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Guadalajara

Guadalajara Rulebook

Table of Contents

Table of Contents

  • General Information
    • Scale
    • Compass Directions
    • Counter Colors
    • Unit Symbols
    • Duplicate Unit Names
  • Unit Symbols and Markers (Counter Key)
  • Sequence of Play
  • 1.0 General Special Rules
    • 1.1 Stacking
    • 1.2 Units
    • 1.3 Movement
    • 1.4 Step Loss Priority (Italian Volunteers)
    • 1.5 Weather
    • 1.6 Supply
    • 1.7 Disorganized Units
    • 1.8 Artillery and Barrage
    • 1.9 Anti-Tank Defense (AT)
    • 1.10 Air Power
    • 1.11 Tank Combat
    • 1.12 Flamethrower Units
  • 2.0 Nationalist Special Rules
    • 2.1 HQs
    • 2.2 Reinforcements
    • 2.3 Artillery Spotters
    • 2.4 Nationalist Supply Sources
    • 2.5 Traffic Jams
    • 2.6 The Dividing Line
    • 2.7 Morale and Panic
  • 3.0 Republican Special Rules
    • 3.1 Reinforcements
    • 3.2 Artillery Spotters
    • 3.3 Republican Supply Sources
    • 3.4 Railroad Units
  • 4.0 Optional Rules
    • 4.1 Surprise Effect
    • 4.2 Republican Political Incompatibility
    • 4.3 Cavalry Screen
    • 4.4 Softening of the Dividing Line
    • 4.5 Variable Reinforcements
    • 4.6 Improved Italian Airfields
    • 4.7 Improved Fog of War
    • 4.8 Intensive Combat
    • 4.9 Simplified Panic Rules
  • Scenario 1: Spain - Not Abyssinia
    • Republic
    • Nationalists
    • Victory Conditions
  • Scenario 2: The Italian Offensive
    • Republic
    • Italians
    • Victory Conditions
  • Scenario 3: Spanish Paella
    • Republicans
    • Nationalists
    • Victory Conditions
  • Scenario 4: Pasta Bolognese
    • Republicans
    • Italians
    • Victory Conditions
  • Abbreviations
  • Designer's Notes
    • Exploitation Ability
    • The Dividing Line
    • Alternative Handling of the Italian Volunteers

General Information

Scale

Each game turn equals 1-2 days, and each hex equals 1 kilometer. Unit sizes vary from companies to battalions (the Falangist and Italian banderas are equivalent to battalions). Artillery units represent groups of batteries, but are not necessarily equivalent to the Italian designation Gruppo Artiglieria. Cavalry units are equivalent to squadrons.

Compass Directions

True North is not oriented to the top edge of the map. To simplify orientation, lay out the map in the usual way (Caspueñas is at the lower left). Then use the following simplified directions:

  • "North" - the top edge
  • "South" - the bottom edge
  • "East" - the right edge
  • "West" - the left edge

Counter Colors

The Nationalist player controls all units of Francoist Spain (gray), the Falangists (blue), the Carlists (red on white), other Spanish units (black on white), the Italian army (pale green) and the Volunteers (green), as well as the Italian Air Force (blue-green).

The Republican player controls all units of the People's Army of the Spanish Republic (brown), the Communists (bright red), the Anarchists (black), the International Brigades (dark red), as well as the Republican Air Force (orange).

Unit Symbols

Falangist, Carlist, Communist and Anarchist units, as well as other Spanish units, are marked with their political symbol. All such units are considered infantry.

International Brigades are marked with the flag of the country whose citizens make up the national majority of the unit. Such units are also considered infantry.

Duplicate Unit Names

Note that some names are shared by two different units. This is not an error, since some units really did have identical names. To tell them apart, look to the right of the unit symbol, since their parent formations differ.

For example, this is the case with the Italian banderas Uragano (III and XI Group of banderas), Tempesta (III and XI Group of banderas) and Ardita (VI and VIII Group of banderas); the same applies to the Republican battalion Thaelmann (1Bis Brigade and 11th International Brigade). Make sure you have chosen the correct unit!

Other units, such as cavalry squadrons, fort garrisons and some artillery units, share not only names but all other information printed on the counter. In that case these units are fully interchangeable.

Unit Symbols and Markers (Counter Key)

The key on page 1 shows the following unit and marker types: Carlist Infantry, Falangist Infantry, Communist Cavalry, Anarchist Infantry, International Artillery Group, HQ (Motorized MA), Infantry, Cavalry, Tank (Tank MA), T-26 Tank (Tank MA), Air Point; Armored Car (Motorized MA), Machine Gun, Anti-Tank (Motorized MA), Motorcycle (Motorized MA), Engineer, Flame-Thrower Tank (Tank MA), Railroad, Artillery, Workers, Armored Train; and the Internationalist units (German, French, Italian, Polish, French-Belgian and Communist Infantry), Truck (Motorized MA), Out of Supply Marker, Disorganized Marker, Morale Marker, Panic Marker and Reserve Marker.

Unit counter values: on infantry-type and other combat units the three numbers are Attack - Defense - Movement; on tanks and armored units they are Attack DRM - Defense DRM - Movement; on artillery they are Barrage Strength - Range - Movement.

Sequence of Play

Barrage Preparation (first turn only)

Reinforcement Phase

Nationalist Player Turn (all Nationalist and Italian phases)

  • Movement and Reserve Designation Phase
  • Tank Repair Phase
  • Barrage Phase
  • Combat Phase
  • Supply Phase
  • Exploitation Phase
  • Cleanup Phase

Republican Player Turn (all Republican phases except the Morale Check Phase)

  • Air Point Determination Phase
  • Air Interdiction Phase
  • Movement and Reserve Designation Phase
  • Tank Repair Phase
  • Barrage Phase
  • Combat Phase
  • Italian Morale Check Phase
  • Supply Phase
  • Exploitation Phase
  • Cleanup Phase

End of Turn

  • Advance the Turn marker

Most scenarios follow this sequence of play (Nationalist turn first, then Republican). In a scenario where the Republican player moves first, simply swap the turns (first the Reinforcement Phase, then the Republican turn, then play passes to the Nationalists, after which comes the End of Turn phase).

1.0 General Special Rules

1.1 Stacking

A hex may contain up to 6 levels. Game markers do not affect stacking.

1.2 Units

1.2a Levels. All units have one or two levels (depending on the number on the counter). If a two-level unit must take a loss, flip it to its other side. One-level units that must take a loss are destroyed. Note that artillery units have a special side-marking system that has nothing to do with the number of levels (all artillery units have one level, even if the counters are printed on both sides).

1.2b Subordination. Many Italian units have a colored stripe across the counter. The stripe indicates that the unit is strictly subordinate to a division HQ and must act according to the restrictions below (see 1.6b, 1.14a, 1.16a, 2.2d, 2.3b, 2.7). All other units without a horizontal stripe act freely. Their subordination is shown purely for historical interest.

1.2c Armor and Flamethrower Units. Tanks, flamethrower tanks and armored cars are "armored." Armored units and flamethrower engineers have attack and defense Die Roll Modifiers (DRM) instead of attack and defense strength (see 1.11, 1.12). Flamethrowers of any type are marked with a flame symbol on the counter.

1.3 Movement

There are three types of movement:

  • Motorized: used by units with movement points in a black circle.
  • Tank: used by units with a yellow number of movement points.
  • Foot: used by all other units.

Note that some units use foot or motorized movement depending on which side of the counter is face up.

1.4 Step Loss Priority (Italian Volunteers)

Whenever Italian Volunteer units are stacked with units of the Italian regular army and a loss must be taken, the Italian Volunteers must take the loss first (see 2.8b). This rule replaces SCS rule 8.0a. After the first losses, or in any other case, SCS rule 8.0a applies.

1.5 Weather

The weather was terrible throughout the battle. You do not need to roll to determine weather, since the effects of weather are built into the game.

1.6 Supply

1.6a Any Italian HQs, and Spanish Nationalist and Republican units, are "supplied" if they can trace (in accordance with SCS rule 12.1) from the appropriate supply source to the unit. This path may be of any length, but may not include more than 4 off-road hexes. Mark any units that are out of supply with an Out of Supply marker; this status lasts until the next Supply Phase.

1.6b Other Italian units that are not HQs must be supplied by an Italian HQ (Exception: Italian units 6 hexes or less from the start line may be supplied without an HQ). Each Italian HQ has a "supply range," shown at the lower left of the counter (in parentheses), which does not correspond to attack strength. Units are in supply if they are within range of a friendly HQ (counting from the HQ to the unit), using the HQ's range in foot movement. An HQ successfully supplies a unit if the supply path can be traced to a hex adjacent to the supplied unit - the path does not have to be traced into the unit's hex. Terrain does not affect the supply path, but the path is blocked if it passes through an unblocked enemy ZOC. Italian HQs may supply any of their own units or any single unit, but not units of other divisions (see the exceptions in each scenario's rules).

1.6c Out of Supply Effects. Attack strength, defense strength and movement points are halved. When retreating, units out of supply retreat one additional hex. Artillery out of supply cannot conduct barrages.

1.6d Attrition. Units marked with an Out of Supply marker that are still out of supply at the time of their friendly Supply Phase suffer attrition. Leave the Out of Supply marker on them and check the unit for attrition on the special table. Roll a die for each stack (not each individual unit) and apply the result.

1.7 Disorganized Units

Units become disorganized only as the result of a roll on the Barrage Table. When the Barrage Table gives a DG result or a numerical result, mark all units in the hex with a DG marker. Non-disorganized units may move through such a stack, or move together with disorganized units, without any effect.

1.7a Effects of Disorganization. Disorganized units have their attack strength, defense strength and movement allowance halved. The DRM of armored and flamethrower units is reduced by 1. Disorganized units cannot conduct overrun (attack-on-the-move) attacks, have no ZOC, and lose the ability to take part in Exploitation. Disorganization does not affect an HQ's supply range. For several results there are no additional effects.

1.7b Recovery. During its Cleanup Phase a player removes all DG markers from his units (including units that are out of supply).

