 14× 1-2-3 infantry
- In any hex(es) in Italy (including Sardinia or Sicily): 1× 1-2-3 infantry, 1× Italian 1-2-2 infantry [6], 1× Italian 1-1-3 infantry [re: 1], 6× Italian 0-1-2 infantry [re: 3, 4, 5, 7, 10, A]
On Turn Track:
- June–July 1943: 1× 5-4-4 armor [re: 5P], 1× Air Force [1]
- July–Aug 1943: 1× Italian 1-1-3 infantry [Exp], 1× Air Force [2]
- Aug–Sept 1943: 1× Sub Fleet [Type IX]
In Holding Boxes:
- 20th Army: 1× Finnish 0-1-3 infantry [Ski]
Force Pool:
- 12× 1-2-3 infantry
- 5× 0-2-2 infantry [VG]
- 5× 3-4-2 infantry [re: 3, 10, 14, 19, 21]
- 2× 4-4-3 infantry [re: 11, 15]
- 9× 2-2-4 armor
- 1× 2-2-3 HQ [re: B]
- 10× 0-3-0 fortress [FE]
- 1× Axis 3-3-4 armor [re: PA]
- 1× Axis 1-1-2 HQ [re: Med]
- 1× Bulgarian 0-1-2 infantry [Res]
- 1× Finnish 0-1-2 infantry [Res]
- 1× Hungarian 0-1-2 infantry [Res]
- 1× Hungarian 1-1-3 cavalry [Exp]
- 2× Italian 0-1-2 infantry [Res, re: 11]
- 1× Italian 0-1-2 colonial infantry [Col]
- 1× Italian 1-1-3 infantry [re: 8]
- 1× Rumanian 1-1-2 infantry [re: 4]
- 3× Rumanian 0-1-2 infantry [Res, re: 1, 2]
- 1× Rumanian 1-1-3 cavalry [Exp]
- 1× Convoy
- 3× Air Force [3, 4, 5]
- 1× Interceptor [6]
- 1× Sub Fleet [Type VII]
- 1× Axis Scratch Convoy
- 1× Axis Beachhead
- 1× Italian Convoy
- 1× Italian Surface Fleet [RM]
Option Cards:
- Removed from Deck: 1–13, 15, 17–19, 22–25, 27b, 28–29, 31–34, 39, 44–45, 49
- Pending Card: 35a (Operation Citadel)
- Selection Requirements Met: 2× of 8–16 (Demand Austria, Demand Czechoslovakia), 32 (Speer Appointed Minister).
33.3 Western Faction Setup
On Map:
- Strategic Warfare Box: Western Minor Country Production +1, +Allied Luck
- Tehran (e2327): 1× Persian 0-1-2 infantry [Res]
- Famagusta (e1814): Detachment
- Damascus (e1716): 1× Syrian 0-1-2 infantry [Res]
- Baghdad (e1722): 1× Iraqi 0-1-2 infantry [Res]
- Alexandria (e1411): 1× 1-1-3 infantry [re: 10]
- Basra (e1427): 1× 0-1-0 garrison [Basra]
- Port Said (e1312): 1× 0-1-0 garrison [Said]
- Suez (e1213): 1× 0-1-0 garrison [Suez]
- East Africa Box: +East Africa Open
- Scapa Flow (w4817): Detachment
- London (w3916): 1× 2-2-0 HQ [Lon]
- Gibraltar (w2208): 1× 0-2-0 fortress [Gib]
- Oran (w2111): 1× French 0-1-2 colonial infantry [Col]
- Algiers (w2114): 1× French 0-1-2 colonial infantry [Col], AFHQ Logistics
- Casablanca (w2005): 1× French 0-1-2 colonial infantry [Col]
- In and/or adjacent to Tunis (w2021): 1× 7-6-3 infantry [8], 1× 3-4-2 infantry [re: 1], 1× Western 4-5-2 HQ [15], 2× US 1-2-3 infantry, 1× US 2-1-3 armor
- Malta (w1824): 1× 1-1-2 infantry [Def], 1× 0-1-0 garrison [Malta]
- Tripoli (w1522): 1× 1-2-2 infantry
- Eastern US/Canada Box: 1× US 2-1-3 armor
- In any hex(es) in Britain: 1× 1-2-2 colonial infantry [Can], 2× 2-1-3 armor
On Turn Track:
- June–July 1943: 1× Air Force [1], 1× US Surface Fleet [8]
- July–Aug 1943: 1× US 4-4-2 infantry [re: 5]
In Holding Boxes:
- 15 HQ: 1× US 2-1-3 armor
Force Pool:
-
3× 1-1-3 infantry [re: 9, NW, W]
-
2× 1-2-2 infantry
-
1× 1-2-2 infantry [BEF]
-
4× 1-2-2 colonial infantry [Aus, Fra, Ind, Pol]
-
2× 1-1-3 colonial infantry [NZ, SA]
-
4× 2-1-3 armor
-
1× 2-1-3 colonial armor [Can]
-
1× 2-2-2 HQ [WDF]
-
1× Air Force [2]
-
1× Interceptor [FC]
-
1× Bomber [BC]
-
2× Surface Fleets [Home, Med]
-
1× CV Fleet [Force H]
-
2× Convoys
-
1× French 1-2-3 infantry [re: 7]
-
1× French 1-1-2 infantry [Col]
-
1× French 0-1-2 infantry [Res]
-
1× French 1-2-3 infantry [Exp]
-
1× French 3-4-2 infantry [re: 1]
-
10× US 1-2-3 infantry
-
3× US 2-1-3 armor
-
1× US 3-4-2 infantry [re: 7]
-
2× US Air Force [Med, 9]
-
1× US Surface Fleet [Atlantic]
-
1× US Convoy
-
1× Western 1-2-4 infantry [1AB]
-
1× Western Beachhead
Conquered Minor Country Box:
- Belgium-Holland: 1× 1-1-2 infantry [re: Belg], 1× 0-1-2 infantry [Res], 1× 1-1-3 cavalry [Exp]
- Denmark-Norway: 1× 0-1-2 infantry [Res]
- Greece: 2× 1-1-2 infantry [re: 1, 2], 2× 0-1-2 infantry [Res, re: 3]
- Poland: 3× 1-1-2 infantry [re: Kr, Kp, Pru], 5× 0-1-2 infantry [Res, re: Ld, Mo, Pm, Pz], 1× 1-1-3 cavalry [Exp]
- 4× 1-2-2 colonial infantry [Italy, Spain, Swe, Tur]
Option Cards:
- Removed from Deck: 1–8, 12, 15–21, 23–28, 30–31, 34–35
- Pending Card: 36a (Operation Husky)
- Selection Requirements Met: 1 (Change of Governments), 3 (French Rearmament), 5b (Wartime Mobilization), 21 (Arcadia Conference), 35a (Trident Conference).
33.4 Soviet Faction Setup
On Map:
- Ceded Lands Box: Baltic States Ceded to Russia, Bessarabia Ceded to Russia, Eastern Poland Ceded to Russia, Finnish Frontier Ceded to Russia
- Strategic Warfare Box: Soviet Minor Country Production +1
- Murmansk (e5707): 1× 1-1-2 infantry [re: 14]
- e5608: 1× 3-3-2 infantry [19]
- e5109: 1× 0-1-2 infantry
- e4709: 1× 3-3-2 infantry [7]
- Leningrad (e4608): 1× 0-3-0 fortress [Len], 1× 1-2-3 garrison, 1× 3-3-2 infantry [23]
- Volkhov (e4609): 1× 3-3-2 HQ [1Ba]
- Novgorod (e4508): 1× 3-3-2 infantry [8]
- Staraya Russa (e4409): 1× 3-3-2 infantry [34]
- e4309: 1× 3-3-2 infantry [22]
- Moscow (e4312): 1× 0-3-0 fortress [Mos]
- e4210: 2× 3-3-2 infantry [5, 31]
- Vyasma (e4211): 1× 3-3-2 HQ [1By]
- e4110: 1× 1-2-3 garrison, 1× 3-3-2 infantry [33]
- e4111: 1× 3-3-2 infantry [10]
- Tula (e4112): 1× 3-3-2 infantry [3]
- Ryazan (e4113): 1× 3-3-2 HQ [2By]
- e4013: 1× 3-3-2 infantry [48]
- e3912: 1× 4-3-3 armor [2T]
- e3913: 1× 3-3-2 HQ [1Uk], 1× 4-4-3 armor [1T]
- Kursk (e3813): 1× 3-3-2 infantry [40]
- e3814: 1× 4-4-3 infantry [6G]
- Voronezh (e3815): 1× 3-3-2 HQ [2Uk]
- Stary Oskol (e3714): 1× 4-4-3 infantry [7G]
- e3614: 1× 3-3-2 infantry [6]
- e3514: 1× 4-4-3 infantry [1G]
- e3515: 1× 4-4-3 HQ [3Uk]
- e3415: 1× 4-4-3 infantry [3G]
- Rostov (e3315): 1× 5-2-2 armor [5S], 1× 3-3-2 infantry [28]
- e3115: 1× 3-3-2 infantry [9]
- Novorossisk (e3016): 1× 3-3-2 infantry [18]
- w2826: 1× Yugoslavian 1-2-2 infantry [1], Soviet Partisan Base
- Sarajevo (w2727): 1× Yugoslavian 0-1-2 infantry [re: 2]
On Turn Track:
- July–Aug 1943: 1× Air Force [1Uk]
Force Pool:
- 3× 0-1-2 infantry
- 13× 1-1-2 infantry [re: 4, 11, 12, 13, 16, 20, 21, 24, 26, 27, 37, 42, 43]
- 4× 2-1-2 armor [re: 1S, 2S, 3S, 4S]
- 6× 1-2-3 infantry [re: 2G, 4G, 5G, 8G, 10G, 11G]
- 1× 0-2-2 infantry [Def]
- 4× 1-1-3 cavalry [re: Bel, Gor, Plv, Obu]
- 1× 1-1-3 infantry [VDV]
- 2× 1-1-3 armor
- 3× 2-1-3 armor [re: 3T, 4T, 5T]
- 2× 2-2-3 armor [re: 3GT, 5GT]
- 1× 0-3-0 fortress [Sev]
- 2× 2-2-3 HQ [re: 3Ba, 3By]
- 1× 2-2-2 HQ [re: 2Ba]
- 2× Air Force [1By, 1Ba]
- 1× Interceptor [PVO]
- 1× Convoy
- Stavka Logistics
- 5× Yugoslavian 0-1-2 infantry [Res, re: 3, 4, 5, 6]
- 1× Yugoslavian 1-1-3 cavalry
- 1× Soviet Beachhead
Conditional Events Box:
- Lend-Lease to Russia: Lend-Lease
Option Cards:
- Removed from Deck: 1–8, 9b, 10b, 11–12, 15–18, 20a–b, 22b, 24–30, 42–44
- Pending Card: 31a (Rumyantsev Offensive)
- Selection Requirements Met: 5a (Political Purges), 6 (New Five-Year Plan), 17a (General Mobilization), 27a (Great Patriotic War).
