From Overlord to Berlin
From Overlord to Berlin Rulebook
Table of Contents
Table of Contents
0 – Game Equipment
0.1 - Map
The game presents a map of Europe divided into zones from the Atlantic Ocean to west of Russia with zones of clear terrain, difficult terrain and the Alps. The map clearly distinguishes Greater Germany, or the « Vaterland », and two economic zones (Romanian and Hungarian petrol) which serve as refueling points for their owner. The map is also divided into political sectors allowing players to locate the political objectives of each side, the ports handling the allied resource points and the zones accessible for landing, and the maximum number of GFs able to land at the same time. The map provides tables to facilitate play of the game: the turn record track, the total number of PRs available per side, and a résumé of the political events of the period.
0.2 - Aid
The game has two Aid displays: one for the Axis and one for the western Allies and the Soviets. They enable placement of the units contained in the Large Formations (GF) of each side. The game help also contains one Strategic Reserve (RS) box per side allowing for the placement of reinforcements, rebuilt units and unused GFs. The Strategic Reserves are also used for strategic redeployments. The display indicates the starting positions for the GF on the map to facilitate the setting up of the game. During play, these displays should be hidden from the opponent so he doesn't know which units make up the GF.
0.3 – Turns scale
A turn is worth one or two months. The game lasts seven turns.
0.4 – Counters scale
The Large Formations (GF) placed on the map are Armies for the Allies and Germans or Fronts for the Soviets. The units are Army corps for the Western Allies and the Axis and Armies for the Soviets.
Counters description
The counter diagram labels the parts of each counter as follows.
- Grande (large) formation counter: Number of units in the formation; Country; Name.
- Unit counter: Combat value; Home GF; Elite status; Name.
0.5 – Description of the counters
Each GF indicates a type of troops (Panzer, Tank and mechanized, Infantry, Paratroopers, Axis allies: Hungarian and Romanian) and the formation's name. These two indications are purely historical, but the name of the formation serves as a reference on that side's display. The number at the upper left of the GF counter indicates the maximum number of units that can be placed in a GF on the side's display. The back of the counter is used to indicate that the GF has been used for that turn and has spent all of its action points. Each unit presents a type of armored and mechanized troops (pictures of tanks: regular troops, Soviet or SS forces) or infantry (pictures of infantry: regular troops, paratroopers, mountain troops, Shock troops, Soviet or SS forces.) The counter also lists its unit name (purely historical), its home GF (only for its set up position), its combat value and possible elite status (a red E). The back of the counter indicates a reduced unit following a step loss.
0.6 - Stratagems
The game provides « stratagems » which simulate political, military or technological events of the end of the war. There are national stratagems specific to each side and operational stratagems that are available to all. The stratagems are drawn at random from the different pools and are kept secret from the opponent.
0.7 - Terrain
There are three types of terrain:
- clear terrain, which covers the majority of the map and presents no special conditions;
- difficult terrain (mountains, forests, hedged farmlands, fortified lines…), which is indicated in certain zones and shifts one column to the left the combats of the offense but not the defense;
- the Alps, which count as difficult terrain but with more restricted stacking.
Two economic zones (Bucharest and Budapest) have a resource symbol used during the economic phase. This symbol has no bearing on combat. Given the strategic scale of the game, the terrain has no bearing on movement.
1 - Terminology
PA (Point d'Action): Action Point, which enables the GF to move and fight.
PR (Point de Ressource): Resource Point, a sort of currency enabling the reconstruction and restoration of units and purchase of PA.
Zone contestée: Contested Zone. A zone is considered contested when one or more friendly GF and enemy GF, in supply or out of supply, occupy it.
Zone amie: Friendly Zone. A zone is friendly when it is in supply, is uncontested, and harbors no enemy GFs.
Sides: The game has three sides: The Western Allies with the Americans, British, Canadians, French and Polish; the Soviets that include the Bulgarian, the Romanian and Polish communists armies; and the Axis consisting of the Germans, Hungarians and Romanians. The Bulgarians have no troops represented in the game. The Allied player controls the Western Allies and the Soviets. The Axis player controls the Axis side.
2 – Sequence of Play
For each joint phase of turn of play, the western Allies move first, then the Soviets, then the Axis.
Political phase
- Draw of national and operational stratagems
- Draw from the events tables for each side.
Economic phase
- Each side gets PRs according to its specific rules.
- Each side gets its automatic reconstructions according to its losses during the previous turn.
- Each side can spend its PRs to rebuild its units. The rebuilt units are placed in the side's Strategic Reserve.
Action Phase of the western Allies
- Transfers between the Strategic Reserve and zones.
- Transfer of units.
- Operational movement: spending of PA and maybe PRs.
- Potential reduction of Atlantic pockets.
Action phase of the Soviets (same as for the western Allies)
Action phase of the Axis (same as for the western Allies)
Final phase
- All operational stratagems, whether or not they've been used, are returned to the common pool.
- All GFs are turned face front.