1.8 Artillery and Barrage

1.8a Artillery Mode. All artillery units have two modes (shown on the side of the counter). One mode is preferable for conducting barrages, the other for moving. Depending on the side of the counter, a unit can perform both functions in either mode - it will simply perform one better than the other.

You may change an artillery unit's mode only during your Movement Phase, before that unit has spent any movement points.

1.8b Artillery units have a barrage strength and a range. Barrage strength can be used only in a barrage; it can never be added in a ground attack. Artillery units may apply their barrage strength against any enemy units within range (in hexes). Line of sight is not required. Having a friendly unit next to the target helps. Resolve barrages in the corresponding Barrage Phase of the player. All artillery units in a hex have strength 1, regardless of the number of such units in the hex.

1.8c An artillery unit may conduct 1 barrage per turn. It is not possible to barrage several hexes at once. 1 hex may be barraged once per turn (except see 1.10b). Any number of artillery units may take part in one barrage. Units out of supply cannot conduct a barrage. Disorganized units halve their barrage strength.

1.8d Conduct a barrage against enemy hexes using the Barrage Table. The possible results are "no effect," "disorganization," and the loss of a level. The loss of a level automatically disorganizes the unit. Apply the necessary shifts and modifiers listed on the table. Only the terrain of the target hex affects the result. Terrain and unit type do not affect a unit's ability to count as "adjacent" for modifiers. Resolve barrages that are shifted off the table using the last available column.

1.8e Units may not advance into or attack hexes in which, as a result of a barrage, no enemy units remain, even if the active player intended to attack that hex.

1.8f When the Barrage Table requires the loss of a level, the owning player must choose any non-armored unit in the stack to take the loss. It is not necessary to choose the strongest unit. After the damage is taken, mark all remaining units with a DG marker. If there are no non-armored units in the hex, ignore the loss portion of the barrage result.

1.9 Anti-Tank Defense (AT)

Author's note: because of the absence of special anti-tank weapons in the early stages of the Spanish Civil War, both sides used light guns firing over open sights as an emergency measure. Since these tanks were no miracle, this measure proved more effective than expected: if such guns did not destroy tanks, they at least immobilized them.

1.9a All artillery with a range of 3 or more hexes and Italian anti-tank units may be used as AT means. This ability works only on defense.

1.9b Stacks with AT means have -1 DRM when attacked by armored units and +1 DRM on the roll on the Tank After Combat Table.

1.9c Artillery units in movement mode cannot be used as AT means.

1.10 Air Power

The Republican player may receive one or more Air Points each turn. The player rolls a die during the Air Point Determination Phase to determine the number available. Air Points are available only for that turn and cannot accumulate from turn to turn. They can be used in any of several phases of the turn, but each point may be used only 1 time (see 4.6).

Note: the air markers show the different types of aircraft available during the battle, but the type on the counter has no significance. The picture is needed to determine ownership.

1.10a Close Air Support. Each Air Point spent gives a shift in combat (regular or overrun attack, on attack or defense) of one column in favor of the owning player. Always determine the number of points to be used before determining the odds ratio. Air Points may be used in any phase in which combats may be conducted.

1.10b High-Altitude Bombing. Air Points may be used during the Republican player's Barrage Phase. Any number of Air Points may be used in this phase. Each Air Point gives +5 to the barrage points.

Artillery and Air Points cannot be used in the same barrage, but one hex may be attacked by both artillery and one high-altitude bombing in the same phase.

If the target hex of a high-altitude bombing contains a road, the barrage may be made without triggering the negative modifier for the lack of a spotter.

1.10c Interdiction. Air Points may also be used for interdiction. Place an Air Point marker in any desired hex, and all road hexes within a radius of 2 hexes will be blocked. The movement cost through such hexes is doubled. Moreover, all motorized units moving through a hex blocked by aviation may be attacked on the Interdiction Attacks Table. Each Air Point can be used to attack only one unit, using the Interdiction Table (except see 2.7d). Show that the Air Point has been used by flipping it over. Aside from the impossibility of repeat attacks, all other effects of interdiction remain unchanged.

1.11 Tank Combat

Author's note: the Spanish Civil War was the first in history to witness a relatively significant intervention of modern, fast combat vehicles in fighting. Despite all the shortcomings of their experimental use (incorrect tactics and formations, lack of reliability, weak armament and armor, and crew inexperience), tanks often had an important influence out of proportion to their numbers. If they were represented like any other unit (as in most games), it would be impossible to see their "five-kopeck" contribution to the civil war. Therefore special combat rules apply here for tank units.

1.11a Armored units cannot stack with other armored units. Only one armored unit from each side may take part in a single combat. Armored units may move through a hex containing another armored unit, but cannot end their movement in it.

1.11b Armored units may never be alone in a hex. They must always be stacked with non-armored units.

1.11c Armored units never take losses as a result of regular combat or barrage; their losses are determined on the Tank vs. Tank Combat Table and/or the Tank After-Combat Table.

1.11d When all other units stacked with an armored unit are eliminated as a result of combat, barrage or retreat, and all loss results have been applied, the armored unit must immediately retreat to the nearest friendly hex without armored units. The retreat may be of any length, but cannot pass through prohibited terrain or hexes occupied by the enemy. Retreating through ZOC is allowed. If it is impossible to retreat according to the rules above, the armored unit becomes "Out of Action" and is placed in a special box on the map.

1.11e When all units stacked with an armored unit are eliminated as a result of combat or barrage and the loss of one or more levels cannot be applied, the armored unit must immediately retreat to the nearest friendly occupied hex and become "Out of Action." The retreat may be of any length, but cannot pass through prohibited terrain or hexes occupied by the enemy. Retreating through ZOC is allowed. If it is impossible to retreat according to the rules above, destroy the armored unit.

1.11f When armored units take part in combat, follow this procedure:

  • If both sides have armored units: the armored units of both sides fight a separate combat on the Tank Combat Table, and all other units fight on the regular table. Armored units do not affect the regular combat and do not roll on the Tank After-Combat Table.
  • If only one side has armored units: a regular combat is conducted. The DRM on the armored unit is applied to alter the die roll result on the Combat Table. After this combat, the armored unit that took part must make a roll on the Tank After-Combat Table.

1.11g If a stack containing an armored unit must retreat, the armored unit must retreat together with the stack.

1.11h Tank Combat. When a tank combat occurs, the attacking player rolls two dice on the Tank Combat Table. The red die is for the Republican armored unit, the white die for the Nationalist one. Apply the modifiers and results given on the table.

1.12 Flamethrower Units

1.12a Flamethrower tanks are considered armored units; when necessary use their modifier, as described in 1.11.

1.12b Flamethrower engineers may never be alone in a hex. They must always be stacked with other non-armored units.

1.12c Flamethrower engineers may be used to apply losses on the Combat Table or Barrage Table.

1.12d Flamethrower Engineers in Combat. When flamethrower engineers take part in combat, they add +3 DRM (or -3 on defense) to the combat roll. Flamethrower engineers cannot be used in combination with flamethrower tanks.

1.12e Burnout. Each time flamethrowers are used in combat (engineers or tanks), the unit must lose one level (in addition to other losses that may be applied to other units). If the unit has already lost a level, it is permanently removed from the game. This loss is applied instead of any roll on the Tank After-Combat Table that would be required for any tank combat in which the unit may take part.

Author's note: the Italian supply system could not support the simultaneous actions of four divisions. In this operation flamethrowers were used successfully several times, both against infantry and against tanks; however, the supply system was unable to replenish fuel stocks for the flamethrowers, so these units were removed from the game right after their fuel supplies were exhausted.

1.12f The Nationalist player is not obliged to use flamethrowers in combat. If he declines to do so, ignore the flamethrowers for all combat purposes (except that flamethrower tanks must fight in tank combat if they are attacked by an armored unit, even if they do not apply flamethrowers). They can still be used to satisfy losses (engineers only) and they must retreat together with the units with which they are stacked.

1.13 Reserves and Reserve Markers

Reserve markers open access to the Exploitation Phase for units. Each scenario lists the number of Reserve markers available to each player.

1.13a No unit in the game initially has access to the Exploitation Phase. A unit must be marked with a Reserve marker to be used in the Exploitation Phase. A unit cannot be marked with a Reserve marker if its characteristics do not have a yellow frame around them (except: units loaded in trucks capable of exploitation; see 1.16b).

Place Reserve markers on any unit or stack during the player's regular Movement Phase. Only units that did not move in the current Movement Phase, are not disorganized, have a yellow frame, and are not adjacent to an enemy unit may be marked. Any number of units in a stack may be marked with a Reserve marker. Place the markers above the chosen units and beneath those that are not planned to be used.

1.13b Units marked with a Reserve marker cannot move, fight or barrage.

1.13c Remove all remaining markers in the Cleanup Phase.

1.13d The player may use any of the marked stacks at the start of the Exploitation Phase. Units may move and attack as normal during this phase.

1.14 Unit Recovery

1.14a Each time an infantry unit is destroyed (as a result of combat or barrage), roll a die. Place the unit as a reinforcement a number of turns ahead equal to the die result. However, if the unmodified die roll is a one, the unit is removed from the game (it does not recover). Units that would appear later than the last turn do not return.

In addition, Italian Volunteers are destroyed permanently if they cannot trace a supply path to their HQs. Other units do not have this requirement.

1.14b Apply a -1 modifier for Communists, International Brigades and Spanish Nationalists. Apply a +1 modifier for Italian Volunteers. For all other units there are no modifiers.

1.14c Two-level units return on their reduced side.

1.14d Recovery of HQs. Italian HQs return to the game immediately on the turn after their destruction. Do not roll a die for them (and they are never removed from the game). They return to the game with any of their units. If there is no such unit in the game, the HQ enters the game with the first of its units to return.

1.14e All other units never recover.

1.15 Tank Repair

Each time an armored unit becomes "Out of Action," remove it from the game and place it in a special box on the map. In the Tank Repair Phase, roll a die for each unit in that box. On a result of 5-6 the unit is repaired and returns to the game as a one-level reinforcement on the next turn.