34. 1944: Closing the Ring
Design Note: This scenario covers the last year of the war, from D-Day and the Destruction of Army Group Center to V-E Day.
Game Length: Approximately 9 turns, May–June 1944 to V-E Day.
War State: Total War is in effect.
Axis Countries: Germany, Bulgaria, Finland, Hungary, Italy, Rumania
Western Countries: Great Britain, United States, Iraq, Persia, Syria, Vichy
Soviet Countries: Russia, Yugoslavia
Neutral Minor Countries: Ireland, Portugal, Spain, Sweden, Switzerland, Turkey
Conquered Minor Countries: Belgium-Holland, Denmark-Norway, Greece, Poland
British Dependents: Cyprus, Egypt, Gibraltar, Kuwait, Malta, Palestine, Trans-Jordan
Italian Dependents: Albania, Libya, Rhodes
Vichy Dependents: Algeria, Morocco, Tunisia
34.1 Markers Setup
Turn Track:
- May–June 1944: Axis Faction Turn
- Mar–Apr 1945: Increase USCL
- May–June 1945: V-E Day
US Commitment Level Track:
- USCL 3: European USCL
Victory Point Track:
- 2 VP: No Retreat
- 1 VP: Axis Tide
Influence & Neutrality Markers on Map:
- Spain: Neutrality
- Sweden: Western Influence
- Switzerland: Neutrality
Other Markers on Map:
- Italy: No Occupation
Removed From Game:
- All Austrian counters
- All Baltic States counters
- Belgium-Holland 0-2-0 fortress [Ams]
- All Civil War counters
- All Czechoslovakian counters
- 2× Finnish 0-2-0 forts [Man]
- All French non-V counters, Surface Fleet [1] and Convoy marker
- Italian Surface Fleet [RM], Convoy and War Economy +1 markers
*Pacific War Display:
- Western Pacific War Box: Pacific Total War
34.2 Axis Faction Setup
On Map:
- Ceded Lands Box: Alsace-Lorraine Ceded to Germany, Austria Ceded to Germany, Czechoslovakia Ceded to Germany, Polish Corridor Ceded to Germany
- Strategic Warfare Box: Axis Minor Country Production +1
- Petsamo (e5806): 1× Finnish 0-1-3 infantry [Ski]
- e5406: 1× Axis 4-4-3 infantry [20]
- e4907: 1× Finnish 1-2-2 infantry [re: K]
- e4707: 1× Finnish 0-1-3 infantry [Ski]
- Vyborg (e4706): 1× Finnish 2-3-2 infantry [SE]
- Tallinn (e4504): Detachment
- Narva (e4506): 1× SS 2-3-4 armor, 1× 4-4-3 infantry [re: 18]
- e4405: 1× 4-4-3 HQ [Nor]
- Riga (e4304): 1× 1-2-3 infantry
- e4306: 1× 6-6-3 infantry [16]
- Orsha (e4108): 1× 8-6-4 armor [3P]
- e4009: 1× 6-6-3 infantry [4]
- Minsk (e3906): 1× 4-4-3 HQ [Cen]
- Rogachev (e3908): 1× 6-6-3 infantry [9]
- Warsaw (e3702): 1× 1-2-3 infantry
- e3807: 1× 4-4-3 infantry [re: 2]
- e3605: 1× 8-6-4 armor [4P], 1× 1-2-3 infantry
- Krakow (e3501): 1× 1-2-3 infantry
- Lvov (e3504): 1× 2-2-3 HQ [re: Sou]
- e3405: 1× 8-6-4 armor [1P], 1× 1-2-3 infantry
- e3206: 1× 3-4-2 infantry [re: 8]
- e3207: 1× Rumanian 2-2-2 infantry [4]
- Kishinev (e3208): 1× 4-4-3 infantry [re: 6]
- e3108: 1× Rumanian 2-2-2 infantry [3]
- Belgrade (e2802): 1× 1-2-2 HQ [re: F], 1× 3-4-2 infantry [re: 12]
- Bucharest (e2807): 2× 1-2-3 infantry
- Nis (e2603): 1× Bulgarian 1-2-2 infantry [1]
- Sofia (e2605): 1× Bulgarian 1-2-2 infantry [2]
- Tirana (e2402): Detachment
- Salonika (e2404): 1× Bulgarian 1-2-2 infantry [3]
- Athens (e2204): 1× 3-4-2 infantry [re: E]
- Khania (e1805): Detachment
- In any hex(es) in Hungary: 1× Hungarian 2-2-2 infantry [2], 1× 0-1-2 infantry [re: 3]
- Venice (w3023): 1× 1-2-3 infantry
- Zagreb (w3026): 1× 1-2-3 infantry
- Genoa (w2920): 1× 1-2-3 infantry
- Bologna (w2921): 1× 1-2-3 infantry
- Livorno (w2721): 1× 1-2-2 HQ [re: C]
- Ancona (w2723): 1× 3-4-2 infantry [re: 10]
- Rome (w2522): 1× 3-4-2 infantry [re: 14]
- In any hex(es) in Belgium-Holland, Denmark-Norway, and/or France (including Corsica): 1× 2-2-3 HQ [re: B], 1× 8-6-4 armor [5P], 1× SS 3-2-4 armor, 1× 4-4-3 infantry [re: 15], 3× 3-4-2 infantry [re: 1, 7, 19], 7× 0-3-0 fortress [FE], 11× 1-2-3 infantry
On Turn Track:
- June–July 1944: 1× 1-6-2 infantry [re: 1F], 1× Air Force [1]
- July–Aug 1944: 1× Air Force [2], 1× Interceptor [Reich], Materiel Shortages marker
- Aug–Sept 1944: 1× 1-2-2 HQ [re: H], 1× 4-4-3 infantry [re: 17], 1× Interceptor [6], 1× Sub Fleet [Type IX]
- Sept–Oct 1944: 1× SS 6-5-3 armor [re: 6P]
In Holding Boxes:
- 20th Army: 1× Finnish 0-1-3 infantry [Ski]
Force Pool:
- 12× 1-2-3 infantry
- 3× 0-2-2 infantry [VG]
- 1× SS 1-1-4 infantry
- 1× 1-2-4 infantry [1Flsj]
- 2× 3-4-2 infantry [re: 3, 21]
- 1× 4-4-3 infantry [re: 11]
- 10× 2-2-4 armor
- 1× 5-4-4 armor [re: 2P]
- 1× 2-2-3 HQ [re: A]
- 1× 1-2-2 HQ [re: G]
- 5× 0-3-0 fortress [FE]
- 1× Axis 3-3-4 armor [re: PA]
- 1× Axis 1-1-2 HQ [re: Med]
- 1× Bulgarian 0-1-2 infantry [Res]
- 1× Finnish 0-1-2 infantry [Res]
- 2× Hungarian 0-1-2 infantry [Res, re: 1]
- 1× Hungarian 1-1-3 cavalry [Exp]
- 2× Italian 1-1-3 infantry [re: 1, 8]
- 11× Italian 0-1-2 infantry [Res, re: A, 2, 3, 4, 5, 6, 7, 9, 10, 11]
- 1× Italian 0-1-2 colonial infantry [Col]
- 1× Italian 0-1-0 garrison [Rho]
- 1× Italian 1-1-3 infantry [Exp]
- 3× Rumanian 0-1-2 infantry [Res, re: 1, 2]
- 1× Rumanian 1-1-3 cavalry [Exp]
- OkH Logistics
- 3× Air Force [3, 4, 5]
- 1× Sub Fleet [Type VII]
- 1× Convoy
- 1× Axis Scratch Convoy
- 1× Axis Beachhead
Option Cards:
- Removed from Deck: 1–13, 15, 17–19, 22–25, 27b, 28–29, 31–36, 39, 44–47, 49
- Pending Card: 37 (V Weapons)
- Selection Requirements Met: 2× of 8–16 (Demand Austria, Demand Czechoslovakia), 46 (Production Directive: Jet Fighters).
34.3 Western Faction Setup
On Map:
- Strategic Warfare Box: Western Minor Country Production +2, +Allied Luck
- Tehran (e2327): 1× Persian 0-1-2 infantry [Res]
- Famagusta (e1814): Detachment
- Damascus (e1716): 1× Syrian 0-1-2 infantry [Res]
- Baghdad (e1722): 1× Iraqi 0-1-2 infantry [Res]
- Alexandria (e1411): 1× 2-1-3 armor, 1× 1-1-3 infantry [re: 10], Detachment
- Basra (e1427): 1× 0-1-0 garrison [Basra]
- Port Said (e1312): 1× 0-1-0 garrison [Said]
- Suez (e1213): 1× 0-1-0 garrison [Suez]
- East Africa Box: +East Africa Open
- Scapa Flow (w4817): Detachment
- London (w3916): SHAEF Logistics
- Ajaccio (w2620): 1× US 6-6-3 infantry [7]
- Pescara (w2624): 1× 7-6-3 infantry [8], 1× 2-1-3 armor
- Cassino (w2523): 1× US 7-6-3 infantry [5], 1× 1-2-2 colonial infantry [Pol]
- Naples (w2424): 1× Western 4-5-2 HQ [15], 1× US 2-1-3 armor, 1× French 3-4-2 infantry [1]
- Taranto (w2427): 1× 1-2-2 colonial infantry [Ind]
- Gibraltar (w2208): 1× 0-2-0 fortress [Gib]
- Palermo (w2122): 1× 1-1-3 colonial infantry [SA]
- Oran (w2111): 1× French 0-1-2 colonial infantry [Col]
- Algiers (w2114): 1× French 0-1-2 colonial infantry [Col], AFHQ Logistics
- Tunis (w2021): 1× French 0-1-2 colonial infantry [Col]
- Malta (w1824): 1× 0-1-0 garrison [Malta]
- In any hex(es) in Britain: 1× 6-6-2 HQ [21], 1× 8-7-3 infantry [2], 1× 2-1-3 armor, 1× 2-1-3 colonial armor [Can], 1× 1-2-2 colonial infantry [Can], 1× US 7-7-3 infantry [1], 4× US 2-1-3 armor, 5× US 1-2-3 infantry, 1× Western 1-2-4 infantry [1AB].
