La Bataille de l'Ebre, 1938
La Bataille de l'Ebre, 1938 Rulebook
Table of Contents
Table of Contents
Component Notes
Notes printed on the first page of the rules.
NOTE that there are additional counters on p. 40 of the magazine: 1 Step Loss ['1 Pas de Perte'], Supply Column, HQ Moved ['QG Déplacé'], Tactical Support ['Appui Attaque', 'Appui Defense'], and Republican Control ['Controle Républicaine'].
Also note that several ground units have various misprints; replacements were apparently issued in the next issue of Vae Victis, #62.
Counter Key
Background color denotes nationality. Nationalists are in pale green, Republican Vth Corps are in pale khaki, Republican XVth Corps are medium brown.
A white stripe across the center of the counter denotes that a unit has taken 1 step loss.
The left center edge of the counter has a small NATO-style symbol of the unit type, size and affiliation. Size: two strokes denotes a battalion, three strokes a regiment, an X a brigade; for HQs, size is: XX is division, XXX is corps, XXXX is army. Unit affiliation is: white are 'regulars', whether Nationalist or Republican; blue is Nationalist Phalangist; black is Nationalist Spanish [Foreign] Legion; yellow is colonial troops, red is Nationalist Carlists and Republican International Brigades.
Unit type symbology is NATO-standard: infantry is an X, cavalry a slash /, anti-aircraft defense an A, armor an oval, reconnaissance a slashed oval, and HQ are a little triangular flag.
For ground units, the colored stripe across the top is in the formation color and has the unit ID printed inside (see the Designers Notes at the end of the rules for what the abbreviations mean). A yellow circle on the right side has the number of steps the unit currently has. The number on the bottom left is the attack factor, in the bottom center is the defense factor, on the bottom right is the movement allowance.
For HQs, the number on the bottom left is the artillery support factor, the number in the bottom center printed in a red box is the artillery support radius, and the number in the bottom right is the movement allowance. The number in the yellow circle is the number of steps the unit currently has.
For air units, the number in the bottom left is the air combat strength; if in brackets then it only defends. The bottom center is a letter identifying the aircraft class: C = Fighter ['chasseur'], B = Bomber, AT = Ground Support ['appui tactique', functions exactly like bombers]. The bombardment strength, if any, is in the bottom right corner of the counter. The unit ID is printed in the top of the counter, over a flag denoting what faction the airplane is from (Republican flag is red, yellow, purple; Nationalist flag is red, yellow, red; the Italian Aviazione Legionari has a small Italian flag underneath (green, white and red); the German Condor Legion has a miniature eagle).
0 - Overview
0.1 Scales
Ground units generally represent battalions or brigades for the Ejercito Popular (the Republican Popular Army), battalions or regiments (or the equivalent: demi-brigades or groups of 3-4 battalions) for the Ejercito Nacional (the Nationalist Army). Air units represent groups of 2-3 squadrons or 30-40 machines for the fighters and squadrons of 50-70 machines for the bombers.
A hexagon (hereafter termed a hex) represents about 1.5 km from side to side. A game turn equals a day of real time.
0.2 The Dice
At certain times during the game, the players will need to use one or more six-sided or ten-sided dice (indicated by the terms d6 or d10). Erratum: on the d10, a '0' counts as 0, not 10.
1. Units
Each unit has several values among the following:
Attack Factor: the combat value used by the attacker in a ground combat.
Defense Factor: the combat value used by the defender in a ground combat.
Movement Allowance: the number of movement points which a ground unit has available to spend in order to move about the map during each Movement Segment.
Strength Steps: the number of step losses which a unit can suffer before being eliminated.
Support Radius: the radius (in hexes) within which a HQ may furnish support to the units which it commands.
Artillery Support Factor: the value used by a HQ to furnish artillery support or for bridge bombardment.
Air Combat Factor: the combat value used by an air unit in both attack and defense during an air combat. If a unit has its Air Combat Factor in [brackets], that indicates that it may only be used in defense.
Bombardment Factor: the combat value used by an air unit during an attack against enemy ground units or a bridge.
Anti-Aircraft Factor: the combat value used by an anti-aircraft unit, such as anti-aircraft artillery or Corps or Army HQ, against an enemy air unit.
2 - Sequence of Play
A. Air Phase (common)
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Assignments: Both players assign each of their air units desired to an area on the "Air Assignment Card" [on the back of the counter sheets, PHOTOCOPY BEFORE CUTTING THE COUNTERS!!!, shows a reduced version of the map divided into 16 squares].
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Air Combats: Both players simultaneously reveal the assignments of their air units. In each area which has units of both sides, with at least one fighter unit on at least one side, combat occurs.
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Bombardments: The players, first the Nationalist and then the Republican, must resolve their air bombardments. If one or more Republican anti-aircraft units is stacked with or adjacent to a bombarded bridge or ground unit, they may shoot before the air bombardment is resolved.
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Recovery: Both players check to see if they recover any strength steps for their air units.
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Return: Air units which were not eliminated return to their side's "Available Air Units" ['Unités aériennes disponibles'] holding box.
B. Republican Phase
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Reinforcements: The Republican player may have his reinforcements enter, as indicated on the list of reinforcements for the scenario: ground units enter through their side's supply sources, air units enter by being placed in their side's "Available Air Units" ['Unités aériennes disponibles'] holding box [on the Air Assignment Card].
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Movement: The Republican player performs the following four operations in order:
- a. Remove his "HQ Moved" ['QG déplacé'] markers from the map;
- b. Movement of all, some, or none of his ground units;
- c. Begin and/or complete construction of bridges and fortifications;
- d. Place "HQ Moved" ['QG déplacé'] markers on any of his HQ which moved during the current phase.
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Ground Combat: all, some, or none of the Republican ground units may attack enemy ground units which are adjacent to them.
C. Nationalist Phase
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Reinforcements: The Nationalist player may have his reinforcements enter, as indicated on the list of reinforcements for the scenario: ground units enter through their side's supply sources, air units enter by being placed in their side's "Available Air Units" ['Unités aériennes disponibles'] holding box [on the Air Assignment Card].
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Movement: The Nationalist player performs the following four operations in order:
- a. Remove his "HQ Moved" ['QG déplacé'] markers from the map;
- b. Movement of all, some, or none of his ground units;
- c. Begin and/or complete construction of bridges and fortifications;
- d. Place "HQ Moved" ['QG déplacé'] markers on any of his HQ which moved during the current phase.
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Ground Combat: all, some, or none of the Nationalist ground units may attack enemy ground units which are adjacent to them.
D. End of Turn
[The Turn marker is the single-sided marker with a watch, and Nationalist and Republican flags in the corners.]