1.16 Trucks

1.16a Transport Capabilities. During the Movement and/or Exploitation Phase, infantry, machine-gun units or engineers (including flamethrower engineers) may be moved on trucks. In this case the pair of units represents a single motorized unit with 2 stacking points. Both units may move together, using movement points as motorized units. Trucks and the units they carry may not voluntarily enter an enemy ZOC (except a truck together with the units it carries retreats under the normal rules). Trucks of the Littorio division may carry only units of their own division. Empty trucks have no stacking limit, but are still considered motorized for traffic jams (2.5).

1.16b Maximum Load. Each truck may carry one unit. A truck may load and unload units for 2 MP in any hex along its movement path during the Movement Phase. Loading is forbidden during the Exploitation Phase, but a unit may be unloaded. A loaded/unloaded unit may no longer move during the corresponding phase. Mark a unit as loaded by placing it under the truck's counter. Loaded units have no ZOC. A unit may remain loaded for several turns.

1.16c Exploitation Capability. To enter the Exploitation Phase, a stack (loaded or not) must begin the Movement Phase with a truck, and the only thing it may do in this phase is load and be placed in reserve. In this way units that are not capable of exploitation may be carried in this manner into the Exploitation Phase.

1.16d Automatic Unloading. If a loaded truck is attacked, it is automatically unloaded before the attack or barrage is resolved, and the previously carried unit becomes disorganized. Interdiction attacks do not trigger automatic unloading, but the carried unit shares the fate of the truck.

1.16e Destruction. An unloaded truck is destroyed if an enemy unit enters the hex with the truck (overrun attacks do not occur). Loaded trucks must be attacked (see 1.16d, and if the unit is destroyed, so is the truck). If a truck is stacked with another unit, trucks take no losses as a result of combat (but do take them as a result of barrage). A truck may not retreat if other units retreat.

1.17 Brihuega (18.03)

Author's note: Brihuega was an important communications hub in the Italian plans. Brihuega was one of the worst defensive positions one could possibly imagine: located deep in a valley and almost completely surrounded by hills. The village could be shelled with impunity by artillery, and all movements were visible from above. If you are playing the Nationalists, drive this into your head: you must take the hills rising above Brihuega as soon as you take the village. Your historical predecessor failed to do this, and as a result the Italians suffered a crushing defeat, unique in the whole history of the Civil War in Spain.

1.17a Italian units may not move west of hex line 16.xx until Brihuega is taken. This rule is lifted when the Italians occupy Brihuega, and does not return if the Republicans later retake it.

1.17b Units on hills near Brihuega may provide targeting for artillery and aviation within 2 hexes in the Brihuega valley. In addition, such spotting cancels any defensive bonus against barrage in the village. Hexes giving this advantage are 16.03, 16.04, 17.05, 18.05, 19.05, 18.01 and 19.02 and are marked on the map with a binocular symbol. Only the Republicans may use this advantage.

1.17c If at least 4 of these 7 hexes are occupied by Republicans and an attack is being made on Brihuega, the village loses any defensive bonus it may provide (i.e., the strength of the defenders is not doubled), and the attacker gets +2 DRM.

1.17d If units of Italian Volunteers located in Brihuega or next to it become panicked, and they must retreat passing next to hex 20.03 occupied by the enemy, each retreating stack must lose one level.

1.18 Maximum and Minimum Odds

1.18a All combats at odds worse than 1:2 automatically end with an A2r2 result.

1.18b All combats at odds greater than 4:1 are resolved on the 4:1 column.

1.19 Mandatory Retreat

All retreats required by the Combat Table may not be replaced by loss of levels. SCS rule 9.2 does not apply in this game.

2.0 Nationalist Special Rules

2.1 HQs

Italian HQs must be used to supply Italian units, as described in the supply rules. In other respects they act like any other unit in the game. Recovery of HQs in case of their destruction occurs under rule 1.14d.

2.2 Reinforcements

2.2a Nationalist reinforcements enter the game in the areas specified in each scenario.

2.2b Recovered Spanish units enter the game at Jadraque (23.22), Cogolludo (10.30) or next to the start line to the north of the dividing line. Cities may be used only if they are controlled by the Nationalists.

2.2c Recovered independent Italian units re-enter the game in a hex with any Italian HQ or next to it, and also next to the start line to the south of the dividing line.

2.2d Recovered divisional Italian units appear in a hex with their HQ or next to it.

2.3 Artillery Spotters

2.3a Independent Nationalist artillery units may use any unit of their nation as spotters.

2.3b Italian divisional artillery must use units of its own division as spotters.

2.3c Nationalist artillery may barrage without spotters, reducing its strength by half. Italian artillery cannot barrage blindly.

2.3d To count as a spotter, a unit must be adjacent to the hex that is being barraged. Armored units cannot be used as spotters.

2.4 Nationalist Supply Sources

Any road hex leading off the map edge to the north - northeast of the start line may be used as a supply source. Supply sources for Spanish units must be north of the dividing line. Supply sources for Italian units must be south of the dividing line.

2.5 Traffic Jams

Italian units using motorized or tank movement along a road or highway may run into traffic jams. Each time a motorized or tank unit moving along a road or highway enters a hex containing one or more friendly units, a jam occurs; the moving unit pays +1 MP if the hex contains no motorized or tank units, and +2 MP if the hex contains at least one such unit.

2.6 The Dividing Line

The dividing line is the line formed by the Badiel river and the red line running from the start line. It forms a rigid boundary between the Spanish and Italian zones.

2.6a Italian units cannot move and attack north of the dividing line. Spanish units cannot move and attack south of the dividing line (see 4.4). (Exception: Italian units entering the map through hex 52.23 may move along the road to 38.13. They cannot leave this road until they reach the Italian zone of action.)

2.6b As a consequence, interaction between Italian and Spanish units is impossible. They cannot stack or attack together.

2.6c The dividing line does not affect Republican units.

2.7 Morale and Panic

The Italian Volunteer divisions are subject to the effects of morale. To show fighting spirit, use the morale track of the Italian divisions.

2.7a Unless otherwise specified in the scenarios, all divisions begin the game at morale level 0.

2.7b Each time a Volunteer division takes losses, raise the morale level by 1. Each time a unit from a Volunteer division returns to the game after recovery, lower the morale level by 1. Exception: recovery of an HQ does not lower the morale level.

2.7c During the Morale Check Phase, check the morale level of all three Italian Volunteer divisions. If the morale level is 11 or higher, the division is considered demoralized. If the level is below 11, the units stop panicking.

2.7d When a formation panics, do the following:

  • Place a Panic marker on the first space of the morale track.
  • Immediately conduct a forced retreat (only the first time, see below).
  • While demoralized, all units of the division are subject to the following restrictions: they cannot attack (but artillery may barrage), they receive a negative DRM on defense, all retreat results are increased by 1 hex, and the supply range of HQs is reduced by 2 hexes.

2.7e Forced Retreat. When a Volunteer division first becomes demoralized, it is forced to retreat. Each division does this only once, even if it later becomes demoralized again.

  • All units of the division must move, using all MP (disorganized and out-of-supply units also move with all MP, not half), toward the start line. Units must retreat as close to the start line as possible. If a unit can move to a truck, it must move into the hex with it, freely load, and follow to the start line using all the truck's MP.
  • Ignore the movement and loss rules during a forced retreat from a ZOC (except Brihuega; see 1.17d).
  • Motorized units (including loaded trucks) retreating through a hex blocked by aviation immediately suffer an attack. This attack does not count against the attack limit.
  • If a unit cannot move (because of prohibited terrain or being surrounded), it stays in place and loses one level.
  • All units of the division become disorganized at the end of the forced retreat.

2.7f When the units of a division stop panicking, remove the Panic marker from the morale track. The division is no longer demoralized (unless it panics again later).

2.7g Demoralization and forced retreat occur only during the Morale Check Phase, not at the moment the morale level is raised or lowered.

3.0 Republican Special Rules

3.1 Reinforcements

3.1a Republican reinforcements enter the game in the areas specified in each scenario (see 4.5).

3.1b Recovered Republican units enter the game at Torija (3.08), Brihuega (18.03) or in any reinforcement entry zone to the west of 13.xx. Cities may be used only if they are controlled by the Republicans.

3.1c Some scenarios may require the withdrawal of Republican units. Simply remove the required units from the game, regardless of their status or position.

3.1d The Republican player may activate emergency reinforcements by paying 1 Air Point per group. All emergency reinforcements arriving in the same turn from an emergency reinforcement group may be activated that same turn or later.

3.2 Artillery Spotters

3.2a Republican artillery can never barrage blindly.

3.2b Any Republican artillery unit may use any Republican unit as a spotter.

3.2c To count as a spotter, a unit must be adjacent to the hex that is being barraged. Armored units cannot be used as spotters.

3.3 Republican Supply Sources

Any road hex leading off the map edge to the south - southwest of the start line may be used as a supply source.

3.4 Railroad Units

3.4a Armored Train. An armored train is equal to any other artillery unit, with the following exceptions:

  • It may move only along railroad hexes.
  • It cannot enter an enemy ZOC and must leave it as soon as possible if an enemy unit is adjacent to it. No friendly unit can negate the ZOC.
  • Its movement is not limited, subject to the above.
  • It does not count for stacking.
  • It is destroyed if forced to retreat into a hex without a railroad.

An armored train has a defense strength of 1 and may be used to apply any losses resulting from combat.

3.4b Railroad Battalion. A railroad battalion is equal to any other infantry unit, with the following exceptions:

  • It must always be on a railroad or next to one. If it is forced to retreat farther, it must return as soon as possible to a railroad hex.
  • It cannot be recovered.
  • Its MP are doubled if movement is made only along the railroad.

4.0 Optional Rules

4.1 Surprise Effect

(Errata: rule 4.1 is now mandatory - translator's note)

The following rules apply only during the first turn:

4.1a Preliminary Artillery Preparation. The Nationalist player has a special artillery preparation phase before the start of the game. Each artillery unit may barrage any target within range. Several such units may barrage one and the same target.