On Turn Track:
- June–July 1944: 1× US 5-5-3 infantry [re: 3], 1× Surface Fleet [Med], 1× 4-4-2 infantry [re: 1Can]
*Pacific War Display:
- *Pacific Holding Box: 1× CV Fleet [Force H]
© Clarification: In the AE combined game, this unit starts on the DS map.
In Holding Boxes:
- 15 HQ: 1× US 2-1-3 armor
Force Pool:
- 3× 1-1-3 infantry [re: 9, NW, W]
- 2× 1-2-2 infantry
- 1× 1-2-2 infantry [BEF]
- 1× 1-1-2 infantry [Def]
- 3× 1-2-2 colonial infantry [Aus, Fra, Italy]
- 1× 1-1-3 colonial infantry [NZ]
- 3× 2-1-3 armor
- 1× 3-4-2 infantry [re: 1]
- 1× 2-2-2 HQ [WDF]
- 1× 2-2-0 HQ [Lon]
- 2× Air Force [1, 2]
- 1× Interceptor [FC]
- 1× Bomber [BC]
- 1× Surface Fleet [Home]
- 2× Convoys
- 1× French 1-2-3 infantry [re: 7]
- 1× French 1-1-2 infantry [Col]
- 1× French 0-1-2 infantry [Res]
- 1× French 1-2-3 infantry [Exp]
- 7× US 1-2-3 infantry
- 1× US 2-2-4 infantry
- 1× US 4-4-2 infantry [re: 9]
- 1× US 3-3-2 HQ [re: 12]
- 4× US Air Force [Med, 9, 12, 15]
- 1× US Bomber [8]
- 2× US Surface Fleet [Atlantic, 8]
- 1× US Convoy
- 1× Western Beachhead
Conquered Minor Country Box:
- Belgium-Holland: 1× 1-1-2 infantry [re: Belg], 1× 0-1-2 infantry [Res], 1× 1-1-3 cavalry [Exp]
- Denmark-Norway: 1× 0-1-2 infantry [Res]
- Greece: 2× 1-1-2 infantry [re: 1, 2], 2× 0-1-2 infantry [Res, re: 3]
- Poland: 3× 1-1-2 infantry [re: Kr, Kp, Pru], 5× 0-1-2 infantry [Res, re: Ld, Mo, Pm, Pz], 1× 1-1-3 cavalry [Exp]
- 3× 1-2-2 colonial infantry [Spain, Swe, Tur]
Option Cards:
- Removed from Deck: 1–8, 12, 15–21, 23–28, 30–32, 34–39, 42
- Pending Card: 40 (Operation Overlord)
- Selection Requirements Met: 1 (Change of Governments), 3 (French Rearmament), 5b (Wartime Mobilization), 21 (Arcadia Conference), 35a (Trident Conference), 38a (Eureka Conference).
34.4 Soviet Faction Setup
On Map:
- Ceded Lands Box: Baltic States Ceded to Russia, Bessarabia Ceded to Russia, Eastern Poland Ceded to Russia, Finnish Frontier Ceded to Russia
- Strategic Warfare Box: Soviet Minor Country Production +2
- Murmansk (e5707): 1× 1-1-2 infantry [re: 14]
- e5608: 1× 3-3-2 infantry [19]
- e5109: 1× 0-1-2 infantry
- e4709: 1× 3-3-2 infantry [7]
- Leningrad (e4608): 2× 3-3-2 infantry [21, 23], 1× 0-3-0 fortress [Len]
- Volkhov (e4609): 1× 2-2-3 HQ [re: 3Ba]
- Luga (e4507): 1× 3-3-2 infantry [8]
- e4407: 1× 3-3-2 infantry [42]
- Dno (e4408): 1× 2-2-2 HQ [re: 2Ba], 1× 5-2-2 armor [2S]
- Pskov (e4307): 1× 5-2-2 armor [1S]
- Velikiye Luki (e4308): 1× 2-2-2 HQ [re: 1Ba]
- Moscow (e4312): 1× 0-3-0 fortress [Mos]
- Vitebsk (e4208): 1× 3-3-2 infantry [22]
- e4209: 1× 5-2-2 armor [4S]
- e4210: 1× 2-2-3 HQ [re: 3By]
- Smolensk (e4109): 1× 3-3-2 infantry [5]
- e4010: 1× 3-3-3 cavalry [Bel], 1× 3-3-2 infantry [33]
- Bryansk (e4011): 1× 3-3-2 HQ [2By], 1× 5-4-3 armor [5GT]
- Gomel (e3909): 1× 3-3-2 infantry [3]
- Chernigov (e3810): 1× 3-3-3 cavalry [Plv]
- Pinsk (e3706): 1× 4-4-3 infantry [8G]
- e3708: 1× 3-3-2 infantry [28]
- e3606: 1× 5-4-3 armor [1GT], 1× 4-4-3 infantry [3G]
- Kiev (e3609): 1× 2-2-2 HQ [re: 1By]
- Tarnopol (e3505): 1× 3-3-3 cavalry [Obu], 1× 4-4-3 infantry [1G]
- Zhmerinka (e3506): 1× 2-2-2 HQ [re: 1Uk], 1× 5-4-3 armor [3GT]
- e3406: 1× 3-3-2 infantry [18]
- Vinnitsa: 1× 2-2-2 HQ [re: 2Uk]
- Cernauti (e3306): 1× 3-3-3 cavalry [Gor], 1× 4-4-3 infantry [7G]
- e3307: 1× 3-3-2 infantry [27]
- e3308: 1× 4-4-3 infantry [4G]
- e3209: 1× 5-2-2 armor [5S]
- e3210: 1× 2-2-3 HQ [re: 3Uk]
- Odessa (e3109): 1× 3-3-2 infantry [37]
- Simferopol (e3013): 1× 2-2-3 HQ [re: 4Uk]
- Sevastopol (e2912): 1× 1-2-3 garrison [re: 2G]
- w2826: 2× Yugoslavian 1-2-2 infantry [1, 2], Soviet Partisan Base
- Split (w2726): 1× Yugoslavian 1-2-2 infantry [3]
- Sarajevo (w2727): 1× Yugoslavian 1-2-2 infantry [4], 1× Yugoslavian 1-1-3 cavalry [Exp]
On Turn Track:
- June–July 1944: 1× Air Force [2By]
- July–Aug 1944: 1× 2-2-3 armor [re: 2GT]
Force Pool:
- 3× 0-1-2 infantry
- 16× 1-1-2 infantry [re: 4, 6, 9, 10, 11, 12, 13, 16, 20, 24, 26, 31, 34, 40, 43, 48]
- 1× 2-1-2 armor [re: 3S]
- 5× 1-2-3 infantry [re: 5G, 6G, 9G, 10G, 11G]
- 1× 0-2-2 infantry [Def]
- 1× 1-1-3 infantry [VDV]
- 2× 1-1-3 armor
- 2× 1-2-3 infantry
- 5× 2-1-3 armor [re: 1T, 2T, 3T, 4T, 5T]
- 1× 0-3-0 fortress [Sev]
- Stavka Logistics
- 3× Air Force [1Ba, 1By, 1Uk]
- 1× Interceptor [PVO]
- 1× Convoy
- 3× Yugoslavian 0-1-2 infantry [Res, re: 5, 6]
- 1× Soviet Beachhead
Conditional Events Box:
- Lend-Lease to Russia: Lend-Lease
Option Cards:
- Removed from Deck: 1–8, 9b, 10b, 11–12, 15–18, 20a–b, 22b, 24–32, 42–44
- Pending Card: 33a (Bagration Offensive)
- Selection Requirements Met: 5a (Political Purges), 6 (New Five-Year Plan), 17a (General Mobilization), 27a (Great Patriotic War), 32 (Bagration Reserves Formed).
34.5 Special Rules
The Bomb Plot: The Axis faction must roll on the Option Card Segment table on card 36 Materiel Shortages when the Materiel Shortages marker is removed from the Turn Track.
35. 1945: Operation Unthinkable
Design Note: May 25, 1945: Germany has surrendered, but there is no V-E Day to celebrate just yet. Alarmed by Stalin's refusal to abide by the Yalta agreement, the Western Allies launch a pre-emptive strike against the Soviet Union. The plans are ordered by Churchill himself—code name: Unthinkable. This bonus "Red Star/White Star" scenario for two players pits East vs West in a final showdown for European supremacy.
Game Length: 9 turns, May–June 1945 to April–May 1946.
War State: Total War and Separate Peace are in effect.