The Turn marker is advanced one space. If this was the last turn of a scenario, determine the victor.
3 - Stacking
In a Clear ['Clair'] or Level 1 ['Escarpé'] hex, you may stack up to 6 SP (Stacking Points). In a Level 2 ['Montagneux'] hex you may stack up to 4 SP.
[The rules refer to 'escarpé' - rough - and 'montagneux' - mountainous. No such terrain types appearing on the terrain key, I assume that Escarpé is Niveau 1, and Montagneux is Niveau 2.]
The stacking point equivalent of a ground unit depends upon its type:
- Supply Column = 1 SP
- Battalion (any) = 1 SP
- Regiment (or equivalent) = 3 SP
- Brigade = 4 SP
- Division HQ = 4 SP
- Corps HQ = 4 SP
- Army HQ = 6 SP
[Apparently you CANNOT normally examine enemy stacks, but see §12.3 Dominant Positions.]
3.1 Overstacking
If a bombardment is directed against a hex which is overstacked (i.e. the units stacked there count for more SP than allowed in the hex), it gets a +1 column modifier (see the Bombardment Table ['Table des bombardements', p.37 and infra.]).
All units which are in a hex which is overstacked have their attack and defense factors halved (rounded down to the nearest whole number).
3.2 Divisional Integrity
3.2.1 Divisional units
A ground unit belonging to a division may be stacked with:
- other units of its division;
- support units of its Corps: HQ, Supply Column, armored units and anti-aircraft artillery units;
- a maximum of one unit from any other division.
Exception: the units of the 40th, 63rd and 150th Nationalist Divisions may be stacked with any other unit regardless of its division.
[Literally, the rules refer to 'blindés', which I have translated as armored units, but rule 4.3 seems to consider 'blindés' as being the armored car units, as distinct from the tankette units. Nonetheless, I think the intention is to treat armored car and tankette units as identical except for the icon on the counter.]
3.2.2 Independent unit
A unit which is independent, that is not part of any division, may be stacked with any unit regardless of its division.
4 - Supply
4.1 General principle
A ground unit is considered supplied if it is able to trace a line of supply, of any length, to a friendly supply source hex.
4.1.1 Supply Sources
A faction's supply sources are the map-edge hexes of roads which exit the map on that faction's side of the map. Thus, the Republican board edges run from [0500-2700-2731-1731]. The Nationalist board edges run from [0300-01000128-1031-1331].
[The supply sources are conveniently marked on the map with the appropriate faction's flag. However, the hexes given in the rules for the friendly board edges are muddled, I've corrected them to what I think are the correct coordinates. It is not clear whether 1531 is supposed to be a Nationalist supply source, and 1631 a Republican one. I would assume not, since they are not marked with the factional flags like other supply sources, but that violates §5 which says that reinforcements enter at supply sources.]
4.1.2 Line of Supply Limitations
A line of supply may not pass through a hex in enemy ZoC unless the hex in question is occupied by a friendly ground unit.
A line of supply may be affected by hexes of Dominant Position ['Position dominante'] (see §12. Dominant Positions).
4.2 Supply Columns
(single-sided markers with gasoline cans and artillery shells in front of wooden crates)
Errata: Supply Columns have a movement allowance of 14 MPs and a stacking value of 1 SP. They move as normal units.
4.2.1 Usage
Each side receives a certain number of Supply Column units per turn. A Supply Column may be put to one of the following uses:
- In attack: if a player has a Supply Column stacked with or adjacent to a unit or stack of ground units which are attacking and he decides to spend this supply column on the attack, it benefits from a shift of 1 column to the right on the Combat Results Table ['Table de Combat'] (for example, and attack at 2:1 becomes 3:1).
- On defense: if a player has a Supply Column stacked with or adjacent to a unit or stack of ground units which are being attacked and he decides to spend this Supply Column on this defense, it benefits from a shift of one column to the left on the Combat Results Table ['Table de Combat'] (for example, an attack at 3:1 becomes 2:1).
- After being used, a Supply Column is removed from the map. The counter may be reused by eventually returning to play as a reinforcement Supply Column (see § 14. Scenarios).
4.2.2 Assignment Limits
Several Supply Columns may be assigned to the same attack or defense, but the odds ratio modifier may never be more than 3. Thus, an attack may not be modified by more than three columns in either direction.
In order to use a Supply Column:
- A unit attached to a division must be within the support radius of its division HQ;
- A unit attached to a corps or army must be within the support radius of the HQ to which it is attached;
- An independent unit must be within the support radius of any division or corps HQ.
4.2.3 Availability
Neither side may ever have more that 10 Supply Columns on the map at the same time. If a side receives Supply Columns when it already has 10 on the map, the new Supply Columns cannot be received and are considered lost.
4.3 Lack of Supply
The effects of lack of supply are as follows:
- Infantry: the attack factor is halved, rounded down to the nearest whole number (for example, half of 5 would be 2); the defense factor and the movement allowance are not affected.
- Tanks, armored cars, cavalry and HQ: the attack factor is halved, rounded down to the nearest whole number; the defense factor is halved, rounded up to the nearest whole number (for example, half of 5 would be 3); the movement allowance is halved, rounded down to the nearest whole number. A HQ may not provide support if it is not in supply. An anti-aircraft unit may not fire if it is not in supply.
5 - Reinforcements
During a Reinforcement Segment, the phasing player consults the reinforcements list for the scenario to determine whether he receives reinforcements this turn.
A ground unit reinforcement enters through a friendly supply source hex. It may move and fight normally on its turn of entry into the game.
[Actually, several Nationalist units do NOT enter through supply source hexes: 1/LV/40, 73/To/13, 1/Me/13, maybe XVII/Lg, 262/CT/13, and for the Republicans maybe the XIVth Brigade.]
An air unit reinforcement enters by being placed in the "Available Air Units" ['Unités aériennes disponibles'] holding box. It may be activated the turn after its entry into the game.
6 - Aircraft
6.1 Assignment
At the start of the Air Phase, both players secretly assign their available air units to an area on their "Air Assignment Card" (see back of countersheets).
6.2 Determine Air Combats
After the assignment of air units, both players reveal their "Air Assignment Card". In each area which has air units of both sides, with at least one unit of fighters on at least one side, a combat occurs which is immediately resolved unless one side attempts to flee and succeeds.
6.3 Flee Before Air Combat
Before beginning an air combat, the Republican player announces whether he will attempt to flee. If he does not attempt to do so, the Nationalist player may attempt it.
A player who decides to attempt to flee rolls 1d6 to which he adds the following modifiers:
- -1 if all that he has engaged in the combat are friendly fighters;
- +1 if at least one friendly bomber is engaged in the combat.