3 – Political Phase
3.1 – Procedure
At the beginning of the political phase of each turn, the western Allies draw a national stratagem, and then the Soviets draw one and then the Axis draw two. Each side, in the same order, draws three operational stratagems. Finally, each side throws the two dice on the political events table. Note the event for the turn of each side using the marker and chart provided on the map.
3.2 – Political sectors
The game map is divided into three political sectors, which correspond to certain political objectives:
- Western Europe (blue target): zones 1, 2, 3, 4, 5, 6, 7, 8, 11, 12, 13 and 14.
- Northeastern Europe (black target): zones 15, 16, 17, 18, 19, 23, 24, 25, 28, 29, 30, 31, 32, 33, 37, 38, 39, 40 and 41.
- Southeastern Europe (red target): zones 20, 21, 22, 26, 27, 34, 35, 42, 43, 48, 49, 50, 51, 52, 53 and 54.
See Political Tables page 7.
4 – Economic Phase
4.1 – In general
During the economic phase, each player will collect his resource points (PR) to potentially restore or rebuild units.
4.2 – Restoring a unit
Restoring a unit allows the player to turn it over on it's front side and leave it where it is: GF display or Strategic Reserve.
4.3 - Reconstructing a unit
Reconstructing a unit allows the player to move it from the box of the units destroyed in combat and place it full or reduced value (according to points paid) in the side's Strategic Reserve.
4.4 - Volksturm
During the economic phase, the Axis recovers for free a step from a reduced infantry formation per GF located in a contested zone of the Vaterland. If there are no reduced units in the GF, the step is lost.
4.5 – Automatic rebuilding following losses
The losses experienced during the turn are put aside into two piles: infantry and armory. The units of the minor allies of the Axis (Hungarian and Romanian) are not included but benefit from the special rule for Hungarians and Romanians (12.1). During the economic phase of the following turn, a third of these losses is placed reduced value side in the Strategic Reserve, potentially ready to be restored (this automatic restauration is valid for all sides). The remaining two thirds are placed in the box of the destroyed units and are eligible for being rebuilt by paying PRs. The rest are left in the piles and will be added to the losses of the following turn for the new calculation. The units in holding can nevertheless be rebuilt through payment and are then placed in the Strategic Reserve.
The player chooses the rebuilt and eliminated units but cannot take back the elite units for free. They are eliminated and therefore can be rebuilt through payment.
Example: If 8 Axis units are in the pile, 2 are placed reduced value side in the Strategic Reserve, 5 are placed in the box of the destroyed units and 1 is left in the pile for the following turn.
You must wait until there are 3 destroyed units to recover one for free.
5 – Resource Points (PR)
5.1 – In general
For every turn during the economic phase, including the first, each side collects resource points. They can be spent or held onto for a later turn. These points are noted with a marker on a table of the game map.
Collecting PRs
5.2 – Axis
The Axis collects one PR per zone of the Vaterland (12 zones initially: 7, 11 to 20, and 23) and one PR per economic zone occupied by the Axis and indicated on the map (2 zones initially: 26, Budapest and 53, Bucharest), even if they are contested. The player loses one d6 PR by Allied strategic bombardment, and 2 PR if the Yugoslav resistance isn't contained (see paragraph 12.2 on the Yugoslav resistance).
5.3 - Bombardment of Germany
During the economic phase, the western Allies throws one die (two dice for the special event of the death of Roosevelt on the western Allies' Political Events Table) and adds 1 if an Allied unit is adjacent to a zone of the Vaterland (more efficient escort). The number on the die is immediately subtracted from the number of available Axis PRs and can reduce the number of PRs to 0. The national stratagems Reinforced Flak and 8th Air Force can be used at this time. The Ally decides first whether to use a stratagem. The die roll takes place for each and every turn of the game.
5.4 – Western Allies
The western Ally has an infinite number of PRs furnished by the Strategic Reserve but can only use a limited number depending on the ports controlled. There are 5 ports in France, Belgium and the Netherlands: zones 1, 2, 3, 4 and 6; one in Italy: zone 10; and one in the Balkans: zone 21. For each turn, the Allied player collects two PRs per friendly port, minus one if the zone is contested or if at least one German formation is in the zone (see Atlantic Pockets, 12.4 and Mulberries, 5.5).
Only GFs that are attached to a port, following the rules of supply, can spend the maximum available PRs furnished by the coastal zones. For example, in Italy only zone 10 is coastal (with a sufficient logistical infrastructure), and so a maximum of two PRs can be spent per turn by the allied armies that depend solely on this port.
These PRs will be used to restore the GF units on the map and/or to spend a second PA. There are two markers for the allied PRs, one for Italy and one for England. Units located in the Strategic Reserve are automatically restored without a cost in PRs (paid directly by the Reserve), but destroyed units, in addition to the third that are automatically rebuilt, must be paid for in PRs.
5.5 - Mulberries
When the western Ally lands for the first time in Europe, and as long as he remains in his original landing zone, he is granted two PRs, even if the zone is contested. This simulates the use of the allies' artificial ports.