Western Countries: Great Britain, United States, Belgium-Holland, Denmark-Norway, Finland, Greece, Italy, Iraq, Persia, Syria, Vichy
Soviet Countries: Russia, Bulgaria, Hungary, Poland, Rumania, Yugoslavia
Neutral Minor Countries: Ireland, Portugal, Spain, Sweden, Switzerland, Turkey
British Dependents: Cyprus, Egypt, Gibraltar, Kuwait, Malta, Palestine, Trans-Jordan
Italian Dependents: Albania, Libya, Rhodes
Vichy Dependents: Algeria, Morocco, Tunisia
35.1 Markers Setup
Turn Track:
- May–June 1945: Western Faction Turn
- May–June 1946: V-E Day Separate Peace
US Commitment Level Track:
- USCL 4: European USCL
Influence & Neutrality Markers on Map:
- Spain: Neutrality
- Sweden: Western Influence
- Switzerland: Neutrality
- Turkey: Western Influence
Ceded Lands Box:
- Austria Ceded to Germany, Czechoslovakia Ceded to Germany, Polish Corridor Ceded to Germany
Removed From Game:
- All Austrian counters
- All Baltic States counters
- Belgium-Holland 0-2-0 fortress [Ams]
- All Civil War counters
- All Czechoslovakian counters
- 2× Finnish 0-2-0 forts [Man]
- All French non-V counters, Surface Fleet [1], and Convoy marker
- All German counters
- Italian Surface Fleet [RM], Convoy, and War Economy +1 markers
- Western Lend-Lease marker
-
- Luck marker
Pacific War Display:
- Western Pacific War Box: Pacific Total War
- Soviet Pacific War Box: Pacific Total War
35.2 Western Faction Setup
On Map:
- Strategic Warfare Box: Western Minor Country Production +2
- Petsamo (e5806): 1× Finnish 0-1-3 infantry [Ski]
- e5305: 1× Finnish 0-1-3 infantry [Ski]
- Helsinki (e4704): 1× Finnish 0-1-3 infantry [Ski]
- e4705: 2× Finnish 1-2-2 infantry [re: K, SE]
- Tehran (e2327): 1× Persian 0-1-2 infantry [Res]
- Athens (e2204): 1× 2-1-3 armor, 1× Greek 2-2-2 infantry [1]
- Famagusta (e1814): Detachment
- Damascus (e1716): 1× Syrian 0-1-2 infantry [Res]
- Baghdad (e1722): 1× Iraqi 0-1-2 infantry [Res]
- Alexandria (e1411): 1× 1-1-3 infantry [re: 10], Detachment
- Basra (e1427): 1× 0-1-0 garrison [Basra]
- Port Said (e1312): 1× 0-1-0 garrison [Said]
- Suez (e1213): 1× 0-1-0 garrison [Suez]
- Scapa Flow (w4817): Detachment
- Oslo (w4624): 1× Denmark-Norway 0-1-2 infantry [Res]
- Hamburg (w3922): 1× 6-6-2 HQ [21], 1× 2-1-3 armor
- Lübeck (w3923): 1× 8-7-3 infantry [2]
- w3823: 1× 7-7-3 infantry [1Can]
- Brussels (w3718): 1× Belgium-Holland 2-2-2 infantry [Belg], 1× Belgium-Holland 1-1-3 cavalry [Exp]
- The Ruhr (w3720): 1× 1-2-2 colonial infantry [Can]
- Braunschweig (w3723): 1× US 7-6-3 infantry [9]
- Kassel (w3622): 1× US 6-6-2 HQ [12], 1× US 2-1-3 armor
- Leipzig (w3624): 1× US 7-7-3 infantry [1]
- Paris (w3516): SHAEF Logistics
- Metz (w3519): 1× US 1-2-3 infantry
- Frankfurt (w3521): 1× US 1-2-3 infantry
- w3523: 1× US 9-7-4 armor [3]
- w3423: 1× French 6-6-3 infantry [1], 1× French 1-2-3 infantry [Exp]
- w3322: 1× US 4-5-2 HQ [6], 1× US 2-1-3 armor
- Munich (w3323): 1× US 6-6-3 infantry [7]
- w3122: 1× US 7-6-3 infantry [5]
- Venice (w3023): 1× Western 4-5-2 HQ [15], 1× Italian 1-1-3 infantry [Exp]
- Trieste (w3024): 1× 7-6-3 infantry [8]
- Naples (w2424): AFHQ Logistics
- Gibraltar (w2208): 1× 0-2-0 fortress [Gib]
- Oran (w2111): 1× French 0-1-2 colonial infantry [Col]
- Algiers (w2114): 1× French 0-1-2 colonial infantry [Col]
- Tunis (w2021): 1× French 0-1-2 colonial infantry [Col]
- Malta (w1824): 1× 0-1-0 garrison [Malta]
- In any hex in France: 1× 1-2-3 infantry [re: 7]
On Turn Track:
- June–July 1945: 1× Air Force [1]
- July–Aug 1945: 1× US Air Force [Med]
Pacific War Display:
- Pacific Holding Box: 1× CV Fleet [Force H], 1× US Surface Fleet [8]
In Holding Boxes:
- 15 HQ: 1× US 2-1-3 armor
Force Pool:
- 3× 1-1-3 infantry [re: 9, NW, W]
- 2× 1-2-2 infantry
- 1× 1-2-2 infantry [BEF]
- 1× 1-1-2 infantry [Def]
- 5× 1-2-2 colonial infantry [Aus, Fra, Ind, Italy, Pol]
- 2× 1-1-3 colonial infantry [NZ, SA]
- 4× 2-1-3 armor
- 1× 2-1-3 colonial armor [Can]
- 1× 3-4-2 infantry [re: 1]
- 1× 2-2-2 HQ [WDF]
- 1× 2-2-0 HQ [Lon]
- 1× Air Force [2]
- 1× Interceptor [FC]
- 1× Bomber [BC]
- 2× Surface Fleet [Home, Med]
- 2× Convoys
- 1× Belgium-Holland 0-1-2 infantry [Res]
- 1× Finnish 0-1-2 infantry [Res]
- 1× French 1-1-2 infantry [Col]
- 1× French 0-1-2 infantry [Res]
- 1× Greek 1-1-2 infantry [re: 2]
- 2× Greek 0-1-2 infantry [Res, re: 3]
- 2× Italian 1-1-3 infantry [re: 1, 8]
- 11× Italian 0-1-2 infantry [Res, re: A, 2, 3, 4, 5, 6, 7, 9, 10, 11]
- 1× Italian 0-1-2 colonial infantry [Col]
- 10× US 1-2-3 infantry
- 1× US 2-2-4 infantry
- 3× US 2-1-3 armor
- 1× US 3-4-2 infantry [re: 15]
- 3× US Air Force [9, 12, 15]
- 1× US Bomber [8]
- 1× US Surface Fleet [Atlantic]
- 1× US Convoy
- 1× Western 1-2-4 infantry [1AB]
- 1× Western Beachhead
Conquered Minor Country Box:
- 3× 1-2-2 colonial infantry [Spain, Swe, Tur]
Option Cards:
- Pending Card: 45 (Operation Eclipse)
- Remaining Cards in Deck: 10, 13, 14, 22, 29, 33, 46, 48
- Selection Requirements Met: 3 (French Rearmament), 5b (Wartime Mobilization), 21 (Arcadia Conference), 43a (Magneto Conference).
35.3 Soviet Faction Setup
On Map:
- Ceded Lands Box: Baltic States Ceded to Russia, Bessarabia Ceded to Russia, Eastern Poland Ceded to Russia, Finnish Frontier Ceded to Russia
- Strategic Warfare Box: Soviet Minor Country Production +2
- Murmansk (e5707): 1× 3-3-2 infantry [14]
- Vyborg (e4706): 1× 3-3-2 infantry [7]
- Leningrad (e4608): 1× 2-2-3 HQ [re: 3Ba], 0-3-0 fortress [Len]
- Moscow (e4312): 1× 0-3-0 fortress [Mos]
- w4024: 1× 5-2-2 armor [2S], 1× 3-2-2 infantry [19]
- w3924: 1× 5-4-3 armor [2GT], 1× 4-4-3 infantry [8G]
- w3824: 1× 5-4-3 armor [1GT], 1× 5-2-2 armor [5S], 1× 3-3-2 infantry [33]
- Berlin (w3825): 1× 2-2-3 HQ [re: 3By]
- Posen (w3827): 1× Polish 2-2-2 infantry [Pru]
- w3724: 2× 3-3-2 infantry [3, 31]
- w3725: 1× 2-2-2 HQ [re: 2By]
- Dresden (w3625): 3× 3-3-2 infantry [6, 21, 28]
- Breslau (w3626): 1× 2-2-2 HQ [re: 1By]
- Prague (w3524): 2× 5-4-3 armor [3GT, 4GT], 1× 4-4-3 infantry [3G]
- w3525: 1× 2-2-2 HQ [re: 1Uk]
- w3425: 1× 4-4-3 infantry [7G], 1× 3-3-2 infantry [13]
- Brno (w3426): 1× 2-2-3 HQ [re: 4Uk]
- w3324: 2× 4-4-3 infantry [4G, 9G]
- w3325: 1× 2-2-2 HQ [re: 2Uk]
- w3225: 2× 3-3-2 infantry [26, 27]
- Vienna (w3226): 1× 2-2-3 HQ [re: 3Uk], 1× Rumanian 2-2-2 infantry [4]
- Graz (w3125): 1× Bulgarian 1-2-2 infantry [1]
- w3025: 2× Yugoslavian 1-2-2 infantry [1, 3]
- Pola (w2924): 2× Yugoslavian 1-2-2 infantry [2, 4]
- w2826: Soviet Partisan Base
- In any hex(es) in Baltic States, East Prussia, Poland, Hungary, or Rumania: 1× 5-4-3 armor [5GT], 2× 4-4-3 infantry [6G, 10G], 2× 5-2-2 armor [3S, 4S], 2× 3-3-2 infantry [22, 43], 2× 2-2-2 HQ [re: 1Ba, 2Ba].