If the die roll is 1, 2 or 3, that player's air units flee. The air units of the other side remain in the area.
If a flee attempt fails, players immediately resolve air combat.
[Despite what this rule seems to say, I would assume that if the Republican player attempts to flee, but fails, the Nationalist player still has the option of attempting to flee.]
6.4 Resolving Air Combat
Air combat is resolved in the following manner:
- air combat between fighters
- interception of enemy bombers (for surviving fighters, see below)
- bombardment
During an air combat, the players align their engaged fighter and bomber units. Each fighter unit chooses a target from among the enemy air units, this target cannot be a bomber unit unless all of the enemy fighter units are attacked by at least one friendly fighter unit. Bomber units can only defend.
For each attack by a fighter unit, the player rolls 1d10 for each strength step the unit has (for example, for a unit which still has 3 strength steps, the player rolls 3d10). At the same time, the opposing player does the same for his attacked unit according to the number of strength steps that it has. Any die roll less than or equal to the air combat factor of a unit inflicts a step loss on the enemy unit.
If both sides have fighters survive after the attacks are resolved, then the units of both sides return to their respective "Air units Available" ['Unités aériennes disponibles'] holding boxes. If only one side has fighters survive, then these may re-attack once against any enemy bombers present. Any surviving bombers may then carry out their mission.
6.4.1 Example
A Nationalist unit of Fiat fighters (air combat factor of 6, with 3 strength steps) attacks a Republican unit of Mosca fighters (air combat factor of 7, with 2 strength steps). The Nationalist player rolls 3d10 and simultaneously the Republican player rolls 2d10. The nationalist player gets 0, 8, and 7 and therefore inflicts one step loss on the Republican unit which receives a '1 step loss' marker. At the same time, the Republican player rolls a 3 and a 1: he therefore inflicts 2 step losses on the Nationalist unit which receives a '2 step losses' marker. Both units return to the "Available Air Units" ['Unités aériennes disponibles'] holding boxes. In their next combat, these units will both roll only one d10.
[This rule seems to assume that players will agree on which Republican fighter will go against which Nationalist fighter. If they do not agree, I would assume that each fighter fires at its chosen target air unit, but ONLY bombers fire defensive fire. Suppose for example that the Nationalist player has fighter units A, B and C, while the Republican player has Fighters X and Y and Bomber Z. The Nationalist player chooses to have A attack X, B attack Y, and C attack Z, while the Republican player chooses to have X attack B and Y attack A. So A fires at X, X fires at B, B fires at Y, Y fires at A, C fires at Z who fires defense at C.]
6.4.2 Air Combat Limitations
A unit whose air combat factor is in [brackets] can only use it in defense, that is to say only if it is attacked by another air unit.
6.5 Resolving Air Bombardments
If after resolving air combats, bomber units are still in the area, these units may resolve their bombardment against their target (bridge or ground units). If anti-aircraft units are in or adjacent to the target hex, their fire must be resolved before the bombardment (see §7 Anti-aircraft units).
To resolve this bombardment, the layer sums the bombardment factors of his bombers present in the area, then rolls 1d6 and checks the Bombardment Table ['Table de Bombardement'].
6.6 Bomber Step Losses
When a bomber unit suffers at least one step loss (doesn't matter if it is more than one), its bombardment factor is halved (rounded down to the nearest whole number) for the rest of the game. This penalty only applies if the unit does not succeed in recovering its step losses (see §6.7).
Errata: The bombardment value of bomber and ground support ['AT'] air units is halved and rounded down to the next whole number (ex: 5 becomes 2) with the first step loss and does not change after that. Ground support ['AT'] air units function exactly like bombers.
6.7 Air Unit Recovery
Each player has a marker for "Air Steps Lost" ['Pas aériens detruits'] for fighter units and another for bomber units. In each air combat segment, the players keep track of the step losses suffered by their air units during air attacks and because of anti-aircraft fire. At the end of the air Phase, both players roll 1d6 for each type of air unit, check the Recovery Table ['Table de Récuperation des unités aériennes'] and find the number of step losses that their air units have recovered.
Only air units which fought can recover steps. For that, it is suggested that you set them aside before replacing them in the "Air Units Available" ['Unités aériennes disponibles'] holding box. A unit which receives steps cannot exceed the number of steps that it had before combat. A unit which was eliminated can only return to the game through the recovery of steps.
7. Anti-Aircraft Units
An anti-aircraft unit, that is to say either a Republican anti-aircraft artillery unit or a HQ with an anti-aircraft factor (Corps or Army HQ) which in the same hex as, or adjacent to, ground units or a bridge which are being bombarded, may fire against the attacking bomber units before these resolve their bombardment. Thus, for each step loss which the anti-aircraft artillery unit or HQ still has, the player rolls 1d10: for each roll that is less than or equal to its anti-aircraft factor, the bomber unit which is subjected to the fire suffers an immediate step loss.
If an anti-aircraft artillery unit is attacked while alone in the hex (not stacked with another friendly ground unit other than a HQ or Supply Column), it is automatically eliminated. Similarly, if all of the ground units which are stacked with an anti-aircraft artillery unit are eliminated, the anti-aircraft artillery unit is also eliminated.
8. Ground Combat
8.1 Principle
A ground combat takes place between adjacent enemy units. A ground combat is never required. A ground unit can only attack once per Ground Combat Phase.
Errata: A unit is not required to attack all units in its ZoC, but if it attacks a hex it must attack all units in that hex. A hex may be attack by units in different adjacent hexes. These units may belong to different divisions.
8.2 Resolution
The attacking player designates the hex which he wishes to attack as well as, among those adjacent to the hex, those of his units which will take part.
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- The attacker and defender decide if they are going to use Supply Columns, and secretly note, on a sheet of scratch paper, how many they will use, and reveal this value before beginning the next step.
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- The attacker and defender respectively and secretly sum the attack and defense factors of their engaged units, including any HQ support.
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- The attacker and defender announce the total of their factors. The attacker's total is divided by the defender's, to yield a strength ratio, such as on the Combat Results Table ['Table de Combat'], rounding fractions down to the next whole number. Apply to this strength ratio any modifiers for terrain, Supply Columns, etc.
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- The attacker checks the Combat Results Table ['Table de Combat']: at the intersection of the modified strength ratio and the roll of 1d6, he reads the combat result.
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- Retreat after Combat: if the attacker or defender suffered 50% losses of the total pre-battle combat factors, they must retreat after the combat under certain conditions (see §8.5).
[But, rule 8.5 says that a stack must lose 50% of its strength STEPS, not its strength FACTORS, before retreat becomes an issue.]