5.6 – Soviets
The Soviet automatically collects 5 PRs each turn. Like the Axis, he collects one or two points for occupying uncontested economic zones indicated on the map (Budapest, 26 and Bucharest, 53).
5.7 – Spending PRs
Each side spends PRs to carry out actions.
- Restore or rebuild normal or elite steps of units: 1 PR for two steps, with unlimited restoration.
- Spend a second PA beyond the first free one for a GF: 1 PR per GF during the action phase when necessary.
- It is free to enter or exit the Strategic Reserve.
6 – Supply
6.1 – In general
To be supplied, a GF must trace a line of only friendly or contested zones toward:
- A friendly port or contested port for the Allies;
- An eastern border of the map for the Soviets;
- A zone of the Vaterland for the Axis, but a Baltic coastal zone (28, 29, or 30) will supply one GF.
6.2 – A unit may not go to a zone where it cannot be supplied: typically beyond the enemy front line.
6.3 – A unit located in a contested and out of supply zone is out of supply. During combat, its strength is divided in two, rounding down, and losses incurred to it are doubled.
7 – Stacking
7.1 – In general
Excluding the Alpine zones, zones on the map are limited to two GFs for the Axis and the Soviets and three for the western Allies. In the Alpine zones, stacking is diminished by one GF, e.g. one for the Axis and the Soviets and two for the western Allies. During landings, the number of GFs authorized for the initial combat is indicated by an arrow (two armies in Normandy and Pas de Calais – zones 1 and 4 –, and one army elsewhere), but it will be possible to add other GFs through maritime movements (9.7) in the same action phase.
7.2 – Overstacking
If, because of combat retreats, there are too many GFs in a zone, the player must redistribute his units by GF to respect stacking limits as much as possible. The surplus of GFs and units is placed in the side's Strategic Reserve. At the beginning or end of the side's action phase, the player can combine the units of several GFs in the same zone in order to reduce the number of GFs and respect the display's sizes. In one GF box of the display, the number of units may not exceed the number authorized for this GF (indicated on the counter and on the display). A unit counts as one whether it is at full or reduced value.
7.3 – Soviets and Western Allies
Soviet and Western Allies' GFs may not be placed in the same zone through movement or retreat. Since the western Allies move first, they have priority.
7.4 – Reminder
The initial placement of the units in the GFs is valid only for the beginning of the game. During play, the units can change GFs.
8 – Actions (PA)
8.1 – Each unit on the map will use action points (PA) to move and fight during its action phase. To start, each unit has a single PA allowing it to move freely or fight, as the player chooses. A PA allows for a move of one zone (see movement chapter, 9) or one turn of combat (see combat chapter, 10). In addition to this free PA, the player can spend a PR to add a PA to the GF. Thus, a GF that is already in a zone with an enemy and that pays one PR can spend its two PA to combat or combat for one turn and then move, or move one zone and then combat a turn, or combat a turn and then if the enemy is totally destroyed or retreats, follow him with a second PA. Movement between two contested zones costs two PA. A unit must be in supply in order to spend a PR, but it can always use its free PA. The spending of PA and PRs is determined at will by the player and does not need to be declared beforehand.
8.2 – Normally, a GF must spend its two PA before another GF can act, but if two or three GFs begin in the same zone, they can spend their PA at the same time: move together and attack one after the other, following the support rule. A PA is spent per GF and not per zone, but a GF that attacks can be supported by the other GFs of the zone. (In such a case, no PA is spent, but the combat strength is divided by two, rounding down, and must follow the constraints of inter-allied cooperation, 10.12). It is also possible to be supported by other GFs already present in the zone, whether or not they have already acted. Certain national stratagems give an additional PA that is added to those spent by the player.
8.3 – A GF that has spent all of its PA is turned over until the end of the turn.
9 – Movement
9.1 – In general. Movements take place during the side's action phase in the following order: strategic movements, transfers of units, and finally operational movements of GFs. A unit that conducts a strategic movement may also potentially do a unit's transfer between GFs and move with its GF during the operational movement.
9.2 – Strategic phase
Units placed in the Strategic Reserve, at the beginning of the game, as reinforcements or after reconstruction, can be redeployed in the display of a GF in supply in a contested or uncontested zone. A unit placed in a display of a GF in supply, in a contested or uncontested zone, can return from this display to the Strategic Reserve but must remain there until the following turn. Stacking limits must be respected at the end of the phase. A GF in the Strategic Reserve can be placed on the map in an in supply, uncontested zone and can be immediately filled with units from the Strategic Reserve.
9.3 – Unit transfers
To avoid losing a turn in the Strategic Reserve, armored units, mechanized units and tanks can be redeployed to an adjacent friendly or contested zone from one friendly GF to another in accordance with the stacking limits of the GF. Infantry units (regular, SS, paratroopers, mountain) can only redeploy directly to a friendly GF in the same zone and in accordance with the stacking limits at the end of the phase (exception: the Soviet national stratagem Maskirovka). To redeploy to a GF in another zone, the infantry must stop by the Strategic Reserve and lose a turn.