- In any hex(es) in Yugoslavia: 2× Yugoslavian 1-2-2 infantry [5, 6], 1× Yugoslavian 1-1-3 cavalry [Exp]
On Turn Track:
- June–July 1945: 1× Air Force [1By]
- July–Aug 1945: 1× Air Force [1Uk]
Force Pool:
- 4× 0-1-2 infantry
- 17× 1-1-2 infantry [re: 4, 5, 8, 9, 10, 11, 12, 16, 18, 20, 23, 24, 34, 37, 40, 42, 48]
- 1× 2-1-2 armor [re: 1S]
- 4× 1-2-3 infantry [re: 1G, 2G, 5G, 11G]
- 1× 0-2-2 infantry [Def]
- 1× 1-1-3 infantry [VDV]
- 4× 1-1-3 cavalry [re: Bel, Gor, Obu, Plv]
- 2× 1-1-3 armor
- 2× 1-2-3 infantry
- 5× 2-1-3 armor [re: 1T, 2T, 3T, 4T, 5T]
- 1× 0-3-0 fortress [Sev]
- Stavka Logistics
- 3× Air Force [1Ba, 2By, 2Uk]
- 1× Interceptor [PVO]
- 1× Convoy
- 3× Bulgarian 0-1-2 infantry [Res, re: 2, 3]
- 1× Hungarian 1-1-2 infantry [re: 2]
- 3× Hungarian 0-1-2 infantry [Res, re: 1, 3]
- 1× Hungarian 1-1-3 cavalry [Exp]
- 2× Polish 1-1-2 infantry [re: Kr, Kp]
- 5× Polish 0-1-2 infantry [Res, re: Ld, Mo, Pm, Pz]
- 1× Polish 1-1-3 cavalry [Exp]
- 1× Rumanian 1-1-2 infantry [re: 3]
- 3× Rumanian 0-1-2 infantry [Res, re: 1, 2]
- 1× Rumanian 1-1-3 cavalry [Exp]
- 1× Yugoslavian 0-1-2 infantry [Res]
Option Cards:
- Pending Card: 36 (Workers Reserves Formed)
- Remaining Cards in Deck: 9a, 19, 22a, 37a, 37b, 39, 40, 41
- Selection Requirements Met: 5a (Political Purges), 6 (New Five-Year Plan), 27a (Great Patriotic War), A Soviet Offensive card has already been played for 1945.
Clarification: That means the Soviet faction won't be able to play the Workers Offensive card until Spring 1946!
35.4 Special Rules
Victory Conditions: Each side counts how many Strategic Hexes (of any color) that it controls at the end of the game. For this scenario, a faction controls a Strategic Hex in a Neutral Minor Country if it contains a friendly Influence marker.
Clarification: Control of Berlin (w3825) is not necessary to count an Influence marker.
The Western faction adds two to its score if it has not played card 46 Manhattan Project.
The Soviet faction adds two to its score if there is not a Pacific Total War marker in the Soviet Pacific War Box.
The side with the highest score wins the game. Both sides lose if the score is tied.
German Cities: Germany is treated as an Axis Dependent—its cities are friendly to neither side.
Players Notes
The notes in this section will help you better understand each faction's strategic choices inherent within its deck of cards. You'll also find a storyboard of what cards they played historically and when. Feel free to refer here often as you learn the game!
Axis Faction Player Notes
Pre-War Decisions
To get the right mindset as the Axis player, think of Germany as beginning the game in a political box imposed by the Treaty of Versailles—and you must break out of the box. How to do it? Well, your "Nice Nazi" options are limited with only two Ribbentrop Diplomacy cards. If you strive to play it nice, the only other cards that can help you are Support Nationalists (which, at least, give you one infantry step even when the Spanish Civil War is over).
That means you won't have a lot of toys to show for playing nice, so consider the alternative. You're usually better off spending most of Pre-War rearming Germany and making Demands of your various neighbors. That will net you some extra toys and territory. Of course, which neighbors you harass greatly depends on the following Pre-War matters.
Supporting the Spanish Civil War
For the Axis, it is well worth it to Support Nationalists in Spain. First, you get to remove enemy Influence markers gratis or throw the dice to place friendly ones. Second, the Civil War tables on the cards are slightly biased to your advantage, making you the favorite to win. Third, the penalty if you lose (one Strategic Hex continually counting against you) is quite significant. So support your local dictator, because Franco's reign in Spain will help you stay in the game.
Pre-War Discards
German Rearmament, Military Purges, and Continuing Rearmament all cost the Axis politically. Each costs one or two Pre-War political cards (either Ribbentrop Diplomacy or a Demand). Historically, Hitler ditched both of his Ribbentrop cards along with the Gau Moselland and Denmark options. The decisions you make here will have a definite impact down the road.
Your hand also contains six impressive Production Directive cards (A-bombs, Helicopters, Jet Fighters, Ural Bombers, Type XXI U-Boats, and the Kriegsmarine Z-Plan). But half of those will be discarded by the time you play German Mobilization, and another one is forced from your hand when you play a card 34 Festung Europa or SS Europa. So you can only play two, maybe three, of these Directive cards. The question is, which ones do you husband now to play later?
The answer depends on your Master Plan for conquering Europe. Ural Bombers and Helicopters will mostly help you on the Eastern Front. U-boats and Z-Plan play better against the West. A-bombs and Jet Fighters are just plain all-around useful, but the former is an iffy prospect and the latter only affects enemy air units.
Master Plan: West First or East First?
This is the most important decision you must make as Limited War approaches. During Limited War, you can pretty much keep one Allied faction quiet while you wage war against the other. Hitler chose to keep Russia quiet by playing the Nazi-Soviet Pact, leaving him free to overrun France with Case Yellow. However, you might choose to leave Appeasement in place to cover your back in the West and go for a romp in Russia via Operation Otto and Ostland Accord.
The choice is yours, but bear in mind that either way you will have to fight a two-front war eventually.
Entering Limited War
If you squeeze out every possible card from your Pre-War deck and play either Continuing Mobilization or West Wall Constructed as late as possible, Limited War will be upon you by Autumn 1940. Ideally, you want to enter Limited War prepared for war on your own terms. The Allied factions have pinpricks they can deliver to upset your equilibrium, but don't let them fluster you. The longer you can make the Allies react to your plans and moves, the better off you'll be.
The key concept here is that you need to devise a plan, then play the right cards and make the right moves on the board to realize that plan—but don't be so inflexible that you miss opportunities. Keep a cool head, a keen eye, some horse sense, and strive to keep your opponent off-balance, flustered, and demoralized. To that end, know that half of this game takes place on the map and the other half takes place in the players' minds and spirits. You want to win in both places.
Limited War Decisions
TK is designed to let you wage Limited War on one front, East or West. And then—after you win an impressive victory—you can shut the front down and consider your options before Total War.
You can quiet an active Western Front during Limited War by playing Case Yellow. This delivers the perfect Summer blitzing opportunities and a finishing blow to France. It starts a clock running and closes the window when it's removed, but with some fast blitzing you can usually take down the French in one Summer season.
Against Russia in Limited War, Operation Otto will allow you to conduct a good Summer campaign (with both sides spread pretty thin), but unlike Case Yellow, it does not close the door when that Summer season is over. Instead, the Ostland Accord is the closer, provided you've captured at least two red Strategic Hexes. With the Accord, you get a settlement and some territory in Russia, thus putting that genie back in the bottle for quite some time.
With both Case Yellow and Operation Otto, you should be able to use the free Influence results on those cards to bring in a beefy ally, like Italy. But the main point of these cards is to get you set up for the outbreak of Total War and the final endgame. The question therefore is what will you do with this time and opportunity?
Master Plan: Invade England?
While this operation is doable in TK by committing enough Axis support units to the North Sea, it's not as a great an option as you might think. There are a lot of cities that need to be garrisoned in England, and if you have to commit an HQ there, it means there is usually one less to fight in Russia (where the game's main event takes place). It is often the case that every step sent to England is buying a one-way ticket and won't be available for operations elsewhere (particularly in Russia) for the war's duration. It works very well as a psychological play, but less so as a decisive military strategy.
Master Plan: Open Turkey?
If you decide to ally with or confront Turkey, the whole of the Middle East opens up, and with it several interesting possibilities. You can use this opening to maneuver through the back doors of Russia or Egypt, or to conduct a campaign to grab Baghdad and close down Basra. The trouble is that you'll never have enough resources to do all that and push toward victory on all your other fronts. Usually, the Middle East Theater is fought on a shoestring where you'll find that you have no HQ unit and few panzer steps to spare; it becomes another tantalizing opportunity that is difficult to grasp.
Master Plan: A Long Limited War?
Historically, the time between the commencement of Limited War and Total War was only six Seasonal Turns (about a year and a half). With judicious card play, you can drag that out for another year or more.
The advantage of this option is that it gives you another whole year to run down England or Russia. The down side is that you may well find your forces spread out very thin and all over the map when Total War comes around and it's time to deal with the US and the other Allied Major Country. Many a 1942 Barbarossa against Russia has gone in wrong-footed and weak after a Long Limited War. There's also the very real possibility that the other Allied faction may beat you to the punch with a successful Ultimatum card play.
Politics: Treaty vs. Puppet Government
The immediate benefit of using Treaty cards is adding friendly territory to the cause and a complete Minor Country army. While few of the Minor Countries reward you with an Allied Strategic Hex, many hinder you by adding yet another Axis Strategic Hex that you must worry about defending.
Playing Puppet Government instead allows you to take a conquered minor and make it an active ally. This doesn't put any new territory into play, and won't net you any new units—they're added to your Force Pool, where you'll have to build them up over time. But the big advantage is in not needing to garrison those minors against partisan threats later in the war. In countries like Yugoslavia, Spain, Poland, and Denmark-Norway, that can have substantial value.
Entering Total War
In Limited War, you (hopefully) only had one faction to fight against while the other pretty much left you alone. When Total War rolls around, the other half of the map lights up, you've got a two-front war on your hands and the meter starts running on US Entry. Knowing that you've got about a year and a half to really make hay, you've got to plan Total War so that you commence it with a mighty blow against the sleeping faction. Otherwise, their fresh and undefeated forces will start chewing on your butt and bring you down way ahead of schedule.
Total War Decisions
Your Total War kickoff cards (Operation Barbarossa and Operation Sealion) are big Blitz Value 3 cards that you should reveal in a Summer season. Reaching your next big Blitz 3 card, Case Blue, is a constraining situation. Its prerequisite is Speer Appointed Minister, and the prerequisite for Speer is Mobilization Limits with a horrible Political Events table that you must suffer. Thus, between your Total War kickoff and the Case Blue summer, two of your three card plays are predetermined. The question is what third card do you play?