8.3 Combat Effects
When a combat unit suffers 1 step loss it is flipped onto its reverse side or, in the case of a 3-step unit which suffers a second step loss, a loss marker is placed under it. Its combat factors are then halved.
Example: the 1/1 unit of the 84th Nationalist division has 3 steps and a value of 8-12. On the first step loss it is flipped to reveal its new combat values: 4-6; on the second loss, a marker is placed under it and its combat values become 2-3.
Exception: the three units of the Nationalist 4N Division have four steps and two counters each to represent them (4 and 3 steps, then 2 and 1 step).
Losses must be divided equally among the ground units in a stack. Thus, no unit can absorb a loss if at least one other unit in its stack has lost fewer steps.
Exception: no unit can absorb a step loss which would result in its elimination if at least one other unit in its stack can absorb the loss without being eliminated.
Example: three battalions fight while as a stack. The first battalion had previously lost a step while the other two units had lost none. The combat result gives 1 step loss which must be absorbed by one of the two battalions (your choice) which have not yet suffered a step loss.
8.4 Advance After Combat
If after a ground combat, the defender's hex becomes vacant, the attacker may have all, some or none of his units which took part in the combat, advance into it. Exception: HQ and Supply Columns cannot advance after combat.
[8.5.3 indicates that the defender may also advance after combat if the attacker's hex is vacated.]
8.5 Retreat After Combat
8.5.1 Principle
A unit or stack of ground units which suffered at least 50% losses with respect to their total of steps engaged in combat must retreat after combat.
[This seems to conflict with 8.2.1.5 which refers to combat factors, not steps.]
Exceptions:
- If a side has among its units in combat at least one elite unit (Legionnaires, Coloniale, Phalangiste, Internationaliste or the Republican 11th or 46th Divisions), the retreat is not required.
- If the attacker as well as the defender suffers at least 50% losses, no retreat is required.
Example: a stack has 4 ground units, each with 2 steps and of which two have a single step loss, for a total of 6 combat steps. During a combat, if it suffers 3 or more step losses, it must retreat.
8.5.2 Defender's Retreat
If the defender must retreat, he must do it into a hex which is not in an enemy ZoC (not even one occupied by a friendly unit), otherwise the retreat is impossible. The attacker may, if he wishes, advance to occupy the defender's vacated hex.
[But see §8.5.5 for the consequences of being unable to retreat - elimination is not certain.]
8.5.3 Attacker's Retreat
If the attacker must retreat, he may retreat into an enemy ZoC only if it is already occupied by a friendly unit. The defender may, if he wishes, advance to occupy the attacker's vacated hex.
8.5.4 Restrictions
A stack of units which retreats must retreat as a stack, into the same hex.
A unit or stack of units which retreats into a hex already occupied by one or more friendly units must not cause overstacking [see §3. Stacking].
8.5.5 Unable to Retreat
A stack of units which cannot retreat (because it cannot enter any adjacent hex, whether it cannot enter an enemy ZoC or would cause overstacking) must remain in its hex, and each unit in the stack suffers an additional step loss.
9 - Movement
9.1 Principle
During a movement segment, the phasing player may move all, some or none of his ground units. A ground unit moves by spending movement points (MP). Entering a hex as well as crossing certain hexsides has a cost in MP (see the Terrain Effects Table ['Table des effets de terrain']).
A unit is not required to use all of its MPs during a movement segment. It may not transfer unused MPs to another unit.
9.2 The Ebro
Republican units can only cross the Ebro via bridges (continuous means) or on boats, footbridges or by dams (discontinuous means) - see §13.2 The Ebro. Nationalist units may never cross the Ebro.
9.3 Road Movement
Moving via road costs 1/2 MP for ground units (including HQ and Supply Columns). In doing so, a unit must not begin nor end its movement in an enemy ZoC.
9.4 Railroad Movement
A ground unit may move along railroads as if they were roads, under the same conditions.
9.5 Fortification Construction
A unit or stack of ground units which did not move in the movement segment may begin the construction of a Fortification. The player places an "Under Construction" ['E.C.', En Construction] marker in the hex. If during his movement segment of the following turn, the unit or stack of units has not moved, the player may flip the marker onto its "Constructed" ['C.', Construit] side.
9.6 Control
(see §14.1.5 Victory Conditions)
A player controls a hex if one of his ground units occupies it or was the last to occupy it. Place a "Republican Control" marker ['Contrôle Republicain'] in such a hex.
10 - Headquarters
A HQ represents a headquarters as well as support units (engineers, supply, transport and artillery) at the divisional, corps or army level.
10.1 Artillery Support
HQ can provide artillery support (in attack as well as in defense). To receive artillery support, a ground unit must be within the support radius of the division, corps or army HQ which will provide the support.
A HQ may support a unit in both attack and defense: during the Republican phase, a HQ can support a Republican attack, then support a defensive combat during the Nationalist phase.
A HQ's support cannot be divided among several attacks or defenses.
The effect of artillery support is to add the HQ's artillery factor to the attack or defense factor of the unit which receives its benefit (see §8. Ground Combat).
Example: units of the Republican 11th Division, part of the Vth Corps, may receive support from these two HQs, the 11th Div. and Vth Corps. If for example these units make 3 attacks and all are eligible to receive the support, the Republican player has the following options: support one attack with both HQs or support two attacks with one HQ each.
10.1.1 Artillery Support Limitations
A unit that is part of a division may only receive support from its divisional HQ, from the HQ of its division's corps, or from the HQ of its division's army.
Exceptions:
- The HQ of the Nationalist Northern Army [the Davila HQ] can provide artillery support to all Nationalist units;
- the HQ of the Republican Army of the Ebro [the Modesto HQ] can provide support to all Republican units.
A HQ's support factors which are used to support an attack cannot be greater than the total from other unit types (infantry, cavalry, tanks, etc.) which are taking part in the attack. For example, units with 10 attack factors could receive HQ support up to a maximum of 10 points.
HQ's support value may not be divided among several units.
10.1.2 Artillery Support from the "Passive Front"
Republican units of the XVth Corps have 4 additional artillery points which they may use in hexes within 3 hexes of the Ebro from hexes 0906 through 2416.
Republican units of the Vth Corps have 4 additional artillery points which they may use in hexes within 3 hexes of the Ebro from hexes 2417 through 1626.
Note: These artillery points function like HQ support points but within a radius of 3 hexes beyond the Ebro. They may be used alone or in combination with a HQ. For example, a unit of the XVth Corps attacking hex 0909 can receive support from the passive Front because this hex is within 3 hexes of the Ebro.