9.4 – Action phase
A PA can be spent to move a GF from a zone to an adjacent zone. Leaving a contested zone to go to another contested zone is authorized and costs two PA (one PR or an appropriate stratagem). It is forbidden, however, to leave a contested zone to go to a zone that is free of GF enemies but out of supply. It is possible to leave a friendly zone (uncontested) to go to an enemy zone that contains no enemy GFs.
9.5 – Western Allies landings
For the first two turns of the game, the Allied player can land on the Atlantic and/or Mediterranean coasts where the coastal zones indicate a possible landing. He can place one or two GFs, according to the indication on the map. The first PA is the landing itself and is considered a movement. By spending a second PA, he can attack, bearing in mind that the defender fight first. If two GFs land, they attack together by adding their combat value without one supporting the other.
The rule of inter-allied cooperation does not apply (see 10.12). There are no PRs spent for the second PA (paid for the joint combat) because it is paid directly by the Strategic Reserve. A maritime movement (see 9.7) is possible in the same action phase, after a landing.
9.6 – Atlantic Wall (and Mediterranean Wall)
During the landing combat, the value is doubled on all Axis infantry units.
9.7 – Allied maritime movement
An Allied GF which begins its action phase in the Strategic Reserve can be filled with units from the Strategic Reserve and enter the map by a zone, friendly or contested, which contains a port. This action costs one PA. It is not permitted to exceed the stacking limit at the time of arrival. The GF can spend two PA, the first of which is used to arrive in the zone. Here again, the PR of the second PA is paid by the Strategic Reserve and not by the port of the zone (See 5.4). The GFs arrive individually and can receive support from the GFs already in the zone if they fight, in accordance with the inter-allied cooperation rule (see 10.12).
9.8 – Returning GFs
If a GF no longer contains any units, because of unit transfers or at the end of a combat, it is returned to its side's Strategic Reserve.
10 – Combats
10.1 – Combats take place during the action phase and cost one PA. Combats are not mandatory when enemies are in the same zone, but if a player attacks, he must attack all GF enemies present in the zone. At the end of a combat, the zone can remain contested with enemies present. If a zone contains several friendly GF, only one can attack at a time and spends its PA. The others may support freely, without paying a PA, and add half of their strength points, rounding down, but don't contribute their Elite bonus (see the limit of the inter-allied cooperation, 10.12). The combat system is not based on strength, as is often the case in wargames, but is a mechanism by which each side calculates its combat strength and throws a die on the table, as described in detail below.
10.2 – Each side adds up the strength points of all its units, full or reduced, present in the relevant GFs. One or more operational stratagems may be played, beginning with the attacker. The player throws the die and looks at the result on the table of combats. The column corresponding to the value of the combat may be modified by the terrain and the stratagems. The number represents the lost steps that must be taken by the units of the GF that attacked, or the GF that supported if there aren't enough available in the attacking GF.
10.3 – Losses are selected alternately between the owner and his adversary, beginning with the owner of the units. (Example: for three losses, the owner chooses the first, the adversary the second and the owner the third). A lost step corresponds to a unit step. Turning a unit over or eliminating a unit that is already reduced counts as a lost step. If an elite unit has given its bonus in an attack, it must undergo the first loss. The losses of the turn are put aside for the next economic phase when the player will have the opportunity to rebuild some of them. (See automatic rebuilding following losses, 4.5).
10.4 – Combats are simultaneous, except when one side plays an appropriate stratagem or in the case of a landing (see 9.5) in which the defense fight first and only the surviving attackers retaliate. 10.5 – Each side plays his stratagems, knowing the combat strength of the enemy, beginning with the attacker. After the combat's resolution, all of the used stratagems are returned to the common pool.
10.6 – At the end of the combat, the defender can choose to retreat to a friendly, contested or uncontested zone. (See the limits for the Axis – Führer's Orders, 10.8). If the zone to which the GF has retreated is attacked later in the turn, the GF will participate in the defense as usual.
10.8 – If it was the first PA of the attacker and there are still defenders, the attacker can spend a second PA (by paying a PR) to re-launch the attack. If the zone becomes empty after a combat by retreat or total destruction of the defender, the zone becomes friendly.
10.8 – Führer's Orders!
The German player must always ask Hitler's permission before retreating. Permission is granted for a roll of 4-6, adding 1 to the die if at least half of the steps of the defender have been destroyed during the combat, or if there has already been a combat in the zone.
Transcriber's note: the source prints "Hilter's" in this paragraph; corrected to "Hitler's" here. The source numbers both the paragraph above and this heading "10.8" (there is no 10.7); both are kept as printed.
10.9 – Elite units
Units with an elite symbol add 1 to the die during combat. (Not cumulative if there is more than one unit.) The unit will take the first loss in an attack.
10.10 – Difficult terrain
Certain zones on the map are indicated as difficult. For the attacker, the combat is resolved with a penalty of one column to the left. The penalty does not apply to the defender.
10.11 – Defense of the Vaterland
To acknowledge the Siegfried and Wotan Lines and other defensive works of Great Germany, any attack against an Axis GF in a Vaterland zone is subject to a shift to the left of one column. This modification is not cumulative with that for difficult terrain.