Hitler kept attacking with Operation Typhoon, which is a good choice. Your other options include a diplomatic push to pick up some neutral Minor Countries (New World Order), long-term assistance against the Russians (Anti-Comintern Crusade), a tech drive (any Directive card played at this early juncture will let you enjoy its benefits for a long time—if it's successful), beefing up Italy or another big minor ally (Axis Partnership), or the light-your-hair-on-fire wild card (Peace Offer). This decision is a major consideration because this is an extremely crucial juncture of the war. The card you reveal as your Total War follow-up plan can significantly impact the game.
Master Plan: Which Europa?
Your next big offensive card after Case Blue is probably one of your card 34 choices—Festung Europa or SS Europa. With them, you've reached a fork in the road: do you want to protect your VP level and make the Allies beat it to win the game, or do you go for it and try to roll over the map and win the game outright? Hitler took the conservative route with Festung Europa, but its alternate card creates a very exciting end game, fraught with high-risk / high-reward opportunities for both sides.
Historical Cardplay Sequence
| Season | # | Card Name |
|---|---|---|
| Spring 1937 | 17 | Support Nationalists |
| Summer | 1 | Göring Works Established |
| Autumn | 2 | German Rearmament |
| Winter | 7 | Military Purges |
| Spring 1938 | 10 | Demand Austria |
| Summer | 18 | Support Nationalists |
| Autumn | 12 | Demand Czechoslovakia |
| Winter | 3 | Continuing Rearmament |
| Spring 1939 | 19 | Support Nationalists |
| Summer | 4a | Nazi-Soviet Pact |
| Autumn | 15 | Demand Polish Corridor |
| Winter | 5 | German Mobilization |
| Spring 1940 | 24 | Operation Weserübung |
| Summer | 22a | Case Yellow |
| Autumn | 28a | Treaty |
| Winter | 29a | Treaty |
| Spring 1941 | 25 | Operation Marita |
| Summer | 23a | Operation Barbarossa |
| Autumn | 39 | Operation Typhoon |
| Winter | 31 | Mobilization Limits |
| Spring 1942 | 32 | Speer Appointed Minister |
| Summer | 33 | Case Blue |
| Autumn | 43 | Total War Production |
| Winter | 34a | Festung Europa |
| Spring 1943 | 43 | Total War Production |
| Summer | 35a | Operation Citadel |
| Autumn | 43 | Total War Production |
| Winter | 46 | Production Directive: Jet Fighters |
| Spring 1944 | 36 | Materiel Shortages |
Master Plan: Switching from Offense to Defense
The best way to kill enemy steps is to attack them, but you can't do that with the advantage of high-odds attacks forever. At some point, the Allies will start to push you back. The question becomes a matter of timing: when do you switch from the strategic offensive to the strategic defensive?
At that juncture in the war, you can either gamble on another offensive swipe with Operation Citadel or switch to a defensive mindset with Nation Rise Up! This latter option won't kill a lot of Allied steps that summer (which is huge), but it will make it harder for them to try to knock you back to Berlin (which is very darn helpful). Consider this choice carefully: look at the situation on the map and feel out each player's mindset. It's always better to attack, but are you likely to inflict enough harm on the enemy to make it worth the gamble?
The End Game
You have three resources working for you that you must spend carefully to hold on to as much of the Reich as you can: units, space, and time. It's an exciting and delicate balancing act where the Allies will punish you for every little mistake. Unfortunately, you have very few good cards left to play during the latter part of the war. To get to play your last big offensive card (Wacht am Rhein), you have to swallow the bitter pill of Materiel Shortages. You'll be looking at your card hand and shaking your head wondering, "Which one of these piles of doo-doo is less deep?"
If you've held on to your Production Directives thus far, you might as well trot them out. With the Political DRM working in your favor, you're more likely to see them enter play. Don't be surprised though if your wonder weapons arrive too late to truly win you the war.
While V-Weapons will make you good for one season, when the ring is closing around Berlin you might want to hunker in the bunker and reach for your National Redoubt card. Always try to scrape up enough steps to hold on for one more turn. If you've gotten this far, win or lose, you'll have had a wild ride!
Western Faction Player Notes
Pre-War Decisions
The Western position is, arguably, both the easiest and most difficult to play. It's easy in that you have the fewest pieces to concern yourself with, and often you'll spend the early game simply reacting to Axis moves. But the Western position is also the most difficult to play because you have to watch the whole board. There is much you could do, but little you can do, so effectively managing time, force, and space can really wrack your brain.
As painful as it sounds, your primary goal is to support the Russian war effort (where The War will really be decided) by distracting as many Axis forces and as much Axis focus as possible away from "The Main Event" in the East. Until you've got enough big hammers to engage the Axis on a front wider than two or three hexes (i.e., circa Overlord), all you can do is make distractions for the Axis player. It doesn't sound that glorious, but you'll have your moments.
The Gathering Storm
Given your supporting role, you should coordinate your card play with the Soviet faction. Some of your sneakiest tricks work best if the Soviets can play complementary cards. Try to not be rolling for the same regions or countries at the same time as your Russian ally—you may have a successful Western Influence placement be negated by Soviet events later in the same turn!
During the early portion of the game, you must make sure to play a Rearmament card each year. Pay attention to the order in which these must be played and any selection criteria that is required. For example, in 1937 you want to play British Rearmament, and that requires Change of Governments. Because Change of Governments provides conditional reinforcements, you will get three French steps if you play it during Summer. If that is what you plan to do, there are only a few cards that may be selected for Spring, and you will have to do the Rearmament in Autumn or Winter.
Pay attention to the balance between building up France and preparing Britain for the long term. Only a few of your early card choices include British steps. Those include your Chamberlain/Churchill Diplomacy cards—also popularly known as the "No Result" cards. They may seem mostly useless, but they are one of the few ways to get British steps in play before the shooting starts. And you really do have a chance to achieve some useful results!
Early French Card Choices
French Military Reforms is only good for three or four steps as opposed to six for Maginot Line Completed. The offensive-oriented units will be most effective if the Axis goes "East First," or if France somehow survives on the Continent. But here's the thing—sitting in forts can be boring! And in a lot of games, the Axis bludgeons its way into a French collapse regardless of those big, immobile defenders. Wouldn't it be fun to do some bludgeoning the other way?
The Little Entente and various League cards simulate the ineffectiveness of Western efforts to thwart Nazi Germany. Historically, the West used Little Entente to Influence Czechoslovakia, a result that crumbled after the Axis played Demand Czechoslovakia. One potential benefit from these cards is to get Western Influence on a country with a Russian border region. The Soviet faction can follow that up with a Demand; if the Soviets fail to get the Ceded Land marker, they still get the card's good unit and the Western Influence marker stays there! And the −1 modifier makes it easier for them to fail. Ask the Russian player, "Would you trade four infantry steps for an Interceptor support unit?" That little Scandinavian League card could help him pick it up while keeping Finland out of the war.
Finally, Western Guarantees was the historic choice for the Allies for good reasons. It puts an end to German territory-grabbing and gives you a chance to trigger limited war before the Axis can benefit from Additional Mobilization in 1940. In addition, Guarantees preserves the option of selecting British Ultimatum at a later time. Without this Allied
weapon, the Axis player can get a free ride to beat on Russia until his Limited War cards run out!
When I first looked at Franco-Russian Entente, it seemed like a silly choice. There was no way the Axis player would allow me to get this card down in time to pre-empt Nazi-Soviet Pact. I imagined how awful it would be to forgo Guarantees (plus other future card play options) only to find that Russia would get no benefit!
Then I realized that this decision didn't have to be a race. Consider hanging on to Entente and Guarantees and selecting one only after you see which Pact card the Axis plays—Nazi-Soviet Pact or Pact of Steel.
The Belgian Waffle
Negotiations with Belgium is one of your few legal choices for Spring 1937. Getting Influence on Belgium makes it difficult for the Axis to Demand and occupy the crucial Gau Moselland swamp hex. Unfortunately, even if you score twice on the political roll, Belgium cannot activate under the Locarno Treaty.
That's why you might consider playing this card later—if you wait until Guarantees or Entente, you may get an Active Minor Country out of the deal. Or, time your play to impose Influence after the Axis faction has already chosen its Demand Gau Moselland card!
The Spanish Civil War
Fortunately, you only have to worry about this if the Republicans have latched onto the West for support. Playing cards to support Spain is costly in two ways.
First, it takes up a spot in your card play that could be used to prepare for the real war. In the historical card play sequence, you could substitute a Support Republicans card for Negotiations with Belgium and Little Entente and be little worse for wear—but after that, you'd have to pass on Chamberlain Diplomacy and the all-important British step that comes with it.
Second, the political results are so iffy that they often end up helping the Axis/Nationalist side. Favorable civil war results happen about 50% of the time, and unfavorable results come up a bit more than 33% of the time. There is a case to be made that the Allied side wants the Civil War to be over ASAP one way or another, because the Axis gets a political reward every time a Support Nationalists card is played.
Limited War Decisions
In a "West First" game, the historical cards are good choices. Pay attention to the selection requirements, as these often steer you down certain paths. Make sure you are set up to play Dyle Plan as soon as practical, as it provides conditional French steps, a British Air Force unit, and a Blitz marker.
Apart from your historical cards, what else might you do? Let's look at your other choices. It will be a rare situation where Operation Jupiter card is useful. There needs to be a weak country in range of your forces that hasn't already been conquered by the Axis. You have to have some great benefit that accrues from taking said place, and you have to be willing to trade a Surface Fleet support unit for the rest of the game. Would it help if you remember that the Country Resists Event also gets you a Blitz marker?
Use Demand Cyrenaica anytime you want to punish the Axis for leaving Italy neutral. You probably want Italy to resist, but if there is Axis Tide, the chances are lower. For a wilder gambit, select this card for Spring 1940 and get your licks in on Italy. Try to have an armor step in Egypt so you can blitz the Italians if they resist!