[The rules are not clear whether a Corps' Passive Front artillery may be traced ONLY from the two numbered hexes given, or from any Ebro-adjacent hexes between those numbers as well. I assume that it may be traced from any hex between those end-points, inclusive.]
10.2 HQ Anti-Aircraft Fire
Corps and Army HQ have an anti-aircraft factor. During the Ar Phase, HQ with an anti-aircraft factor and which are in the same hex as or adjacent to a bombarded target may fire at the bombarding air units.
HQ anti-aircraft factors are as follows:
- Republican Corps HQ: 2
- Nationalist Corps HQ: 3
- HQ of the Army of the Ebro [Modesto HQ]: 3
- HQ of the Northern Army [Davila HQ]: 4
10.3 HQ in Combat
If a HQ is attacked while alone in its hex (not stacked with another friendly ground unit other than a HQ or Supply Column), it is automatically eliminated and the attacker can advance after combat into the hex the HQ occupied. Similarly, if all of the ground units stacked with a HQ are eliminated, the HQ is also eliminated.
A HQ may be subjected to aerial bombardment. Once a HQ has suffered at least 1 step loss (regardless of whether it has suffered more than one), its artillery factor is halved (rounded down to the nearest whole number) for the rest of the game.
10.4 HQ Movement
A HQ which moves is marked with a "HQ Moved" ['QG Déplacé'] marker: it cannot give artillery support on attack nor defense during the following Ground Combat phase.
11 - Zones of Control
11.1 Principle
Every ground unit (including HQ, but not including Supply Columns) exerts a zone of control (ZoC) into the six adjacent hexes.
A ground unit which enters into a hex of enemy ZoC must stop and cannot move further for the rest of the turn. A ground unit may begin its movement in an enemy ZoC but must pay an additional 1 MP to leave it. A unit cannot move directly from one ZoC into another enemy ZoC.
11.2 Zones of Control on the Ebro
A unit cannot exert a ZoC across the Ebro.
12 - Dominant Positions
['Position dominante']
Dominant Position hexes, which are key tactical locations, are marked on the map with a black triangle.
12.1 Effects on Combat
A unit which is located in a Dominant Position hex defends with a bonus of one column shift to the left on the Combat Results Table (for example, a combat at 4:1 becomes 3:1).
12.2 Effect on HQ Artillery Support
A HQ which provides artillery support to a unit which is in a Dominant Position or within a radius of 2 hexes from a Dominant Position (which is occupied by a friendly unit or simply under friendly control) benefits from a +2 modifier to its artillery factor.
12.3 Effect on Stacking
A stack of enemy units which is located in a hex adjacent to a Dominant Position occupied by friendly units may be freely inspected at any time. In the contrary case, you may not examine an enemy stack.
12.4 Effect on Supply
A unit may only trace a supply line through a hex which is within 2 hexes radius of a Dominant Position hex occupied by an enemy ground unit if the hex through which the supply line passes is occupied by a friendly unit.
12.5 Effect of the Ebro
The Ebro has no effect on Dominant Positions.
13. The Ebro
13.1 Ways of Crossing
Republican ground units may cross the Ebro in several ways depending upon the unit type. Thus, infantry units can use, in period terminology, continuous and discontinuous means. Other units can only cross using continuous means.
Note that Republican units cannot cross the Ebro below Benifallet (river hexes 1525 to 1531). Nationalist units can never cross the Ebro. [see the Designer's Notes for reasoning.]
[Can Republican units cross from 1625 to 1525?]
13.2 Discontinuous Means
Discontinuous means, which are boats, footbridges and dams, can only be used by infantry units. Using discontinuous means, the Republican player may cross the Ebro (anywhere) with his infantry and cavalry units up to a maximum of 40 SP per turn. Crossing the Ebro by discontinuous means costs an additional +2 MP, +3 PM if it is across a steep banks hexside ('Berges', see the Terrain Effects Table).
13.3 Continuous Means
Continuous means are the bridges (in steel and wood) used by the Ejercito Popular (Popular Army).
Units other than infantry [and cavalry, see supra.] can only cross the Ebro via a bridge. Exception: the Republican player can cross the Ebro with units that can normally only cross by continuous means, even if there is no bridge over the Ebro, up to a maximum of 4 SP per turn.
13.3.1 Bridge Construction
At the start of the game the Republican player has 6 Bridge markers. He can place them between non-steep ['Berge'] banks of the Ebro during his Movement Phase. When he places a Bridge marker, he also places it on the "Under Construction" side ['E.C.', En Construction]. If during his Movement Phase of the following turn the bridge has not been destroyed (by air bombardment), the player flips the Bridge marker to its built side ['C.', Construit] and the bridge can be used by Republican ground units to cross the Ebro.
Under no circumstances can there be more than 4 bridges under construction at the same time.
13.3.2 Destroyed Bridges
The Republican player can reuse bridge markers that have been destroyed, but he may never use more than 6 simultaneously (the number of Bridge markers provided corresponds to the maximum number usable.
13.4 Opening the Dam Floodgates
The Nationalist player may, twice per game, open the floodgates of dams on the Ebro and its tributaries in order to create a flood which destroys bridges (after Turn 1).
Before beginning his movement segment, the Nationalist player must decide if he is going to release a flood, in which case he must announce that to the Republican player. Then, the Nationalist player rolls 1d6 for each bridge on the map. A bridge under construction is destroyed and removed from the map on a roll of 1 through 4. A completed bridge is destroyed and removed from the map on a roll of 1 through 3.
13.5 Amphibious Assault
A Republican unit or stack of units able to use discontinuous crossing means may attack directly across an unbridged Ebro hex. If it succeeds in eliminating all the Nationalist units which occupy the attacked hex, it may advance after combat without needing a means to cross.
Example: the 122nd and 123rd brigades of the Republican 27th Division which are in hex 2414 launch an amphibious assault against hex 2415 which is occupied by the 73rd Battalion of the Toledo Regiment (13th Division). The two Republican brigades have 12 attack factors against 3 defense factors for the Nationalist battalion. The combat is resolved at 4:1 odds and the Nationalist unit is eliminated. The two Republican units can therefore cross the Ebro, which they could not have done had the Nationalist unit not been eliminated.
[The example seems a bit muddled. The Nationalist unit in 2415 would be NORTH of the Ebro, I assume that it should be in 2314. Also, per the Terrain Effects Table, the attack should be shifted one column left for the Ebro effect.]
[The Designer's Notes, which are printed in French on the back of the Ebro mapsheet, have been translated and are appended at the end of these rules, infra.]
14. Scenario
14.1 Across the Ebro
Length: 11 turns (from 25 July to 4 August)
[But there are 12 spaces on the Turn track! Note also that the factional flags on the Turn track to indicate the arrival of reinforcements seem to have been switched.]