10.12 – Lack of inter-allied cooperation
Historically, the two western Allies did not fight well together. GFs in the same zone cannot support each other and thus fight separately unless they are linked to the same command: US for US and FR, Commonwealth for UK, CAN and POL. However, a GF can contain units mixing the two Allies without a problem. (Exemple: 5th US Army at the beginning of the game in Italy).
10.13 – Support of the Yugoslav resistance
The Soviets and western Allies are awarded a bonus of a column shift to the right when they attack in zones 21 and 22. (See the paragraph on the Yugoslav resistance, 12.2).
10.14 - Combat Table and Modifiers
See page 8.
11 – Stratagems
11.1 – Each side has national stratagems (Axis has 7, Allies 4 and Soviets 4) that he alone can use, according to the description of each stratagem. There are also 9 operational stratagems available for use during combat by the side that owns them.
11.2 – One or two national stratagems are given at the beginning of each turn (3.1). The others can be won with the table of political events. Once they have been used, they are returned to the player's pool.
11.3 – Operational stratagems are also given freely to each side in packets of three. Thus, each side has three markers among the available nine. They must be used within the turn otherwise they are lost and returned to the common pool.
Action example – Operation Bagration, Turn 1, Zone 37
It is the Soviets turn to play during the action phase of the first turn of the game, June-July 1944. The player decides to engage the two fronts of zone 44 together (Balt 1 and Bielo 3) and spends a first PA for each GF to move them into zone 37, which contains the German 4th Army and 3rd Panzer Army.
The Soviet player decides to use his national stratagem Stalin's Organ to initiate the Axis defense before launching the attack of his troops. He sets off a combat of strength 16. The zone isn't in difficult terrain, so there is no penalty of column and it isn't possible to play an operational stratagem with Stalin's Organ. The player rolls a 6, which gives 3 losses to the Germans. The Axis player chooses the first loss and destroys the 9.K, already reduced and only worth one, which is present in the 3rd PzA. The Soviet reduces the 39.PzK of the 4th Army and the German reduces the 6.K of the 3rd PzA. The German cannot react, as indicated in the stratagem.
The Soviet then spends a PR to attack with Bielo 3, the 3rd Front of Byelorussia, supported by the 1st Front of the Baltic. There are 20 strength points in Bielo 3 and 13 in Balt 1, so 20 plus half of 13 rounded down (6), equaling 26 points total. He decides to use the Assault engineering stratagem, which adds 1 to the die and, as he has no elite units, is the only bonus. The German decides to use the Fortification stratagem moving the Russian attack column one to the left. The combat is simultaneous. The Russian rolls a 2 and the Axis a 5. In column 21-25, the Soviet inflicts two losses. The German, with 12 strength points, in column 11-15, inflicts two losses. Each side chooses its first loss and the enemy chooses the second. Since Bielo 3 led the attack, he takes all the losses: one step on the 39A and 5GTkA. For the Axis: reduction of 27.K and destruction of 39.PzK that only had one step left. Bielo 3 spent its two steps and is turned over. Balt 1 spends its second PA to re-launch an attack costing one PR and is supported for free and at half capacity by Bielo 3: 21 in total strength.
On the other side, Germany only has 8 points left. The Soviet plays a Fanaticism stratagem, which adds a third of losses to the enemy, and the German plays none. The Soviet rolls a 4 and Germany a 3. The German sustains 4 losses with a supplemental loss due to Fanaticism and the Soviet one. All Axis troops are removed from the map and the Soviet loses a step in the 51A. Balt 1 has spent its two steps and thus is turned over. But, surprise, the Soviet plays the Joukov stratagem and reactivates his 3rd Front from Byelorussia and moves into zone 31 to capture Vilnius!
11.4 – All stratagems are drawn secretly and are kept secret by the players.
11.5 – Axis stratagems
Secret weapons (Armes secrètes): Allow the owner to freely attack a zone in column 16-20. The attacker throws a die (with a potential shift for difficult terrain), but plays no stratagems and resolves the combat normally. The defender does not retaliate.
Hitler Offensive (Offensive d'Hitler): Gives a free PA to a GF. The PA must be used for combat and not for movement. Either the army spends two PA without paying PRs or 3 PA and pays one PR. The stratagem allows the player to immediately collect two steps for armored units of the GF that is going to attack. The unit(s) are either those that are destroyed and placed in the GF's display or restorations of armored units of the GF. The stratagem adds 1 to the die for the combat. Reinforced FLAK (Flak renforcée): Die of the US strategic bombardment divided by two, rounding down.
Strategic blocking (Blocage stratégique): A GF enemy loses a PA for this action phase, at the moment the enemy decides to spend the PA. The PA is canceled but no PR is spent.
Mystification: All units placed in the Strategic Reserve can be immediately and freely placed on the GF displays without waiting for the Axis' action phase.
Propaganda (Propagande): The player can rebuild two unit steps – either a completely destroyed unit or two reduced units – that are immediately placed in the Strategic Reserve. The stratagem can be played at any time in the turn even during an enemy's action phase.