4.1b Surprise. The following restrictions are imposed on the Republican player:

  1. The MA of all units is halved.
  2. Barrage strength is halved.
  3. Stacks cannot be placed in reserve.
  4. No Air Points.
  5. Units south of the dividing line have no ZOC.

4.1c Italian Preparation. All Italian units not adjacent to Republican units may move with their full movement allowance during the Exploitation Phase of turn 1, even those not marked with a Reserve marker.

4.2 Republican Political Incompatibility

Author's note: the Republican army was in the process of reorganization when the Guadalajara operation began. All politically oriented columnas were theoretically integrated into mixed brigades. Nevertheless, some units retained their Communist or Anarchist identity, including strong mutual distrust, so they still had problems working together, which sometimes led to open clashes between them.

Communist and Anarchist units are politically incompatible and cannot interact. They cannot stack or jointly attack the same hex.

4.3 Cavalry Screen

4.3a Each time an enemy unit, other than cavalry, approaches a hex in which there is only cavalry, the cavalry may retreat 2 hexes that are not in a ZOC. Friendly units do not negate the ZOC for this purpose. Terrain has no effect (except impassable terrain). The cavalry must retreat 2 hexes each time this happens.

4.3b When cavalry makes such a retreat, the enemy unit may continue its movement by paying +1 MP to enter the cavalry's ZOC (if any) instead of the usual +2 MP. This does not change the cost of entering a ZOC if other units, besides cavalry, project a ZOC into the corresponding hex.

4.4 Softening of the Dividing Line

Author's note: test games showed a tendency of Republican players to pay little attention to the front facing the Spanish Nationalists. Preferring to defend against them, Republican players apply all efforts to destroy the Italians and compensate in the south for what was lost in the north. To prevent this, this rule forces the Republican player, to a certain degree, not to leave the northern direction, unless he wants to see the enemy crossing the Badiel!

4.4a After turn 5, when fewer than 4 Republican units remain north of the dividing line, Spanish Nationalist units may cross the line, with a limit of 2 units per turn. If Republican units later appear north of the line in sufficient numbers, this crossing is canceled, but units that have crossed the line may stay there if necessary.

4.4b Despite this, interaction between Italian and Spanish units remains prohibited as before.

4.4c As an alternative, you may ignore the dividing line. All rules regarding interaction and corrections remain in force. In that case, shift the victory conditions by 1 level in favor of the Republic.

4.5 Variable Reinforcements

Author's note: the number of reinforcements received by the Republicans was strongly influenced by operations on other fronts. This rule gives the Nationalist player some uncertainty about what he will have to face each turn, especially in combination with the Improved Fog of War rule (4.7).

In the Reinforcement Phase of each turn, roll a die for each Republican unit that is due to enter the game on the following turn (i.e., on turn 5, roll a die for the reinforcements of turn 6). On a roll of 6 the unit arrives a turn earlier, on a roll of 1 the unit arrives a turn later; in any other case the unit arrives on the following turn. This rule applies only to newly arriving units, but not to recovered units.

4.6 Improved Italian Airfields

Author's note: the Legionary Air Force was based in areas with poor airfields, from which it could not operate in bad weather. That is why its participation in the battle was sporadic and of little effect. This rule assumes that Italian aviation was based at more complete airbases and could support ground units more often.

Italian aviation is available according to the Air Point Table. Italian Air Force units may perform missions of close air support and bombing, but not interdiction.

4.7 Improved Fog of War

If the players trust each other, using this rule significantly improves the game.

4.7a Hexes subject to interdiction are kept secret by their owner. Each time a unit enters a blocked hex, the owning player decides whether to reveal that the interdiction is in place and whether its effects apply. If he decides to hide it, the interdiction does not apply to the moving unit.

4.7b Movement off the map is kept secret.

4.7c Reinforcement variations, recovery rolls, attrition rolls, Volunteer losses, the morale level and panic status are kept secret.

4.8 Intensive Combat

4.8a Before rolling the die for a regular combat, the attacking player may declare an intensive combat. This means that a "No Effect" result will be treated as A1r1D1r1.

4.8b Intensive combat cannot be declared in tank combat.

4.9 Simplified Panic Rules

4.9a Ignore all rules concerning morale, panic and forced retreat of Italian Volunteers (mainly 2.7) and the combat modifiers for panicking units.

4.9b Italian Volunteer units are not subject to recovery and are removed from the game forever. EXCEPTION: HQs are recovered in accordance with rule 1.14d.

Scenario 1: Spain - Not Abyssinia

When the Italians sent the CTV to Spain, they were convinced that their troops could put an end to the war. Underestimating the Spanish soldier and the resistance the Republican army could put up, the CTV commanders were sure they would advance almost unhindered through Guadalajara to Madrid, bypassing a useless mass of Republican soldiers frightened by the power and efficiency of the Fascist legions. But Spain is not Abyssinia, and the Italians met stubborn resistance from the Spanish soldier (and of other nations, of course), who used his courage and stubbornness every time organization and resources were lacking. This scenario is a big banana, depicting the full battle. Enjoy!

Playing area: the entire map First turn: 1 Last turn: 11 Game length: 11 turns The Republican player sets up first The Nationalist player moves first

Republic

Setup:

36.08:

  • 3-5-6 Inf Bn (Dmi/48)

3.08:

  • 3-5-6 Inf Bn (Ter/48)
  • 3-5-6 Inf Bn (Pue 4/50)

w/i 2 17.33:

  • 4-6-6 Inf Bn (PI/49)
  • 5-8-6 Inf Bn (Gua 1/49)

10.30:

  • 5-7-6 Inf Bn (Tri/49)

w/i 4 37.16:

  • 3-5-6 Inf Bn (LR/50)
  • 2-4-6 Communist Inf Bn (Gua 5/50)
  • 2-4-6 Inf Bn (20 J/50)

w/i 1 23.22:

  • 3-4-6 Inf Bn (AR 1/71)
  • 3-4-6 Inf Bn (AR 2/71)

East of 45.xx:

  • 4-6-6 Inf Bn (Ara/72)
  • 5-7-6 Inf Bn (Mal/72)

Off Map:

  • 4-7-6 Inf Bn (Zar/72)

41.07:

  • +2/-2 -6 Tank Co
  • 1-1-9 Cav Co (Cav/12 Div)

33.13:

  • (7)-3-3 Arty Grp

34.07:

  • 1-1-6 Inf Det (GC)

1x Reserve marker

Reinforcements:

Turn 1:

  • Entry Zone B
    • 4-6-6 Inf Bn (PyM/48)
    • 3-5-6 Anarchist Inf Bn (Esp/71)
    • 2-3-6 Inf Bn (-) (GAL)
    • 1-1-6 Inf Co (Din)

Turn 2:

  • Entry Zone A
    • 5-7-6 Inf Bn (Gua 2/49)
  • Entry Zone B
    • 3-5-6 Inf Bn (PdM/48)
    • 6-8-7 German Inf Bn (Tha/XI)
    • 7-9-7 German Inf Bn (EA/XI)
    • 6-8-7 French Inf Bn (CdP/XI)
    • +3/-2-10 T-26 Tank Co (1/BT)
    • (13)-5-2 Arty Grp
    • (14)-7-2 International Arty Grp 3x Truck
  • Any Entry Zone
    • 1-2-6 MG Co (1)
  • 2x Reserve markers

Turn 3:

  • Entry Zone B
    • 4-7-6 Inf Bn (Pas/35)
    • 4-7-6 Inf Bn (Mad/35)
    • 3-5-6 Inf Bn (Apo/71)
    • 9-12-7 Italian Inf Bn (Gar/XII)
    • 6-8-7 Polish Inf Bn (Dom/XII)
    • 7-9-7 Mixed French/Belgian Inf Bn (AM/XII)
    • +3/-2-10 T-26 Tank Co (2/BT)
    • +3/-2-10 T-26 Tank Co (3/BT)
    • +3/-2-10 T-26 Tank Co (4/BT)
    • +2/-2-14 Arm Car Co (1/BT)
    • 1-2-9 International Cav Co (Cav/XII)
    • (12)-3-3 Arty Grp
    • 3x Truck
  • 4x Reserve markers

Turn 4:

  • Entry Zone B
    • +2/-2-14 Arm Car Co (2/BT)
    • +2/-2-14 Arm Car Co (3/BT)
    • 3-4-6 Inf Bn (-) (GAB)
  • 1x Reserve marker

Turn 5:

  • Entry Zone B
    • 5-8-6 Inf Bn (Man/33)
    • 6-8-7 Communist Inf Bn (Cam/MCC)
    • 5-7-7 Communist Inf Bn (JC/MCC)
    • +3/-2-10 T-26 Tank Co (5/BT)
    • +3/-2-10 T-26 Tank Co (6/BT)
    • 2-4-4 Workers Grp (For)
  • 2x Reserve markers
  • Emergency reinforcements:
    • 2 x 2-3-9 Communist Cav Det (JH)
    • 2-4-4 Workers Grp (For)
    • 1x Reserve marker

Turn 5 (Exploitation Phase):

  • Entry Zone B
    • 7-10-7 Communist Inf Bn (MPG/1 Bis)
    • 7-10-7 Communist Inf Bn (Com/1 Bis)
    • 7-10-7 Communist Inf Bn (JD/1 Bis)
    • 7-10-7 Communist Inf Bn (Tha/1 Bis)
  • 2x Reserve markers

Turn 6:

  • Entry Zone B:
    • 5-7-6 Inf Bn (Edi/35)
    • 4-6-6 Inf Bn (LC/35)
    • 4-6-6 Inf Bn (7 Div)
    • 2-4-4 Workers Grp (For)
  • Entry Zone C:
    • 4-6-6 Inf Bn (G-S/65)
    • 6-9-6 Inf Bn (Ort/65)
    • 4-6-6 Inf Bn (Sub/65)
    • 5-7-6 Inf Bn (Cor/65)
  • Any Entry Zone:
    • 1-2-6 MG Co (2)
  • 2x Reserve markers
  • Emergency reinforcements:
    • 1-2-6 MG Co (3)
    • 1-2-6 MG Co (4)

Turn 7:

  • Entry Zone A:
    • (2)-5-rr Arm Train
    • 1-2-5 RR Bn
  • Entry Zone B:
    • 4-6-6 Anarchist Inf Bn (Con 1/70)
    • 4-6-6 Anarchist Inf Bn (Con 2/70)
    • 5-8-6 Anarchist Inf Bn (Con 3/70)
    • 5-7-6 Anarchist Inf Bn (Con 4/70)
    • 5-7-7 Communist Inf Bn (CdH/MCC)
    • 4-6-6 Inf Bn (6 Div)
    • 3-5-6 Inf Bn (9 Rgt)
  • Entry Zone C:
    • 4-6-6 Inf Bn (Goy/65)
  • 1 Reserve marker

Turn 8:

  • Entry Zone A:
    • 2-2-9 Cav Det (1 Cav)
    • 1-2-9 Cav Det (1 Cav)
  • Entry Zone B:
    • 3-5-6 Inf Bn (11 Rgt)
    • 3-5-6 Inf Bn (12 Rgt)

Withdrawal:

  • 1/BT, 2/BT, 3/BT companies

Nationalists

Special rule: the MG/Lit MG Bn is subordinate to the DLV HQ for supply purposes on turns 3, 4 and 5. It returns to the subordination of its own HQ on turn 6.