The Nationalist player sets up first.
There is no Air Phase on Turn 1, which therefore begins with the Republican Phase.
14.1.1 Nationalist Initial Deployment
14.1.1.1 Ground Units
- 50th Division: The HQ plus up to 3 units of this division may be deployed in Corbera (hex 1318), Gandesa (hex 1020), Villalba dels Arcs (hex 0816) or La Fatarella (hex 1213). The rest of the units of the 50th Division must be deployed south of the Ebro, not adjacent to it, except three units which may be deployed in hexes adjacent to the Ebro on the south bank between hexes 1525 (confluence of the Canaletes river with the Ebro) and 0401.
- 13th Division: The following units may be deployed in Corbera 1318, Gandesa 1020 or Pinelle de Brai 1522: 3/LV, TRF and V/TM. Errata: the TRF counter should be TLF [reprinted in VV 62?]
- 105th Division: 1 regiment between Xerta 1529 and hex 1531.
- XVIII/Lg (independent): This unit may be deployed on Corbera 1318, Gandesa 1020 or La Fatarella 1213. Errata: this unit has the wrong color stripe and is reprinted [in VV 62? Unit stripe shows it as part of 102nd Div. when it is in fact independent]
The Nationalist player has:
- 1 Supply Column
- 4 "Fortifications" markers which may be placed as desired with the ground units which are deployed at start.
14.1.1.2 Air Units
[type of plane flown by the unit is shown in parentheses]
Nationalist Units:
- Bomber Squadrons 2 and 3 [2Esc and 3Esc] (SM 79)
- 4-G-12 (Ro 37)
- 6-G-15 (He 45)
Condor Legion (Germans):
- J88 (Me 109)
- KGr88 (He 111)
Aviazione Legionaria (Italians):
- 16e LC (Cr-32)
- 21st Bomber Gruppo (SM 81)
- 111th Bomber Gruppo (SM 79)
- 22e Aut (Ro 37)
- 35e Aut (BR 20)
14.1.2 Nationalist Reinforcements
- The Nationalist player receives 2 Supply Columns per turn on turns 2 through 4, then 3 per turn during turns 5 through 11.
Turn 1 (25 July):
- Moroccan Army HQ [the Yagüe HQ]: 0116
- 1/LV (40e Division) [independent battalion]: between hexes 0101 and 0401
- IV/LG, 73/To and 1/Me (13th Division): between hexes 0101 and 0401. Errata: the IV/LG unit is misprinted and was forgotten.
- 1/2 Cavalry Regiment (1st Cavalry Division) [independent battalion]: 0128
- IX/Te (150th Division) [Probably the X/T 150 independent battalion]: 0116. Errata: counter is misprinted.
Turn 2 (26 July):
- 1/1 and 2/1 (84th Division): 0128
- 10/Am (63rd Division) [independent battalion]: between 0101 and 0401
- HQ 13th Div., VI/TM, I/TM, IV/FC and VI/Lg (13th Division): 0301
- XVI/Lg (independent) [XVI/B independent battalion]: 0301
- 7/Me (63rd Division) [7/ME 63 independent battalion]: 0301
- Air units: 1-G-2 (He 51) and 1Esc (Ju 52)
Turn 3 (27 July):
- 2/2, III/Lg, I/FA and I/FG (82nd Division): 0120
- XVII/Lg [XVII/B independent battalion]: 1531
- If-Sh (13th Division): 1531
- 1A Gr. (4N Division): 0128
- IX/L and IX/T (150th Division) [these are probably X/Al and X/LA independent battalions]: 0116. Errata: misprinted counters
Turn 4 (28 July):
- 1/2 and 2/2 (74th Division): 0120
- 1/2 and 2/2 (84th Division): 0128
- 2A Gr. (4N Division): 0128
- 262/CT (13th Division): 1531
- Air unit: 23rd AB (CR-32)
Turn 5 (29 July):
- 1/2 and 2/2 (102nd Division): 0116
- HQ and the rest of the units of 74th and 82nd Divisions: 0128
- HQ, 1/1 and 2/1 (84th Division): 0128
- 3A Gr. (4N Division) and HQ 4N Division: 0128
- HQ Davila: 0116
Turn 8 (1 August):
- Air unit: 3-G-3 (CR-32)
- HQ, 1/1, 2BE, III/FS and XI/Lg (102nd Division): 0120. Errata: misprinted counters
Turn 9 (2 August):
- Air units: 6th GF (CR-32) and 2-G-3 (CR32)
14.1.3 Republican Initial Deployment
[When a deployment is given as 'between hexes A and B', it is not clear if that is inclusive of hexes A and B or exclusive.]
14.1.3.1 Ground Units
- HQ Modesto: any hex north of the Ebro
- 2 Supply Columns, stacked with or adjacent to the Modesto HQ.
Vth Corps [Lister]
- Lister HQ: Stacked with or adjacent to any unit of the 11th, 45th or 46th Divisions.
- 1 Supply Column stacked with or adjacent to the Vth Corps HQ [Lister]
- 3rd Gr DECA [This is the '3Ag' antiaircraft unit of Vth Corps]: stacked with or adjacent to any unit of the 11th, 45th or 46th Divisions.
- 3TQ [tankette unit], 3Bl [armored car unit] and 2/2 Cavalry Regiment: stacked with or adjacent to any other unit of Vth Corps.
- 11th Division: set up in any hex adjacent to the Ebro on its north bank between hexes 2221 and 2517. [But NOT the BE unit, see Optional Rule 14.1.6.2]
- 46th Division: set up in hexes 1526-1527-1626-1627-1724-1725.
- 12th Brigade/45th Division and 45th Division HQ: set up in any hex adjacent to the Ebro on its north bank between hexes 1628 and 1631. [1628 is not on the Ebro, probably should be 1528]
XVth Corps (Taguena)
- Taguena HQ: Stacked with or adjacent to any unit of the 3rd, 35th or 42nd Divisions.
- 1 Supply Column stacked with or adjacent to the XVth Corps HQ [Taguena]
- 1Bl [armored car unit] and 1+3 [tankette unit]: stacked with or adjacent to any XVth Corps unit.
- 1st Gr. DECA [This is the '1 Ag' antiaircraft unit of XVth Corps]: stacked with or adjacent to any XVth Corps unit.
- 7 Cavalry Regiment [counter color incorrectly shows it as part of Vth Corps] and 3/2 Cavalry Brigade: stacked with or adjacent to any unit of XVth Corps
- 3rd Division: set up in any hex adjacent to the Ebro on the north bank between hexes 1106 and 1607.