Szorkeny: Allows the player to re-throw a friendly or enemy die one time at any moment in the turn. The player keeps the die of his choice.
11.6 – Soviet Stratagems
Stalin's Organ (Orgues de Staline): like the Axis' stratagem.
Maskirovka: Redeploys up to 4 infantry units of the Guard to an adjacent zone during the unit transfer phase, as if they were armored.
Joukov: Gives a GF a free additional PA to spend in combat or movement. The army can spend 2 PA and no PR, or 3 PA and one PR.
Propaganda (Propagande): like the Axis' Szorkeny stratagem.
11.7 – Western Allies' Stratagems
Patton: like the Soviets' Joukov stratagem.
Carpet Bombing: like the Axis' Secret Weapons stratagem.
8th Air Force: The player rolls two dice for the US strategic bombardment during the economic phase and keeps the better one to subtract from the Axis PRs.
Enigma: Takes away one PA, like the Axis' Strategic Blocking stratagem, or adds a PA to a GF like the Patton stratagem.
11.8 – Operational Stratagems
Anti-tanks (Antichars): Add one column for the owner of the stratagem.
Elastic defense (Défense élastique): A third less in losses suffered (rounding up).
Surrounding (Encerclement): Add one column for the owner of the stratagem.
Fanaticism (Fanatisme): A third more losses for the enemy (rounding up).
Assault engineering (Génie d'assaut): +1 on the die for combat.
Fortifications: Minus one column for the enemy during combat.
Information (Renseignements): throw the die first and attribute the losses before the opponent throws the die. (Surprise and Information can cancel each other out and/or cancel the penalty of the landing.)
Artillery support (Support d'artillerie): +1 on the combat die.
Surprise: throw the die first and attribute the losses before the opponent throws the die.
11.9 - Lend Lease
Each turn, the Allied player can freely give an operational stratagem of the western Allies to the Soviets.
12 – Special Rules
12.1 – Hungary and Romania
At the start of the game, Hungary and Romania are Axis allies. All of the units of these two countries (3 for Romania and 2 for Hungary) are automatically and freely restored if they are turned over (reduced value) in a GF (even for the first turn, this is to simulate the constant flow of reinforcements), and rebuilt in the Strategic Reserve if they are destroyed (without getting into the calculations of the Automatic rebuilding following losses, 4.5).
When the Soviets occupy the uncontested capital zone of Romania (Bucharest, zone 53) or Hungary (Budapest, zone 26) at the end of a turn, the country capitulates. When a country capitulates, all of the country's GFs and units are removed from the game. The Soviet player immediately restores two reduced infantry unit steps (Guard, Shock or regular) to GFs present in the zone. If there are no reduced infantry units, the steps are lost.
Transcriber's note: the source prints "fist turn" in this paragraph; corrected to "first turn".
12.2 – The Yugoslavian resistance (Tito)
The Axis player must maintain a garrison of a GF containing at least three units (whole or reduced) in zones 21 and/or 22. Otherwise, he loses 2 PRs per turn. When these zones are captured by the Soviets or western Allies, these two points are subtracted from the Axis' total points. When a Soviet or western Allies GF attacks in one of these two zones, it gains one column to the right, representing the aid of partisans.
12.3 – Western allies' paratroopers corps
They are never placed on the western Allies' GF display but are parachuted during combat to a zone (maximum of one per zone and per turn). The corps that is used gives a bonus of one column to the right for the combat. At the end of the turn the die is thrown and divided by two, rounding up. The result is the number of turns before the unit can return to the game and should be marked with the paratrooper marker on the turn record track.
12.4 – Atlantic (or Mediterranean) pockets
A German GF leaving a coastal zone during its movement can leave a unit in the zone. It is assumed that this unit has been fortified in the coastal ports and must be eliminated in order for the zone to become free and usable for the supply of the western Allies. Otherwise the zone only gives one PR instead of two. At the end of the action phase of each turn, the western ally throws the die. The formation loses a step with a 5-6. A GF present in the zone adds 1 to the die (maximum one GF).
13 – Victory
To win the game at the end of the 7th turn, March-April 1945, the Allied side (western Allies and Soviets) must accomplish the following. Otherwise, the Axis side wins.
- The Western Allies occupy or at least contest all the zones containing a blue target.
- The Soviets occupy or at least contest all the zones containing black and red targets.
14 – Set-up
14.1 – There is only one scenario that lasts 7 turns.
14.2 – Before the start of the game, the Soviet player collects the national stratagem Stalin's Organ. He will draw a second one at the beginning of the first turn, as indicated in the order of the game.
14.3 – All of the German units of the eastern Front start the game face down (on their reduced side) as indicated on the game set up. This does not apply to the 2nd Panzer Army in the Balkans (zone 21).
14.4 – The initial home GF of each unit is indicated on the counter, and the placement of the GF on the map is indicated on the display. Placement is reiterated on the following list.
14.5 - Reminder: the initial placement of units in GFs is only valid at the beginning of the game. During the course of the game, units can freely change GFs.