Setup: Morale level: 0 for all divisions

Fiamme Nere Division

w/i 2 46.16:

  • 5-8-6 Italian Vol Inf Bn (Ardi/VI)
  • 5-8-6 Italian Vol Inf Bn (Int/VI)
  • 5-8-6 Italian Vol Inf Bn (Aud/VI)
  • (2)-3-3 Italian Arty Co (Arty/VI)

w/i 1 52.15:

  • 5-8-6 Italian Vol Inf Bn (Inf/VII)
  • 5-8-6 Italian Vol Inf Bn (Ine/VII)
  • 5-8-6 Italian Vol Inf Bn (Inv/VII)
  • (2)-3-3 Italian Arty Co (Arty/VII)
  • 2-2-6 Italian Eng Co (Gen/FN)
  • (7)-1-12 Italian Vol Div HQ (FN)

w/i 2 49.13:

  • 5-8-6 Italian Vol Inf Bn (Ardi/VIII)
  • 5-8-6 Italian Vol Inf Bn (Imp/VIII)
  • 5-8-6 Italian Vol Inf Bn (Tem/VIII)
  • (2)-3-3 Italian Arty Co (Arty/VIII)

Commando Reparti Specializatta

w/i 2 49.13:

  • +2/-1-12 Italian Tank Co (3/CRS)
  • +2/-1-12 Italian Tank Co (4/CRS)

Francisci Group

w/i 2 49.13:

  • 5-8-6 Italian Vol Inf Bn (Tor/IV)
  • 5-8-6 Italian Vol Inf Bn (Bis/IV)
  • 5-8-6 Italian Vol Inf Bn (Buf/IV)
  • (2)-3-3 Italian Arty Co (Arty/IV)

w/i 4 53.08:

  • 5-8-6 Italian Vol Inf Bn (Impl/V)
  • 5-8-6 Italian Vol Inf Bn (Lup/V)
  • 5-8-6 Italian Vol Inf Bn (Ard/V)
  • (2)-3-3 Italian Arty Co (Arty/V)

With any group above:

  • 6x Italian Arty Grp (all CTV units, with different values)
  • 2x Italian Truck (no stripe)

Sotelo Group

w/i 5 38.19:

  • 8-11-7 Spanish Inf Bn (6 Vic/Sot)
  • 8-11-7 Spanish Inf Bn (8 Vic/Sot)
  • 8-11-7 Spanish Inf Bn (8 Bai/Sot)
  • 8-11-7 Spanish Inf Bn (3 Tol/Sot)

42.18:

  • 8-11-7 Spanish Inf Bn (2 Ame/Sot)

Villalba Group

w/i 3 27.25:

  • 8-11-7 Spanish Inf Bn (6 Ara/Vil)
  • 8-11-7 Spanish Inf Bn (3 SQ/Vil)
  • 6-9-7 Falange Inf Bn (BFBA/Vil)

Ibáñez de Aldecoa Group

w/i 5 22.31:

  • 8-11-7 Spanish Inf Bn (Ger/IbA)
  • 7-10-7 Falange Inf Bn (2 BFB/IbA)
  • 6-8-7 Carlist Inf Bn (TRBS/IbA)
  • 1-2-7 Spanish MG Co (Arap/IbA)

Pita da Veiga Group

w/i 3 31.21:

  • 4x 1-2-9 Cav Co (Cav/PdV)

With any Spanish group above:

  • 6-8-7 Carlist Inf Bn (Mix)
  • +2/-1-12 Tank Co (Tank)
  • 3-5-7 Eng Bn (Ing)
  • (10)-3-3 Arty Grp (Arty)
  • (5)-5-2 Arty Grp (Arty)
  • 9x Reserve markers

Reinforcements:

Turn 2:

  • 62.16
    • (7)-1-12 Italian Vol Div HQ (PN)
    • 2-2-6 Italian Eng Co (Gen/PN)
    • 4-7-5 Italian Vol Inf Bn (Lu/IX)
    • 4-7-5 Italian Vol Inf Bn (Ura/IX)
    • 4-7-5 Italian Vol Inf Bn (Temp/IX)
    • (2)-3-3 Italian Arty Bn (Arty/IX)
    • 4-7-5 Italian Vol Inf Bn (Sci/X)
    • 4-7-5 Italian Vol Inf Bn (Temb/X)
    • 4-7-5 Italian Vol Inf Bn (Car/X)
    • (2)-3-3 Italian Arty Bn (Arty/X)
    • 4-7-5 Italian Vol Inf Bn (Mon/XI)
    • 4-7-5 Italian Vol Inf Bn (Pasu/XI)
    • 4-7-5 Italian Vol Inf Bn (AU/XI)
    • (2)-3-3 Italian Arty Bn (Arty/XI)
    • +2/-1-12 Italian Tank Co (1/CRS)
    • +2/-1-12 Italian Tank Co (2/CRS)
    • +3/-2-12 It Flame-Thrower Tank Co (LF/CRS)
    • +1/-1-14 Italian Arm Car Co (AB/CRS)
    • 2-2-14 Italian Motorcycle Co (Brs/CRS)
    • +3/-3-6 It Flame-Thrower Eng Co (Gen/CRS)
    • 0-1-14 Italian AT Co (AT/CRS)
    • 10x Truck (no stripe)
    • 6x Reserve markers

Turn 3:

  • 52.23
    • (7)-1-12 Italian Vol Div HQ (DLV)
    • 2-2-6 Italian Eng Co (Gen/DLV)
    • 4-7-5 Italian Vol Inf Bn (Aqu/I)
    • 4-7-5 Italian Vol Inf Bn (Leo/I)
    • 4-7-5 Italian Vol Inf Bn (Carr/I)
    • (2)-3-3 Italian Arty Co (Arty/I)
    • 4-7-5 Italian Vol Inf Bn (Ind/II)
    • 4-7-5 Italian Vol Inf Bn (Fol/II)
    • 4-7-5 Italian Vol Inf Bn (Fal/II)
    • (2)-3-3 Italian Arty Co (Arty/II)
    • 4-7-5 Italian Vol Inf Bn (Fre/III)
    • 4-7-5 Italian Vol Inf Bn (Ura/III)
    • 4-7-5 Italian Vol Inf Bn (Temp/III)
    • (2)-3-3 Italian Arty Co (Arty/III)
    • 4-4-6 Italian MG Bn (MG/Lit)

Turn 4:

  • 62.16
    • (9)-1-14 Italian Div HQ (Lit)
    • (8)-3-3 Italian Arty Rgt (Arty/Lit)
    • 2-2-6 Italian Eng Co (Gen/Lit)
    • 4-4-14 Italian MC Bn (Brs/Lit)
    • 6-9-6 Italian Inf Bn (1/1)
    • 6-9-6 Italian Inf Bn (2/1)
    • 6-9-6 Italian Inf Bn (3/1)
    • (2)-3-3 Italian Arty Co (Arty/1)
    • 6-9-6 Italian Inf Bn (1/2)
    • 6-9-6 Italian Inf Bn (2/2)
    • 6-9-6 Italian Inf Bn (3/2)
    • (2)-3-3 Italian Arty Co (Arty/2)
    • 8x Italian Truck (with blue stripe)
    • 7x Reserve markers

Turn 6:

  • 4-4-6 Italian MG Bn (MG/Lit) returns to the subordination of the Littorio division.

Turn 10:

  • In a village of any size controlled by the Nationalist player and not adjacent to Republican units:
    • 8-11-7 Spanish Inf Bn (Gal)
    • 8-11-7 Spanish Inf Bn (Sic)

Turn 11:

  • In a village of any size controlled by the Nationalist player and not adjacent to Republican units:
    • 8-11-7 Spanish Inf Bn (CC)
    • (2)-3-3 Spanish Arty Co (Arty)

Victory Conditions

In this scenario VPs are awarded only to the Nationalist player. Certain Republican actions give or take away VPs from the Nationalist player, but only the total number of VPs is counted.

Villages occupied by the Nationalist player at the end of the game give him their VPs.

+1 VP for each emergency reinforcement group activated by the Republican player. -5 VP for each Italian division that has been subjected to forced retreat during the game.

Nationalist sudden-death victory: the Nationalist player must exit 9 infantry battalions off the map through hex 1.07, and at that moment the main highway must be free of Republican units and ZOC (friendly units negate ZOC for this purpose).

Major Nationalist Victory: 46 VP or more Minor Nationalist Victory: 36-45 VP Draw: 30-35 VP Minor Republican Victory: 21-30 VP Major Republican Victory: 20 or fewer

(Note: the printed ranges "30-35" for a draw and "21-30" for a Minor Republican Victory overlap at 30, as in the source translation.)