- 35th Division: set up in any hex adjacent to the Ebro on the north bank between hexes 1807 and 2111.
- 42nd Division: set up in any hex adjacent to the Ebro on the north bank between hexes 0501 and 0607. [0607 is not on the Ebro, not sure if this should be 0506, 0507, 0608, or 0707]
14.1.3.2 Air Units
- Group 26: 3 units of I-15 fighters.
14.1.4 Republican Reinforcements
The Republican player receives 2 Supply Columns per turn for turns 2 through 11.
Turn 4 (28 July):
- 16th Division enters through hex 2301. [2301 is not a board edge hex, I assume this should be 2300]
Turn 5 (29 July):
- 60th Division enters through hex 2612. [2612 is not a board edge hex, I assume this should be 2712]
Turn 8 (1 August):
- 27th Division enters through hex 2301. [2301 is not a board edge hex, I assume this should be 2300]
- Air units: 2 I-16 fighters of 21st Group, Group 30 (Natacha ground support ['AT']), Group 24 Katiuska bombers, 1/28 (Grumman G-23 ground support ['AT']), Group 71 and 72 (bombers)
14.1.5 Victory Conditions
The Republican player scores victory points (VP) by controlling certain hexes at the end of the game (see also the optional rules for the 105th Nationalist Division and the XIVth Brigade of the Ejercito Popular).
14.1.5.1 Victory Points
- Gandesa 1020: 10 VP
- Villalba 0816: 5 VP [spelled 'Villaba' on the map]
- Gaeta 1015: 5 VP
- Puig Caballé 1022: 5 VP
- Pandols 1319: 5 VP ['Caballis' or 'Caballs' on the map]
- Fayo 0307: 2 VP
- Pobla de Massaluca 0511: 2 VP
- La Fatarella 1213: 2 VP
- Venta de Camposines 1616: 2 VP
14.1.5.2 Victory Levels
Determine the victor according to the number of Republican victory points.
- 30+ VP: Republican Victory, the communications hub of Gandesa and all the observation posts of Pandols and Cavalls are under Republican control. The recapture of the terrain lost by the Nationalists is even more costly than it was historically. The battle of the Ebro lasts until January 1939, and as a result the war drags on for several more months which was the ultimate Republican objective.
- 18-28 VP: Draw, Gandesa remains in Nationalist control but the Republicans hold almost all of the observation posts of the zone which allows them to have a very solid bridgehead. It will take time and many losses to dislodge them from the north [?] banks of the Ebro. Historical result.
- 16 or fewer VP: Nationalist Victory, the Republican bridgehead is not solid enough and the battle is shortened by several weeks from the historical length. The war ends in December 1938.
14.1.6 Optional Rules
14.1.6.1 Republican Aviation
The Republican air units are all available from the start of the battle. Thus, all Republican air units are available starting with Turn 1.
14.1.6.2 The Special Battalion of the 11th Division
The Republican player may use the Special Battalion ['BE', Bataillon Especial] unit. Before beginning the game, he must reduce any two battalions of the 11th Division by 1 step each. He may then set up the BE unit like any other unit of the 11th division.
14.1.6.3 The Nationalist 105th Division
The Nationalist player may use the 105th Division (1 HQ, and the 3 remaining regiments). He may enter them as reinforcements beginning Turn 3 through any hex between 0131 and 1531, but to offset this the Republican player gets a bonus of 5 VP. [hex 0131 would be under the terrain key on the map, I assume that this should be between 0128 and 1531, not sure if partial hexes such as 0228 would be playable?]
14.1.6.4 The XIVth Brigade of the Ejercito Popular
The Republican player may choose to bring into the game the XIVth Brigade of the 45th Division (the Republican command decides not to launch the diversionary attack on Amposta). He may have the unit enter as a reinforcement beginning Turn 2 through hex 1631, but as a penalty he suffers a loss of 3 VP.
14.1.6.5 The Republican Plan of Operations
To simulate the rigidity and lack of flexibility of the Republican units as well as the 'limited' nature of the Ebro Army offensive, the two Republican corps must take control of a series of predetermined objectives before entering the exploitation phase of the offensive.
If one of the two corps controls all of its objectives but the other does not, the first corps may assist the second in the control of its objectives.
- Vth Corps Objectives: Units of Vth Corps must control the following objectives: Gandesa 1020, Puig Caballé 1022, Miravet 2120 and Benisanet 2319. [Benisanet does not appear on the map, not sure if there was supposed to be a village marked here or not?]
- XVth Corps Objectives: Units of the XVth Corps must control the following objectives: Corbera d'Ebre 1318, Cavalls 1319, Venta de Camposines 1616, Villalba 0816, Aco 1812, La Fatarella 1213 and one of the two cities: Pobla de Massaluca 0411 or Fayo 0307. [Cavalls is spelled 'Caballis' or 'Caballs' on the map; Pobla de Massaluca is actually in 0511 not 0411.]
Consequences:
While the indicated objectives are not controlled, no Republican unit may go beyond the line defined by the hexes 1525, 0922, 0915, 0513, 0511 (Pobla de Massaluca) 0509, 0308 and 0304. No Republican unit may cross the Ebro below Benifallet (1525 to 1531) so long as all of the objectives of phase 1 are not controlled by the Republican side. [Is this intended to lift the restriction of 13.1 once all the phase 1 objectives are Republican-controlled?]
Designer's Notes
Printed in French on the back of the Ebro mapsheet and translated for the English version of these rules.
The Orders of Battle
For the orders of battles for the two sides, we have combined units at battalion level for elite units (the international brigades, the 11th and 46th Divisions, the legionnaires, the colonial troops, the phalangists) and units at regiment/brigade level or equivalent (groups, demi-brigades) for units of average quality. There are some exceptions to this principle, such as for the 4th Navarre Division. This large unit, given its elite character and that historically it was used combined to counter-attack at Pandols, was left in three powerful and tough units (groups, regiments each reinforced with four battalions, four steps in the game).
The 37th Machinegun Battalion which historically was divided between the 105th and 50th Divisions (two companies of machineguns with the 50th Division and one company of riflemen and other machineguns with the 105th) is simulated by the four fortification counters that the Nationalist player has at the start of the battle.
The Nationalist tankette and armored car units are included in the support factors of their corps and army HQs. Historically, during the Spanish Civil War, the Nationalists did not use their armor in units larger than companies.
The Special Battalion
The "Bataillon Especial" is a quality unit formed with the best fighters of the Republican 11th Division (formerly 'Division Lister'). Completely equipped with submachineguns (notably with the 'naranjeros' models), this battalion had much more firepower than the other battalions of the 11th Division.