Sometimes the Axis will choose the "Long Limited War" strategy of delaying Barbarossa for a year, using the additional time to conquer or Treaty their way across Europe. Turkey is a tempting ultimate goal for this gambit, as it provides the prospect of beginning Total War with a flanking force against Russia and the Middle East. Demand Turkish Straits can toss a giant monkey wrench into the sprockets of those eastbound panzers—but you'll want to follow it up with one of your Lend-Lease cards or even Arab League to remove any Axis Influence that results from your play. Otherwise, the Axis faction can use their free Influence from Barbarossa to activate Turkey.
While Britain Sleeps
What if the Axis goes "East First"? In this case, your ultimate objective is to distract the Axis player and cause him to lose focus. Remember, in this situation, the Axis player has no historical yardstick to mark his achievements by—so he may be feeling uncomfortable with what he's taken on. So now is a good time to play League or Demand cards, or pursue the Spanish Civil War if it's still active. If you can present the Axis faction with one or two crises in the West, you may cause him to send fewer troops to the East than he should. You may even be able to cause him to go to Total War earlier than he wants to. If so, you've done your job.
Getting Ready for the Main Event
If Limited War proceeds historically, there are about seven seasons between the fall of France and US Entry. The West will want to play both Lend-Lease cards, Arcadia Conference, Operation Compass, and Operation Crusader. But the historical sequence may not be ideal. Consider selecting a Blitz card for Summer 1941. If Blitzing won't work, then make sure you have a Political Events roll or a Conditional Event that occurs for each turn during the long season.
Historical Cardplay Sequence
| Season | # | Card Name |
|---|---|---|
| Spring 1937 | 8 | Negotiations with Belgium |
| Summer | 1 | Change of Governments |
| Autumn | 2 | British Rearmament |
| Winter | 9 | Chamberlain Diplomacy |
| Spring 1938 | 3 | French Rearmament |
| Summer | 12 | Little Entente |
| Autumn | 6a | Maginot Line Completed |
| Winter | 9 | Chamberlain Diplomacy |
| Spring 1939 | 7a | Western Guarantees |
| Summer | 4 | French Mobilization |
| Autumn | 9 | Chamberlain Diplomacy |
| Winter | 5b | Wartime Mobilization |
| Spring 1940 | 23 | Commonwealth Support |
| Summer | 16 | Dyle Plan |
| Autumn | 14 | Churchill Diplomacy |
| Winter | 17 | Operation Compass |
| Spring 1941 | 18a | Lend-Lease to Britain |
| Summer | 14 | Churchill Diplomacy |
| Autumn | 19 | Lend-Lease to Allies |
| Winter | 31 | Operation Crusader |
| Spring 1942 | 21 | Arcadia Conference |
| Summer | 20a | Arsenal of Democracy |
| Autumn | 30 | Wartime Footing |
| Winter | 34 | Operation Torch |
| Spring 1943 | 35a | Trident Conference |
| Summer | 36a | Operation Husky |
| Autumn | 32a | Operation Avalanche |
| Winter | 38a | Eureka Conference |
| Spring 1944 | 39 | Operation Shingle |
Total War Decisions
Once Total War arrives, the Western faction can really start to apply some "brute force" of its own. But Total War also starts a ticking clock and you have to finish the job before time's up.
During the first year of Total War, you'll have to figure out which US Entry card to play, and decide where to engage the enemy. If Britain has been severely weakened, you might try invading some remote spot like Portugal, Ireland, or North Africa and then quickly building up your armies. Operation Torch can help you get ashore in those spots.
Generally, Arsenal of Democracy is the safer bet. Because of its Delay DRM advantages, you will enjoy more plentiful support units and the sea lanes will be safer. Both of those factors will make your return to the Continent much easier. However, if the Western Allies somehow still hold a port in continental Europe when the US enters, it could be an ideal situation for Victory Program. The extra American units will be able to engage the enemy immediately, and you won't have as much worry about the advantage you give to the Axis in Delay rolls.
Europe First?
Much of your Western card play involves choices between Europe and the Pacific and various ways to hurt the Axis. You can get more stuff for Europe if you play Operation Husky. Its alternative, Operation Roundup, temporarily allows you to opt out of the Pacific War.
A more extreme example is taking Operation Galvanic, which trades a whole VP level to bring a Fleet Train, Halsey's task forces and a Marine Corps to the Atlantic. This could be fun to do, but realistically, by 1943 you probably shouldn't need that extreme force to get back onto the Continent.
Closing the Ring
In the later years of Total War, your card play will fall into a recognizable pattern. Winter is for your Conference cards—these unlock the Blitz cards you'll be laying down one after another in the other seasons.
The Allied advantages in air power and sea mobility must be exploited in order to best allow your growing armies and headquarters to bring down the Axis defenses like a house of cards. You must concentrate your forces on a front that is in proportion to their size, and hit the Axis as hard and fast as you're able to. Keep committing your planes to battle and praying for low Delay rolls—it's what the Western player must do to win!
A word about your naval transport capability—it's not that huge. You can stretch it by using support units for additional transport capacity, and by using your Logistics markers to take replacements where you need them. But once you make a landing commitment and build up your forces across the water, you're pretty much stuck there. Therefore, consider any major trans-oceanic landing a one-way trip. Where you go, you must make a commitment to stay.
You've got plenty of advantages, even if you don't have the largest army on the board. Make the most of what you've been given and find that chink in the Axis armor. They can't be strong everywhere—he who defends everything holds nothing. Brutally exploit any weakness in the Axis defensive deployment.
By the time you're playing your late war cards, you'll steadily outpace the Axis replacement rate, so you can even afford to make them bleed a little extra by making some low odds attacks and accepting exchanges.
Because the Allies are often facing time pressure, playing Intensive Bombing or Manhattan Project usually means giving up a Blitz card. If you're a diehard tank-pusher, relying on the air forces can seem like cheating. These cards might give you an easier victory; you'll have to decide if it's more fun to send Patton driving toward Berlin.
Soviet Faction Player Notes
Pre-War Decisions
As the Soviet Union in TK, you have two big decisions to make in the early going. The first is what to do with the Red Army—will you play Military Purges, Tukhachevsky Reforms, or Stalin Line Constructed? The second is deciding upon your international outlook—will it be Political Purges or Collective Security? The six possible combinations of these two decisions make the Soviet faction a lot of fun to play. Let's explore each of your options more closely.
The Military Question
The historical path is Military Purges, and it works like a vaccine. By putting up with the small pain of inoculation now, you save yourself from bigger problems down the road. And while the card may look pretty blank in terms of what it provides (especially compared to the two other toy-laden alternatives), it gives you the most flexibility to deal with future events.
Your first alternative to consider is Tukhachevsky Reforms. It gives you more steps (always nice) and a handy HQ unit. But it contains a couple of poison pills too. Because your Red Army is making friends with various German military advisors, you have to give up your Russian Ultimatum card. That won't make your Western ally very happy, as it leaves the Axis free to pursue a strategy of running down the British Empire. More damaging, you'll also have to deal with a Red Army Conspiracy in Total War, and that can be really ugly. Metaphorically, if Purges is a vaccine, then Tukhachevsky Reforms is a loan—and the payback can be steep.
The second alternative is Stalin Line Constructed. This card also gives you steps, albeit in the form of immobile fortress units. But the cost of the "payback" card, Red Army Reforms, isn't as steep. You do have to give up your claim to Eastern Poland and other borderlands. The forts can extract a toll form the Wehrmacht, but they can't help you on the attack. Your late war army will also be on the clumsy side. All in all, this course is the middle-of-the-road strategy.
The Political Question
Here, you have a hard option and a soft option. Stalin, as befits his name, chose the hard option: Political Purges. It's a good choice, one designed to ensure the safety of the Soviet Union at the expense of antagonizing all your neighbors. That's because this card allows you to play most of your Demand cards. These cards add precious buffer territory to your frontiers and vital HQ units to your Force Pool.
The soft alternative is Collective Security. By engaging in diplomacy, respecting international borders—and getting some lucky dice—you're hoping to pick up some Minor Country allies. You'll need them too, to make the best use of the weaker multi-national HQs that come from walking this path.
What happens if you don't get an ally or two? Well, if you've managed to put some Soviet Influence markers in the Balkans, then at least you may have done enough to keep those countries off the Axis team and out of the war. You might also want to consider playing your Demand Turkish Frontier card to pick up the HQ there if the Axis faction isn't in a position to intervene in Turkey. But Collective Security is definitely a more high-risk, high-reward option than Political Purges.
Pact or Entente or Neither?
Your Purges/Security political choice also sets you up to play a corresponding Policy-setting option card, Nazi-Soviet Pact or Franco-Russian Entente. Playing one of these cards gives you a little more time and security before the shooting starts, but generally you want the Axis faction to come to you with the paperwork. If you play Pact or Entente pre-emptively, that leaves the Axis free to play his Pact of Steel and pick up Italy or Poland as an ally.
Do bear in mind if nobody plays Pact, you're almost certainly going to see Germany go "East First," lest the Axis player watch you tear up the Rapallo Treaty while he's busy taking down France.
Viva the Republic!
If you end up running the Republicans in the Spanish Civil War, it's definitely worth it to trot out a couple of Support Republican cards in 1937. That's because you'll get to play two cards that year, while the Axis player will be limited to just one (assuming he wants to play Göring Works, Military Purges, and his yearly Rearmament Card). With some luck, you might win the war early, or put yourself far enough ahead to where the Axis faction chooses not to pursue the matter. Either outcome is good for you.
If the early dice don't go your way in Spain, then you may wish to stop playing Support Republican cards in 1938. Bear in mind that during a long Civil War, the Axis faction will get some benefits for playing its Support Nationalists cards. It's a tradeoff you have to consider as the situation develops.
Other Considerations
New Five-Year Plan is an important card for you to play at some point during Pre-War, because it's a pre-requisite for other useful cards you'll want to pick later on.