14.6 - Axis
- 1.Armee – Atlantic (2): 80.K, 86.K
- 2.Armee – Army Group Center (41): 8.K, 20.K, 23.K (reduced)
- 4.Armee – Army Group Center (40): 12.K, 27.K, 39.Pz.K (reduced)
- 6.Armee – Army Group South Ukraine (49): 7.K, 30.K, 44.K, 52.K (reduced)
- 7.Armee – Normandy (1): 84.K, 2.Fj.K, 1 ss.Pz.K, 47.PzK
- 8.Armee – Army Group South Ukraine (48): 4.K, 40.Pz.K, 4. ROM. K (reduced)
- 9.Armee – Army Group Center (38): 35.K, 55.K, 41.Pz.K (reduced)
- 10.Armee – Italy (9): 76.Pz.K, 51.Ge.K
- 14.Armee – Italy (9): 1.Fj.K, 14.Pz.K
- 15.Armee – Pas de Calais (4): 64.K, 67.K, 81.K, 82.K, 89.K
- 16.Armee – Army Group North (30): 1.K, 2.K, 10.K, 50.K, 6.ss.K (reduced)
- 17.Armee – Army Group South Ukraine (39): 5.K, 49.Ge.K (reduced)
- 18.Armee – Army Group North (29): 26.K, 28.K, 38.K, 43.K, 3.ss.PzK (reduced)
- 19.Armee – Provence (3): 62.K, 4.Lw.K
- 1.FJ.Armee – Netherlands (6): 88.K
-
- Pz.Armee – Army Group North Ukraine (40): 59.K, 3.Pz.K, 24.Pz.K, 46.Pz.K, 48.Pz.K (reduced)
-
- Pz.Armee – Balkans (21): 69.K, 5.ss.Ge.K, 15.Ge.K, 21.Ge.K
- 3.Pz.Armee – Army Group Center (37): 6.K, 9.K, 53.K (reduced)
- 4.Pz.Armee – Army Group North Ukraine (39): 13.K, 42.K, 56.Pz.K (reduced)
14.7 – Western Allies
- 1 US Army – Available in the Strategic Reserve and containing the V US, VII US, XIX US
- 3 US Army – Available in the Strategic Reserve (SHAEF) and are immediately available to fill GFs.
- 5 US Army – Italy (9): II US, IV US, XIII UK
- 7 US Army – Available in the Strategic Reserve on the 2nd turn
- 9 US Army – Available in the Strategic Reserve on the 3rd turn
- 1 Fr Army – Available in the Strategic Reserve on the 2nd turn
- 2 UK Army – Available in the Strategic Reserve and containing I UK, 30 UK, II CAN
- 8 UK Army – Italy (9): I CAN, II POL, V UK
- 1 CA Army – Available in the Strategic Reserve
- XII US, XV US, XXI US, VIII UK, and XII UK are placed in the Strategic Reserve.
The paratroopers I UK Para and XVIII US Para are placed in the Strategic Reserve and are available according to the allied paratrooper corps rules.
Reinforcements:
- Turn 1 – First landing
- Turn 2 – VI US, I FR, II FR, 1 Fr Army and 7 US Army – second landing
- Turn 3 – III US, XIII US and 9 US Army
- Turn 4 – XXII US
14.8 – Soviets
- Ukr 1 – Northern Ukraine (46): 13A, 3GdA, 5GdA, 1GTkA, 3GTkA
- Ukr 2 – Southern Ukraine (47): 27A, 40A, 4GdA, 7GdA, 6GTkA
- Ukr 3 – Southern Ukraine (47): 37A, 46A, 5SHK
- Ukr 4 – Northern Ukraine (46): 18A, 38A, 1GdA, 4GTkA
- Bielo 1 – Center (Bagration) (45): 3A, 48A, 65A, 8GdA, 2GTkA
- Bielo 2 – Center (Bagration) (45): 33A, 49A, 50A
- Bielo 3 – Center (Bagration) (44): 5A, 31A, 39A, 11GdA, 5GTkA
- Balt 1 – Northern Center (Bagration) (44): 43A, 51A, 4SHK, 2GdA
- Balt 2 – North (36): 22A, 3SHK
- Balt 3 – North (36): 8A, 42A, 54A, 67A, 2SHK
Political Events Tables
Printed on page 7 of the rules. The dice roll (2 to 12) is read on each side's table.