Scenario 2: The Italian Offensive

This scenario shows the main thrust of the Italian Volunteer divisions in the first days of the battle. If they had managed to break through the line of the International Brigades, the way to Guadalajara would have been open for the CTV.

Playing area: south of the Badiel river and the dividing line First turn: 1 Last turn: 4 Game length: 4 turns The Republican player sets up first The Nationalist player moves first

Republic

Setup:

36.08:

  • 3-5-6 Inf Bn (Dmi/48)

3.08:

  • 3-5-6 Inf Bn (Ter/48)
  • 3-5-6 Inf Bn (Pue 4/50)

w/i 2 17.33:

  • 4-6-6 Inf Bn (PI/49)
  • 5-8-6 Inf Bn (Gua 1/49)

10.30:

  • 5-7-6 Inf Bn (Tri/49)

w/i 4 37.16:

  • 3-5-6 Inf Bn (LR/50)
  • 2-4-6 Communist Inf Bn (Gua 5/50)
  • 2-4-6 Inf Bn (20 J/50)

w/i 1 23.22:

  • 3-4-6 Inf Bn (AR 1/71)
  • 3-4-6 Inf Bn (AR 2/71)

East of 45.xx:

  • 4-6-6 Inf Bn (Ara/72)
  • 5-7-6 Inf Bn (Mal/72)

Off Map:

  • 4-7-6 Inf Bn (Zar/72)

41.07:

  • +2/-2 -6 Tank Co
  • 1-1-9 Cav Co (Cav/12 Div)

33.13:

  • (7)-3-3 Arty Grp

34.07:

  • 1-1-6 Inf Det (GC)
  • 1x Reserve marker

Reinforcements:

Turn 1:

  • Entry Zone B
    • 4-6-6 Inf Bn (PyM/48)
    • 3-5-6 Anarchist Inf Bn (Esp/71)
    • 2-3-6 Inf Bn (-) (GAL)
    • 1-1-6 Inf Co (Din)

Turn 2:

  • Entry Zone B
    • 3-5-6 Inf Bn (PdM/48)
    • 6-8-7 German Inf Bn (Tha/XI)
    • 7-9-7 German Inf Bn (EA/XI)
    • 6-8-7 French Inf Bn (CdP/XI)
    • +3/-2-10 T-26 Tank Co (1/BT)
    • (13)-5-2 Arty Grp
    • (14)-7-2 International Arty Grp
    • 3x Truck
  • 2x Reserve markers

Turn 3:

  • Entry Zone B
    • 4-7-6 Inf Bn (Pas/35)
    • 4-7-6 Inf Bn (Mad/35)
    • 3-5-6 Inf Bn (Apo/71)
    • 9-12-7 Italian Inf Bn (Gar/XII)
    • 6-8-7 Polish Inf Bn (Dom/XII)
    • 7-9-7 Mixed French/Belgian Inf Bn (AM/XII)
    • +3/-2-10 T-26 Tank Co (2/BT)
    • +3/-2-10 T-26 Tank Co (3/BT)
    • +3/-2-10 T-26 Tank Co (4/BT)
    • +2/-2-14 Arm Car Co (1/BT)
    • 1-2-9 International Cav Co (Cav/XII)
    • (12)-3-3 Arty Grp
    • 3x Truck
  • 4x Reserve markers

Turn 4:

  • Withdrawal of all units of the 50 Bde

Italians

Setup: Morale level: 0 for all divisions

Fiamme Nere Division

w/i 2 46.16:

  • 5-8-6 Italian Vol Inf Bn (Ardi/VI)
  • 5-8-6 Italian Vol Inf Bn (Int/VI)
  • 5-8-6 Italian Vol Inf Bn (Aud/VI)
  • (2)-3-3 Italian Arty Co (Arty/VI)

w/i 1 52.15:

  • 5-8-6 Italian Vol Inf Bn (Inf/VII)
  • 5-8-6 Italian Vol Inf Bn (Ine/VII)
  • 5-8-6 Italian Vol Inf Bn (Inv/VII)
  • (2)-3-3 Italian Arty Co (Arty/VII)
  • 2-2-6 Italian Eng Co (Gen/FN)
  • (7)-1-12 Italian Vol Div HQ (FN)

w/i 2 49.13:

  • 5-8-6 Italian Vol Inf Bn (Ardi/VIII)
  • 5-8-6 Italian Vol Inf Bn (Imp/VIII)
  • 5-8-6 Italian Vol Inf Bn (Tem/VIII)
  • (2)-3-3 Italian Arty Co (Arty/VIII)

Commando Reparti Specializatta

w/i 2 49.13:

  • +2/-1-12 Italian Tank Co (3/CRS)
  • +2/-1-12 Italian Tank Co (4/CRS)

Francisci Group

w/i 2 49.13:

  • 5-8-6 Italian Vol Inf Bn (Tor/IV)
  • 5-8-6 Italian Vol Inf Bn (Bis/IV)
  • 5-8-6 Italian Vol Inf Bn (Buf/IV)
  • (2)-3-3 Italian Arty Co (Arty/IV)

With any group above:

  • 6x Italian Arty Grp (all CTV units, with different values)
  • 2x Italian Truck (no stripes)

Reinforcements:

Turn 2:

  • 62.16
    • (7)-1-12 Italian Vol Div HQ (PN)
    • 2-2-6 Italian Eng Co (Gen/PN)
    • 4-7-5 Italian Vol Inf Bn (Lu/IX)
    • 4-7-5 Italian Vol Inf Bn (Ura/IX)
    • 4-7-5 Italian Vol Inf Bn (Temp/IX)
    • (2)-3-3 Italian Arty Bn (Arty/IX)
    • 4-7-5 Italian Vol Inf Bn (Sci/X)
    • 4-7-5 Italian Vol Inf Bn (Temb/X)
    • 4-7-5 Italian Vol Inf Bn (Car/X)
    • (2)-3-3 Italian Arty Bn (Arty/X)
    • 4-7-5 Italian Vol Inf Bn (Mon/XI)
    • 4-7-5 Italian Vol Inf Bn (Pasu/XI)
    • 4-7-5 Italian Vol Inf Bn (AU/XI)
    • (2)-3-3 Italian Arty Bn (Arty/XI)
    • +2/-1-12 Italian Tank Co (1/CRS)
    • +2/-1-12 Italian Tank Co (2/CRS)
    • +3/-2-12 Italian Flame-Thrower Tank Co (LF/CRS)
    • +1/-1-14 Italian Arm Car Co (AB/CRS)
    • 2-2-14 Italian Motorcycle Co (Brs/CRS)
    • +3/-3-6 Italian Flame-Thrower Eng Co (Gen/CRS)
    • 0-1-14 Italian AT Co (AT/CRS)
    • 10x Truck (no stripe)
    • 6x Reserve markers

Turn 3:

  • 52.23
    • (7)-1-12 Italian Vol Div HQ (DLV)
    • 2-2-6 Italian Eng Co (Gen/DLV)
    • 4-7-5 Italian Vol Inf Bn (Aqu/I)
    • 4-7-5 Italian Vol Inf Bn (Leo/I)
    • 4-7-5 Italian Vol Inf Bn (Carr/I)
    • (2)-3-3 Italian Arty Co (Arty/I)
    • 4-7-5 Italian Vol Inf Bn (Ind/II)
    • 4-7-5 Italian Vol Inf Bn (Fol/II)
    • 4-7-5 Italian Vol Inf Bn (Fal/II)
    • (2)-3-3 Italian Arty Co (Arty/II)
    • 4-7-5 Italian Vol Inf Bn (Fre/III)
    • 4-7-5 Italian Vol Inf Bn (Ura/III)
    • 4-7-5 Italian Vol Inf Bn (Temp/III)
    • (2)-3-3 Italian Arty Co (Arty/III)
    • 4-4-6 Italian MG Bn (MG/Lit)

Victory Conditions

Major Italian Victory: Torija, Trijueque, Brihuega, Gajanejos and Almadrones are under Italian control. Minor Italian Victory: Trijueque, Brihuega, Gajanejos and Almadrones are under Italian control. Draw: Brihuega, Gajanejos and Almadrones are under Italian control. Minor Republican Victory: Gajanejos and Almadrones are under Italian control. Major Republican Victory: Torija, Trijueque, Brihuega and Gajanejos are under Republican control.

Scenario 3: Spanish Paella

This scenario describes the fighting north of the Badiel river. Despite the active participation of foreign units in this battle, only Spanish units operated north of the Badiel. To win in this scenario, strong Nationalist units must occupy almost the entire playing area, breaking the desperate resistance of the Republicans, which is what they did historically.

Playing area: north of the Badiel river and the dividing line First turn: 1 Last turn: 11 Game length: 11 turns The Republican player sets up first The Nationalist player moves first

Republicans

Setup:

w/i 2 17.33:

  • 4-6-6 Inf Bn (PI/49)
  • 5-8-6 Inf Bn (Gua 1/49)

10.30:

  • 5-7-6 Inf Bn (Tri/49)

35.18:

  • 3-5-6 Inf Bn (LR/50)

w/i 1 23.22:

  • 3-4-6 Inf Bn (AR 1/71)
  • 3-4-6 Inf Bn (AR 2/71)

Reinforcements:

Turn 1:

  • 4.16
    • 3-5-6 Anarchist Inf Bn (Esp/71)

Turn 2:

  • Entry Zone A:
    • 5-7-6 Inf Bn (Gua 2/49)

Turn 4:

  • 4.16:
    • 2-4-6 Communist Inf Bn (Gua5/50) (1 step)
    • 2-4-6 Inf Bn (20J/50) (1 step)
    • 3-5-6 Inf Bn (Pue4/50) (1 step)
    • (7)-3-3 Arty Grp (Arty)

Turn 5:

  • 4.16:
    • 2-4-4 Workers Grp (For)

Turn 6:

  • 4.16:
    • 5-7-6 Inf Bn (Edi/35)
    • 4-6-6 Inf Bn (LC/35)
    • 2-4-4 Workers Grp (For)
    • +3/-2-10 T-26 Tank Co (1/BT)
  • Entry Zone A:
    • 1-2-6 MG Co (2)
  • 1x Reserve marker