To play New Five-Year Plan though, you have to discard one of your Production Directorate cards. While those cards aren't playable until Total War, the pieces they give you will be really important when they arrive—so deciding what to keep and what to toss is a vexing question. Most players prefer to play Red Air Force, but Heavy Bombers have their uses, and the Red Navy can threaten Axis flanks in the Baltic and Black Seas. Factory Production gives you a War Production marker that will improve your Delay DRM.
If you get involved in a war in the Pacific, end it as soon as you can with Forces for the Far East. You want to keep your support units on the main front.
Limited War Decisions
Between your big decisions during Pre-War and the high-stakes drama of Total War, there's Limited War—which, for you, is probably the most predictable part of the game.
Certainly, if the Axis went "West First," then your course is set. You'll need to finish your Rearmament series by playing a card 4. You'll want to play some Demands or Central Alliance/Balkan Pact to get some HQs and the Interceptor in your Force Pool. And you've got two cards to get out of the way (Zhukov Takes Command and Peace Offer) before you play your big General Mobilization card. Generally you want to be ready to trot that out by the second Summer after Limited War begins.
Incidentally, that's also the time to think about its alternative, Russian Ultimatum, if the Axis player is threatening a long Limited War to run down the Western Allies. Putting the Axis in a two-front war is always a good thing to do.
When you're not directly challenging Germany, try to cause as much mischief as you can, even where the Axis faction chooses not to pursue the war early.
Historical Cardplay Sequence
| Season | # | Card Name |
|---|---|---|
| Spring 1937 | 1a | Military Purges |
| Summer | 12 | Support Republicans |
| Autumn | 5a | Political Purges |
| Winter | 12 | Support Republicans |
| Spring 1938 | 6 | New Five-Year Plan |
| Summer | 12 | Support Republicans |
| Autumn | 2 | Russian Rearmament |
| Winter | 13 | Pre-War Production |
| Spring 1939 | 14 | Forces for the Far East |
| Summer | 3 | Continuing Rearmament |
| Autumn | 11 | Demand Eastern Poland |
| Winter | 18 | Demand Finnish Frontier |
| Spring 1940 | 4a | Russian Mobilization |
| Summer | 8a | Demand Baltic States |
| Autumn | 20a | Demand Bessarabia |
| Winter | 15 | Zhukov Takes Command |
| Spring 1941 | 16 | Peace Offer |
| Summer | 17a | General Mobilization |
| Autumn | 25 | Relocate War Industries |
| Winter | 26b | Siberian Reserves Released |
| Spring 1942 | 27a | Great Patriotic War |
| Summer | 28 | Uranus Reserves Formed |
| Autumn | 43 | Production Directorate: Red Air Force |
| Winter | 29a | Uranus Offensive |
| Spring 1943 | 30 | Rumyantsev Reserves Formed |
| Summer | 31a | Rumyantsev Offensive |
| Autumn | 39 | Total War Production |
| Winter | 32 | Bagration Reserves Formed |
| Spring 1944 |
The Fire in the East
If the Axis went "East First," things are likely to follow a different-but-still-predicable course. The Axis faction will beat you up until they are happy with their gains. At that point, they'll make you sign the Ostland Accord and then turn his attentions westward.
Since Ostland resets the Red Army to a certain size, that means it's almost worth it to sacrifice just about every step you can to cause Axis casualties. I say "almost," because you do want to avoid the situation where your army is so decimated that the Axis decides it's better to try and push you off the map entirely. That can happen, and it's worth it to play Russian Surrender to avoid that unpleasant fate.
Up until that point though, it's worth it to fight it out with the Axis. (For more on why that is, read the Total War notes below). Zhukov Takes Command is definitely a Blitz card to use, but remember you can also choose to pick up more Blitz markers by selecting the optional Country Resists Event on your Demand cards.
Decide carefully before using your other available Blitz cards though—Stalin Orders Attack and General Mobilization. While they give you a lot of steps now, you may well want those steps later, to rebuild after Ostland. The question is whether you cause enough damage with them to make a Limited War play worthwhile.
Total War Decisions
When Total War comes, your option card decisions are pretty easy. First, before you can do much else, you'll need to play Relocate War Industries. As you move the factories to Siberia, you'll have to discard another Production Directorate.
Your second order of business is finding the right time to play your card 27 (Great Patriotic War, Red Army Conspiracy, or Red Army Reforms) and deal with any consequences that come with that. That card is a pre-requisite for almost everything else in your deck.
Finally, you may have one counterattack card in your hand that you can slot around the two required plays—either Stalin Orders Attack or Siberian Reserves Released, depending on whether the Axis went "East First" and which way the winds in Tokyo have blown.
After that, things get real straightforward. You can only play one big Offensive card a year, and you have to play Reserves Formed before you can pull the trigger. That leaves just two other seasons each year to contemplate options. Most of the time, you'll be churning out Total War Production to create steps. Once the front line has stabilized, you can think about a Production Directorate or two to give you some handy tools in the form of support units and a War Production marker.
Other than that, you won't have many rabbits to pull out of your big, furry Red Army hat. Soviet Partnership is useful if you have the opportunity. And a well-timed card 22 (Ultimatum or Comintern) could present the Axis with a crisis, but you must sacrifice many steps to play it, and steps should be your first priority.
The Ground Game
While Soviet card play is easy, the front line is where you'll win or lose. The ground game is all-important to you, and sharp Soviet play is definitely something to master. In the early stages of Barbarossa, your army will be ripped to shreds. And when it's time for Round Two with Case Blue, you'll probably be battered all over again.
Faced with these one-two punches, a lot of Soviet players turn gun-shy and think too much about running away to preserve the Red Army. Over the long haul, that's a losing strategy. Ken Keller, one of our ace playtesters and a much better Soviet player than I am, explains this well. He writes:
Axis prospects for victory hinge on how long it can hold the Konigsberg-Odessa line. This is the shortest front line in the East. (Actually it's the Carpathians, not Odessa per se, but "KO-Line" sounds better than "KC-Line".) The Axis can maintain the KO-Line until the Wehrmacht is thinned out by sufficient casualties to force a retreat. At this point, the Axis withdrawal into clusters of garrisoned objectives can be controlled as a fixed-rate collapse until the end of the game. So the key element in controlling this timing –which determines victory—is Axis casualties.
So Russian prospects comes down to one over-riding strategic objective: kill German steps. And killing German steps cannot be accomplished by running away. The Red Army cannot inflict a sufficient level of Axis casualties by postponing engagement until the Big Red Machine is built in 1943. It must find a way to cause Axis casualties while still on the defensive.
I've found that the best way is to withdraw to a series of defensible positions, falling back only far enough to get away from the German HQs to avoid their shift and attack factors. That often saves an odds level or two, and if the Axis is hitting you at 3–1 or 4–1, it is going to take attacker casualties. Often in the Summer of 1941, there are situations where even one Russian step in the right place, backed by an HQ, can limit the Axis to a 2–1 attack. At that level, there's only a small risk of having your HQ damaged, versus a decent chance of forcing the attacker to retreat or give up a step.
In short, you don't run so that the Germans can't hit you, but so that they can hit you on your terms.
No matter what, you're going to lose a lot of troops in the early going. A strong German attack will always be hard to stop, so threaten his flanks to make him draw forces away from his main thrust. Spread the front line wide and do everything you can to slow the Axis down until your hordes are in place. Don't try to defeat Germany in a test of strength in 1941 or '42. Instead, pick away at him for the first couple of years, counterattacking any overexposed unit or force, and then clobber him en masse in 1943, '44 and '45. At that point, attack as much as you can. Trading steps in 2–1 attacks—and even 3–2 attacks at times—is worth it if you can create an attrition rate the Axis faction can't sustain. See you in Berlin, comrade!
Designer's Notes
Well, here we are again for a fourth go. If you've followed this saga over the last 25 years, from Krieg! (1996), to Totaler Krieg! (1999), to Axis Empires: Totaler Krieg! (2011), to now, I don't know that there's much new to say. The actual changes to TK are small fixes, as you'd expect at this point. Most of the "big news" with the Ultimate Edition will be the attention given to the Schiffskrieg air-naval module and Dice of Decision II random campaign generator, so those places would be the best spots to look for relevant design notes.
On the other hand, if you're new to TK, then I suppose there would be some value in a quick summary of the design tenets that have guided the game since the beginning—and specifically, what makes this game different than the many, many other ETO games out there.
The first tenet is that the history of World War II in Europe was one of constant, unpredictable events that surprised national leaders at every turn. Specifically, if you look at the Nazi-Soviet Pact, the 1940 collapse of France, Italy's ill-considered invasion of Greece, and the subsequent coup-then-invasion of Yugoslavia, the theme is one of events unfolding in unpredictable fashion. To properly capture what the war felt like then, TK uses a robust system of generating surprising events that help remove the benefit of hindsight.
At the same time though, we do want each game of TK to feel like the World War II you recognize—so certain events and assumptions are hard-wired into the game. Germany must go to Total War (no later than 1943), and it must fight Britain, Russia and the United States. There are no ways out of this self-created trap.
Second, TK posits that Nazi Germany's drive to capture resources did not put it on some sort of path to creating a machine capable of efficiently capturing and using resources ad infinitum until it resembled the Borg of a certain sci-fi universe. That just wasn't how the Nazis operated—instead, we assume that Hitler was an opportunistic national leader using campaigns with short-sighted objectives of limited duration toward the nearly impossible attainment of Lebensraum. In many respects, the larger Germany gets, the harder it is for it to hold on to its gains—just as happened between 1942 and 1945. Previous games that used more natural models of resource capture and allocation don't really capture this collapse, to our way of thinking.
Finally—and this may not be immediately apparent given the size of the rulebook—we wanted TK to be a manageable strategic-level game with a classic beer-n-pretzels, panzer-pushing pedigree. Things like complicated air/naval systems, strategic warfare, or production models have been abstracted into the Delay Box system and use of Option cards to grant steps. TK has always been designed to be playable first and foremost—which is probably why people are still playing it, some 25 years on from its initial incarnation.
Here's to the next 25 years. I remain committed to supporting this game until I drop. If you have questions about anything TK-related, please ask me. I'm easy to find—just hit me up on Consim World (talk.consimworld.com) and Board Game Geek (boardgamegeek.com).