Political Events of the Western Allies
| Dice | Event |
|---|---|
| 2 | Roosevelt is dead and Truman becomes president. The player throws three dice. If the result is 3, the war intensifies and the Allied player will always throws two dice for the strategic bombardment. If it is 18, the western Allies sign a separate peace agreement and all of their troops are immediately removed from the game. Otherwise, the war continues. If the event has already taken place, the player still tries for the end of the war. |
| 3 to 4 | Gary Grant visits the troops at the front. Nothing special! |
| 5 | Patton-Montgomery duel: Montgomery has the advantage. All the English PRs of the turn have to be used as reinforcements for the attack of the GF UK and CAN. |
| 6 to 8 | It's Christmas! The side draws a national stratagem for free. |
| 9 | Churchill wants the Balkans: The Allies must land in Croatia (zone 21) from one of the two GFs initially in Italy or from a GF in the Strategic Reserve. If they are already there, they must attack in Italy or in Croatia with all the available PRs from the port, spending a maximum of one PR to reconstruct its units. |
| 10 | Patton-Montgomery duel: The Americans have the advantage. All the PRs of the turn must be used as reinforcements for the attack of the GFs US and FR. |
| 11 | Private Ryan has been saved. Nothing special! |
| 12 |
Political Events of the Soviets
| Dice | Event |
|---|---|
| 2 | Drive the Germans out of Finland: the Soviet player must definitively remove from the game one unit (any one, even reduced value, from the Soviet display fronts BALT1, 2 or 3) and loses a PR for the turn. This can happen several times in the game. |
| 3 to 4 | Military parade on Red Square. Nothing special! |
| 5 | Stalin wants to end things in Berlin! More than half of the PRs of the turn must be used in the zones with black targets (restoration, movement or combat). For example, for 6 PRs, four must be used in black target zones and two in red target zones. If it isn't possible to use them all in this way, the remaining PRs are kept for the following turn. |
| 6 to 8 | It's Christmas! The player draws a national stratagem for free. |
| 9 to 10 | Stalin wants to "liberate" the Balkans: Bulgaria, Romania, Hungary and Yugoslavia. More than half the PRs of the turn must be used in the red target zones (restoration, movement or combat). For example, for 6 PRs, four must be used in red target zones and two in black target zones. If it isn't possible to use them all in this way, the remaining PRs are kept for the following turn. |
| 11 | Execution of a group of enemies of the People. Nothing special! |
| 12 | Fear in Manchuria: The Soviet player must definitively remove from the game one GF with two units (any, even reduced value, from anywhere on the Soviet display) and loses one PR for the turn. This only happens once in the game. Otherwise, nothing special. |
Political Events of the Axis
| Dice | Event |
|---|---|
| 2 | The Führer is killed in an attack: The player throws three dice. If the result is 3, Germany surrends and the war is lost. If it is 18, the western Allies sign a separate peace agreement and all of their troops are immediately removed from the game. Otherwise, the war continues and the Axis' retreat options are no longer limited (rule of Hitler's Command is eliminated) and the political events 5, 9 and 10 become "nothing special!". If the event has already taken place, the player still tries for the end of the war. |
| 3 to 4 | Hitler cried treason. Nothing special! |
| 5 | In the East, Hitler wants to defend the South (Balkans: Bulgaria, Romania, Hungary and Yugoslavia). At least half of the units of the Strategic Reserve must be posted to the GFs in red target zones. |
| 6 to 8 | It's Christmas! The player draws a national stratagem for free. |
| 9 | In the East, Hitler wants to defend the North (Baltic, Prussia, Poland). At least half of the units of the Strategic Reserve must be posted to the GFs in black target zones. |
| 10 | In the West, Hitler wants to protect Germany. All the GFs of the Axis located in blue target zones contested by the GFs of the western Allies must have their units restored and filled to maximum capacity with the units of the Strategic Reserve. |
| 11 | Oktoberfest in Munich. Nothing special! |
Combat Results Table
| Die | 1-5 | 6-10 | 11-15 | 16-20 | 21-25 | 26-30 | 31-40 | 40+ |
|---|---|---|---|---|---|---|---|---|
| 0 | – | – | – | – | 1 | 1 | 2 | 3 |
| 1 | – | – | – | 1 | 1 | 2 | 3 | 4 |
| 2 | – | – | 1 | 1 |
The figure is the number of steps lost (flipping or eliminating units).
Modifiers
Shifting of columns
- Antitank stratagem: +1 column for the owner of the stratagem
- Surrounding stratagem: +1 column for the owner of the stratagem
- Allied paratroopers: +1 column for the owner
- Fortifications stratagem: -1 column for the enemy
- Difficult terrain: -1 column for the attacker (not for the defender)
- Vaterland: -1 column for the allied or Soviet attacker (not cumulative with difficult terrain)
- Yugoslavian resistance: +1 column for the Soviets or western Allies in zones 21 and 22 (10.13)
Die roll modifier
- Artillery support stratagem: +1 on the combat die
- Assault engineering stratagem: +1 on the combat die
- Elite: +1 on the combat die if at least one elite unit is present (not cumulative for other elite units)
Other
- Fanaticism stratagem: Adds a third of losses to the enemy (rounding up)
- Surprise stratagem: Throw the die first and attribute the losses before the opponent throws the die
- Information stratagem: Throw the die first and attribute the losses before the opponent throws the die. (Surprise and Information can cancel each other out and/or cancel the landing penalty.)
- Elastic defense stratagem: Subtract a third of the losses (rounding up)
- Landing of the Allies: The defender fights first as in the Surprise Stratagem and the strength of his infantry units is doubled (Atlantic Wall 9.6).