Turn 7:

  • Entry Zone A:
    • (2)-5-rr Arm Train
    • 1-2-5 RR Bn

Turn 8:

  • Entry Zone A:
    • 2-2-9 Cav Det (1 Cav)
    • 1-2-9 Cav Det (1 Cav)
  • 4.16:
    • 3-5-6 Inf Bn (PdM/48)

Nationalists

Setup:

Sotelo Group

w/i 5 38.19:

  • 8-11-7 Spanish Inf Bn (6 Vic/Sot)
  • 8-11-7 Spanish Inf Bn (8 Vic/Sot)
  • 8-11-7 Spanish Inf Bn (8 Bai/Sot)
  • 8-11-7 Spanish Inf Bn (3 Tol/Sot)

42.18:

  • 8-11-7 Spanish Inf Bn (2 Ame/Sot)

Villalba Group

w/i 3 27.25:

  • 8-11-7 Spanish Inf Bn (6 Ara/Vil)
  • 8-11-7 Spanish Inf Bn (3 SQ/Vil)
  • 6-9-7 Falange Inf Bn (BFBA/Vil)

Ibáñez de Aldecoa Group

w/i 5 22.31:

  • 8-11-7 Spanish Inf Bn (Ger/IbA)
  • 7-10-7 Falange Inf Bn (2 BFB/IbA)
  • 6-8-7 Carlist Inf Bn (TRBS/IbA)
  • 1-2-7 Spanish MG Co (Arap/IbA)

Pita da Veiga Group

w/i 3 31.21:

  • 4x 1-2-9 Cav Co (Cav/PdV)

With any Spanish group above:

  • 6-8-7 Mixed Army-Falange-Carlist Inf Bn (Mix)
  • +2/-1-12 Tank Co (Tank)
  • 3-5-7 Eng Bn (Ing)
  • (10)-3-3 Arty Grp (Arty)
  • (5)-5-2 Arty Grp (Arty)
  • 6x Reserve markers

Reinforcements:

All reinforcements arrive in any village of any size controlled by the Nationalist player and not adjacent to Republican units.

Turn 10:

  • 8-11-7 Spanish Inf Bn (Gal)
  • 8-11-7 Spanish Inf Bn (Sic)

Turn 11:

  • 8-11-7 Spanish Inf Bn (CC)
  • (2)-3-3 Spanish Arty Co (Arty)

Victory Conditions

Major Nationalist Victory: Cogolludo, Jadraque and all but three of the minor villages with VPs are under Nationalist control. Minor Nationalist Victory: all villages with VPs north of the Henares and/or east of 18.xx (inclusive) are under Nationalist control. Draw: all other conditions. Minor Republican Victory: either Cogolludo or Jadraque is under Republican control. Major Republican Victory: Cogolludo and Jadraque are under Republican control (hat off to you if you manage it).

Scenario 4: Pasta Bolognese

This scenario describes the Republican counteroffensive that broke the back of the attacking Italian divisions and put them to flight, allowing the Republican Air Force to act as a meat grinder for the retreating columns.

Playing area: south of the Badiel river and the dividing line First turn: 9 (the second player's turn) Last turn: 11 Game length: 3 turns The Nationalist player sets up first The Republican player moves first

Republicans

Special rule: only one Republican unit may be placed in hex 20.03. This unit is disorganized and cannot attack during the first turn of this scenario. Its ZOC is fully active for both regular and forced retreats. Starting from the second turn of the scenario the unit may move and attack.

Setup:

10.12:

  • 3-5-6 Inf Bn (Apo/71)
  • 4-7-6 Inf Bn (Pas/35)

10.11, 10.10, 10.09:

  • 7-10-7 Communist Inf Bn (MPG/1Bis)
  • 7-10-7 Communist Inf Bn (Com/1Bis)
  • 7-10-7 Communist Inf Bn (JD/1Bis)
  • 7-10-7 Communist Inf Bn (Tha/1Bis)
  • +3/-2-10 T-26 Tank Co (6/BT)

11.09, 12.08, 13.09:

  • 7-9-7 German Inf Bn (EA/XI) (1 step)
  • 6-8-7 French Inf Bn (CdP/XI)
  • 3-5-6 Inf Bn (12 Rgt)

14.08:

  • 6-8-7 German Inf Bn (Tha/XI)
  • 5-8-6 Inf Bn (Man/33)

15.08, 15.07, 16.06:

  • 4-6-6 Anarchist Inf Bn (Con1/70)
  • 4-6-6 Anarchist Inf Bn (Con2/70)
  • 5-8-6 Anarchist Inf Bn (Con3/70)
  • 5-7-6 Anarchist Inf Bn (Con4/70)
  • +3/-2-10 T-26 Tank Co (2/BT)
  • +3/-2-10 T-26 Tank Co (3/BT) (1 step)

16.06, 16.05:

  • 6-8-7 Communist Inf Bn (Cam/1Bis)
  • 5-7-7 Communist Inf Bn (JC/1Bis)
  • 5-7-7 Communist Inf Bn (CdH/1Bis)
  • 4-6-6 Inf Bn (6 Div)
  • 4-6-6 Inf Bn (7 Div)
  • +3/-2-10 T-26 Tank Co (4/BT)

16.04, 16.03:

  • 9-12-7 Italian Inf Bn (Gar/XII) (1 step)
  • 6-8-7 Polish Inf Bn (Dom/XII)
  • 7-9-7 Mixed French/Belgian Inf Bn (AM/XII)
  • 4-7-6 Inf Bn (Mad/35)
  • +3/-2-10 T-26 Tank Co (5/BT)

16.02, 17.02, 18.01, 19.02, 20.02, 20.03:

  • 4-6-6 Inf Bn (G-S/65)
  • 6-9-6 Inf Bn (Ort/65)
  • 4-6-6 Inf Bn (Sub/65)
  • 5-7-6 Inf Bn (Cor/65)
  • 4-6-6 Inf Bn (Goy/65)

10.07:

  • 3-5-6 Inf Bn (9 Rgt)

3.08:

  • 3-5-6 Inf Bn (11 Rgt)
  • 1x Truck

Anywhere in the Republican rear:

  • 5x Truck
  • (13)-5-2 Arty Grp
  • (14)-7-2 International Arty Grp
  • (12)-3-3 Arty Grp
  • 1-2-9 International Cav Co (Cav/XII)
  • 12x Reserve markers

Reinforcements:

Turn 10:

  • Entry Zone D:
    • 4-6-6 Inf Bn (Ara/72)
    • 5-7-6 Inf Bn (Mal/72)
    • 4-7-6 Inf Bn (Zar/72)

Italians

Special rule 1: the Fiamme Nere and Penne Nere divisions will receive penalties for panic if their morale level is critical, but they do not conduct a forced retreat (EXCEPTION: units of the Fiamme Nere division in the Brihuega area will be forced to retreat if the Dio lo Vuole division does so, regardless of the morale level of their own division).

Special rule 2: units of the Fiamme Nere division in the Brihuega area are subordinate to the Dio lo Vuole division for supply purposes until they are forced to retreat. After that they return to the subordination of their own HQ.

Special rule 3: Italian units located east of line 20.xx may not move west of that line.

Setup:

Morale level: 6 for all divisions

Author's note: the morale level does not correspond to the losses suffered at that moment by the Dio lo Vuole division. The higher morale level shown here reflects the demoralization reached by the Italian units after they understood that their dreams of entering Madrid almost without hindrance had remained only dreams, and that they were doomed to a harsh struggle for their lives. Yes, yes, this morale level dooms the division to panic almost immediately on the first turn. Sorry, but that is how it was...

Littorio Division

w/i 3 16.11:

  • (9)-1-14 Italian Div HQ (Lit)
  • (8)-3-3 Italian Arty Rgt (Arty/Lit)
  • 2-2-6 Italian Eng Co (Gen/Lit)
  • 4-4-14 Italian MC Bn (Brs/Lit)

w/i 2 13.11:

  • 6-9-6 Italian Inf Bn (1/1)
  • 6-9-6 Italian Inf Bn (2/1)
  • 6-9-6 Italian Inf Bn (3/1)
  • (2)-3-3 Italian Arty Co (Arty/1)
  • +2/-1-12 Italian Tank Co (1/CRS)

w/i 1 15.09:

  • 6-9-6 Italian Inf Bn (1/2)
  • 6-9-6 Italian Inf Bn (2/2)
  • 6-9-6 Italian Inf Bn (3/2)
  • (2)-3-3 Italian Arty Co (Arty/2)

With any group above:

  • 8x Italian Truck (with blue stripe)
  • 4-4-6 Italian MG Bn (MG/Lit) (1 step)

Dio lo Vuole Division

w/i 2 18.06:

  • 4-7-5 Italian Vol Inf Bn (Fre/III) (1 step)
  • 4-7-5 Italian Vol Inf Bn (Ura/III)
  • 4-7-5 Italian Vol Inf Bn (Temp/III)
  • (2)-3-3 Italian Arty Co (Arty/III)
  • 4-7-5 Italian Vol Inf Bn (Fol/II)
  • 4-7-5 Italian Vol Inf Bn (Fal/II)

18.03:

  • (7)-1-12 Italian Vol Div HQ (DLV)
  • 2-2-6 Italian Eng Co (Gen/DLV)
  • +2/-1-12 Italian Tank Co (2/CRS)
  • 6x Italian Truck (no stripe)

w/i 1 18.03, north of the Tajuña River:

  • 4-7-5 Italian Vol Inf Bn (Aqu/I)
  • (2)-3-3 Italian Arty Co (Arty/I)

18.02:

  • 4-7-5 Italian Vol Inf Bn (Leo/I) (1 step)
  • 4-7-5 Italian Vol Inf Bn (Carr/I)

With or adjacent to any above:

  • 3x Italian Truck (no stripe)

Fiamme Nere Division

w/i 1 18.03, north of the Tajuña River:

  • 5-8-6 Italian Vol Inf Bn (Ardi/VI) (1 step)
  • 5-8-6 Italian Vol Inf Bn (Int/VI) (1 step)
  • 5-8-6 Italian Vol Inf Bn (Aud/VI)
  • (2)-3-3 Italian Arty Co (Arty/VI)

w/i 3 33.08:

  • 5-8-6 Italian Vol Inf Bn (Inf/VII) (1 step)
  • 5-8-6 Italian Vol Inf Bn (Ine/VII) (1 step)
  • 5-8-6 Italian Vol Inf Bn (Inv/VII)
  • (2)-3-3 Italian Arty Co (Arty/VII)
  • 2-2-6 Italian Eng Co (Gen/FN)
  • (7)-1-12 Italian Vol Div HQ (FN)
  • 5-8-6 Italian Vol Inf Bn (Ardi/VIII) (1 step)
  • 5-8-6 Italian Vol Inf Bn (Imp/VIII) (1 step)
  • 5-8-6 Italian Vol Inf Bn (Tem/VIII)
  • (2)-3-3 Italian Arty Co (Arty/VIII)

Penne Nere Division

w/i 3 24.12:

  • (7)-1-12 Italian Vol Div HQ (PN)
  • 2-2-6 Italian Eng Co (Gen/PN)
  • 4-7-5 Italian Vol Inf Bn (Lu/IX) (1 step)
  • 4-7-5 Italian Vol Inf Bn (Ura/IX) (1 step)
  • 4-7-5 Italian Vol Inf Bn (Temp/IX)
  • (2)-3-3 Italian Arty Co (Arty/IX)
  • 4-7-5 Italian Vol Inf Bn (Sci/X)
  • 4-7-5 Italian Vol Inf Bn (Temb/X) (1 step)
  • 4-7-5 Italian Vol Inf Bn (Car/X) (1 step)
  • (2)-3-3 Italian Arty Co (Arty/X)
  • 4-7-5 Italian Vol Inf Bn (Mon/XI) (1 step)
  • 4-7-5 Italian Vol Inf Bn (Pasu/XI) (1 step)
  • 4-7-5 Italian Vol Inf Bn (AU/XI)
  • (2)-3-3 Italian Arty Co (Arty/XI)

Independent Units

w/i 3 39.03:

  • 5-8-6 Italian Vol Inf Bn (Tor/IV)
  • 5-8-6 Italian Vol Inf Bn (Bis/IV)

Anywhere in the Italian rear:

  • (11)-3-3 Italian Arty Grp (Arty/CTV)
  • 2x (15)-5-2 Italian Arty Grp (Arty/CTV)
  • (18)-7-2 Italian Arty Grp (Arty/CTV)
  • 12x Reserve markers

Victory Conditions

Major Italian Victory: Brihuega is under Italian control. Minor Italian Victory: all villages with VPs east of xx.20 are under Italian control. Draw: any other conditions. Minor Republican Victory: all villages with VPs west of 32.xx and Masegoso de Tajuña are in Republican hands. Major Republican Victory: all villages with VPs west of 36.xx (inclusive) are under Republican control.

Abbreviations

  • 20J: 20 de Julio
  • AB: Autoblinda
  • AM: André Marty
  • Ame: América
  • Apo: Apoyo
  • Aqu: Aquila
  • AR: Alicante Rojo 1
  • Ara: Aragón
  • Arap: Arapiles
  • Ard: Ardente
  • Ardi: Ardita
  • Arty: Artillery
  • AT: Anti-Tank
  • AU: Amba Uork
  • Aud: Audace
  • Bai: Bailén
  • Bat: Battery
  • BFB: Bandera de Falange de Burgos
  • BFBA: Bandera de Falange de Burgos y Álava
  • Bis: Bisonte
  • Brs: Bersaglieri
  • BT: Brigada de Tanques
  • Buf: Bufalo
  • Cam: Campesino
  • Car: Carso
  • Carr: Carroccio
  • Cav: Cavalry
  • CC: Cazadores de Ceriñola
  • CdH: Choque de Huelva
  • CdP: Commune de Paris

Designer's Notes

Editorial note: pages 14-18 of the Russian translation contain the historical background (previous operations, arrival of the Italians, the course of the battle, subsequent operations, further reading) and the designer's research notes on the orders of battle. These contain no game rules and are not transcribed here; only the notes below that explain how rules are meant to be used are included.

Exploitation Ability

Making proper use of success in combat is not an easy task. To extract the maximum from it, you need experienced and reliable units, well equipped for the purpose, with proper training and doctrine. In the battle for Guadalajara there were many units on both sides that did not meet these conditions at all, especially in the extremely difficult conditions in which the battle was fought. Scattered militia detachments recently incorporated into the People's Army of the Spanish Republic, well-equipped but inexperienced Italian volunteer divisions, Falangists and Carlists could be more or less ready for effective fighting, but they could not act with the dash of regular army units, or of better-trained and better-equipped International Brigades, or of elite Communist formations. That is why only some units can be marked with Reserve markers.

The Dividing Line

This may seem strange, since the lines dividing different sectors of the front usually change again and again depending on the course of events. Nevertheless, this battle was a special case of refusal to cooperate between allies. Whatever the events said, the Italians and Spaniards were fully agreed that the Badiel river should remain a strict dividing line: the Italians were absolutely certain that they would enter Guadalajara without resistance and wanted the success for themselves, while the Spaniards, knowing from their own experience that the offensive would not be an easy walk, did not want to take part in an operation which they had consistently opposed, not to mention the unspoken satisfaction when the arrogant Italians, those who were supposed to win the war in a couple of weeks, were beaten by the Republican army. "They may be Reds, but they are still Spaniards." The dividing line was observed very strictly, and even when the Italians were stopped, no unit came to their aid from the other bank of the Badiel. When the Italians retreated, Spanish units were transferred to their sector, but not to support a renewed Italian offensive, rather to relieve the CTV and create a new defensive line to prevent the Republicans from exploiting their success. Optional rule 4.4 gives the Nationalist player more opportunity to see what might have happened had further cooperation and alternative plans been possible.

Alternative Handling of the Italian Volunteers

The morale of the Italians played an extremely important role in this battle, since its outcome was finally decided when the Dio Lo Vuole division made a disorganized retreat, endangering the entire Italian line and forcing a general retreat. The morale and panic rules reflect both this rush and the limited ability of these units to bear serious losses. When losses begin to be felt, the Nationalist player must rotate his forward units, as was done historically, until one of them suffers too much and a local catastrophe occurs. Preventing this, while at the same time protecting the rear against Republicans from off the map, is not easy, and the morale rules begin to put pressure on the Nationalist player as the climax approaches. Alternatively, you may use rule 4.9, which tries to depict the fragility of the volunteer units in a much simpler way, but the player will have to sweat, and of course the course of the game will be less historical. The choice is yours.

  • 1.13 Reserves and Reserve Markers
  • 1.14 Unit Recovery
  • 1.15 Tank Repair
  • 1.16 Trucks
  • 1.17 Brihuega (18.03)
  • 1.18 Maximum and Minimum Odds
  • 1.19 Mandatory Retreat
  • Com: Comuneros
  • Con: Confederales
  • Cor: Corchado
  • CRS: Commando Reparti Specializatta
  • CRT: Combat Results Table
  • CTV: Corpo Truppe Volontarie
  • Det: Detachment
  • DG: Disorganized
  • Din: Dinamiteros
  • Div: Division
  • DLV: Dio Lo Vuole
  • Dmi: Dmitroff
  • Dom: Dombrowski
  • DRM: Die Roll Modifier
  • EA: Edgar André
  • Edi: Edificación
  • Esp: Espartacus
  • Fal: Falco
  • FN: Fiamme Nere
  • Fol: Folgore
  • For: Fortificación
  • Fre: Freccia
  • GAB: Grupo de Asalto Bárceno
  • GAL: Grupo de Asalto Lozano
  • Gal: Galicia
  • Gar: Garibaldi
  • GC: Guardia Civil
  • Gen: Genio
  • Ger: Gerona
  • Goy: Goy
  • Grp: Group
  • G-S: García-Santos
  • Gua: Guadalajara
  • HQ: Headquarters
  • IbA: Ibáñez de Aldecoa
  • Imp: Impavida
  • Impl: Implacabile
  • Ind: Indomita
  • Ine: Inesorabile
  • Inf: Inflessibile
  • Ing: Ingenieros
  • Int: Intrepida
  • Intl: Internacional
  • Inv: Invincibile
  • JC: Juventud Campesina
  • JD: José Díaz
  • JH: Jesús Hernández
  • LC: Largo Caballero
  • Leo: Leone
  • LF: Lanciafiamme
  • Lit: Littorio
  • LR: Leones Rojos
  • Lu: Lupi
  • Lup: Lupo
  • Mad: Madrid
  • Mal: Malcasta
  • Man: Mangada
  • MC: Motorcycle
  • MCC: Móvil de Choque del Campesino
  • MG: Machine-Gun
  • Mix: Mixto
  • Mon: Montenero
  • MPG: Milicias Populares Gallegas
  • MSVN: Milizia Volontaria per la Sicurezza Nazionale
  • Ort: Ortuña
  • OOS: Out of Supply
  • Pas: Pasionaria
  • Pasu: Pasubio
  • PdM: Primero de Mayo
  • PdV: Pita da Veiga
  • PI: Pablo Iglesias
  • PN: Penne Nere
  • Pue: Pueblonuevo
  • PyM: Pi y Margall
  • Rgt: Regiment
  • RR: Railroad
  • Sci: Scire
  • Sic: Sicilia
  • Sot: Sotelo
  • SQ: San Quintín
  • Sqn: Squadron
  • Sub: Subirana
  • TEC: Terrain Effects Chart
  • Tem: Temeraria
  • Temb: Tembien
  • Temp: Tempesta
  • Ter: Teruel
  • Tha: Thaelmann
  • Tol: Toledo
  • Tor: Toro
  • TRBS: Tercio de Requetés de Burgos-Sangüesa
  • Tri: Triunfo
  • Ura: Uragano
  • Vic: Victoria
  • Vil: Villalba
  • Wrk: Workers
  • Zar: Zaragoza