The Combat Results Table
The Combat Results Table guarantees attacker losses for each odds ratio except the last two. This reflects the attritional nature of combat which was mainly between infantry and where the machinegun was predominant. In that, the Spanish Civil War greatly resembled the First World War.
The Republican Plan of Operations
The Republican Plan of Operations rule simulates two things. First, it simulates the rigidity and lack of flexibility of the Ejercito Popular (the lack of non-commisioned officers and professional company and battalion commanders was the principle cause because, in fact, the majority of the professionals were on the other side). Second, it simulates the fact that the initial objective was to establish a solid bridgehead in the Gandesa region, and only in the case of unexpected succes could they pass to the following phase and advance toward the phase 2 objectives. The idea of both Rojo and Modesto was to establish a bridgehead and hope that Franco took the bait and counterattacked, temporarily abandoning the drive on Valencia.
The Ebro and Nationalist units
Nationalist units did not have means of crossing the Ebro. Anyway, that was not anticipated because their only objective was to send the reds back to the far bank in applying unimaginative brute force. To cross the river, as Sharon did during the Yom Kippur War in '73, and trap the Army of the Ebro in its own bridgehead was a much too sophisticated concept for Franco.
Historically, the entire battle of the Ebro concentrated on the control of the observation posts of La Fatarella, Cavalls and Pandols: Hill 666, the peak of Gaeta, etc. Once Cavalls and Pandols fell into Nationalist hands, the Republican pocket took only two weeks before it was reabsorbed across the river. Given the future attritional battle, it was essential that the Ejercito Popular control all of the observation posts in the zone.
The Passive Front Artillery
During the Ebro offensive, the Republicans used a number of static batteries (coastal defense units and/or batteries equipped with 'rigid' and very obsolete material) to support the initial offensive.
The Dams
This simulates the passage in driblets of heavy weapons, supplies and artillery in the first days of the offensive.
Supply Columns
The Supply Columns rules simulate the stocks of artillery and other ammunition, supplies, fuel, etc. necessary for large-scale offensive and defensive operations, as well as the concentration of transport needed to move them.
The Dominant Positions
This rule introduces and innovative concept: the effects of zones of control are not determined by the unit type, but by the hex the unit is in. A dominant position (what English-speakers call 'high ground') can be a hill or peak of which control is a key to determining the battle's outcome. The fact that an HQ increases its artillery factor when it fires against units near a dominant position hex simulates the advantage of holding an observation post to improve the accuracy of its artillery fire. Obviously, as strong as such a position may be, if it is commanded by a company of national guardsmen or, as Enric Marti put it, by a battalion of stone-throwing youths, it can easily be taken by the opponent with a weak assault.
Air Unit Recovery
Step losses represent not only destroyed airplanes and dead pilots but also damaged aircraft, pilots who parachute into friendly territory and are recovered after several days, etc. This rule simulates the recovery of damaged aircraft that are repaired and later returned to service. In effect, the number of aircraft that a combat air unit has immediately available is never equal to the total number of airframes it has. Depending on the quality of the maintenance services, the ratio between available and operational aircraft will be higher or lower. The more good mechanics there are per aircraft the more operational aircraft there will be.
Abbreviations
The heading is clipped in the printed source; the list is transcribed as printed.
Ejercito Popular [Republicans]
- 12f: 12th of February [43/11/35 international battalion.]
- 1/28: 1st Squadron of the 28th Group [1/28 AT squadron]
- 1+3: company grouping of the 1st and 3rd Armored Battalion
- Ag: Group
- AM: André Marti [55/14/45 international battalion]
- BE: Special Battalion of the 11th Division
- Bl: Armored Car Battalion
- Bm: Hans Beimler [42/11/35 international battalion]
- BR: British [57/15/35 international battalion]
- CE: Cuerpo d'Ejercito (Army Corps)
- CP: Paris Commune [53/14/45 international battalion]
- EA: Edgar André [41/11/35 international battalion]
- EB: Ejercito del Ebro (Army of the Ebro)
- GB: Garibaldi [45/12/45 international battalion]
- HB: Henri Barbusse [56/14/45 international battalion]
- IE: Italo-Spanish [international battalions 46, 47, 48 of the XIIth Brigade, 45th Div.]
- Lcn: Lincoln-Washington [58/15/35 international battalion]
- McP: Mackenzie-Papineau [60/15/35 international battalion]
- MK: Adam Mickievickz [50/13/35 international battalion]
- PX: Palafox [52/13/35 international battalion]
- RK: Mathias Rakosi [51/13/35 international battalion]
- SP: Spanish [59/15/35 international battalion]
- TC: Tchapaiev [also called 'the 21 Nations', 49/13/35 international battalion]
Ejercito Nacional
- 1T: [4/1T/82 Colonial battalion, abbreviation not defined, possibly 1 Tabor?]
- 2M: [4/2M/82 Colonial battalion, abbreviation not defined]
- AB: Asso di Bastone ['Ace of Batons' 23 AB Italian fighter squadron]
- Agr: Group
- Al: Alhucemas [X/Al/150 battalion]
- Am: Regiment America [10/Am/63 battalion]
- Ap: Regiment Arapiles [7/Ap/50 battalion]
- Aut: Autonomous [22 & 35 Italian AT squadrons]
- B: [XVI & XVII/B Legions, abbreviation not defined]
- Ba: Regiment Badajoz [probably 12/B/50 battalion]
- BE: Expeditionary Corps [2/BE/102 battalion]
- Bg: Regiment Burgos [16 & 17/Bg/50 battalions]
- BS: Burgos-Sangüesa [BS/74 Carlist battalion]
- CEM: Moroccan Army Corps
- Ct: Ceuta [262/Ct/13 Colonial battalion]
- Esc: Bomber squadron
- FA: Asturias Phalanx [1/FA/82 Phalangist battalion]
- FBg: Burgos Phalanx [IV/FBg/74 Phalangist battalion]
- FC: Castille Phalanx [IV/FC/13 Phalangist battalion]
- FG: Galicia Phalanx [1/FG/82 Phalangist battalion, III/FG/102 Phalangist battalion]
- Fl: Regiment Flanders [5/Fl/50 battalion]
- FS: Seville Phalanx
- FSo: Soria Phalanx [IV/FSo/74 Phalangist battalion]
- G: [on the 'appui tactique' and fighter units, e.g. 1-G2, probably Gruppo?]
Tables
Combat Results Table
Strength Ratio, Attacker : Defender. Results are given for the Attacker/Defender, in number of step losses.
| 1D6 | 1:2 | 1:1 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1+ |
|---|---|---|---|---|---|---|---|---|
| 1 | 3/0 | 2/0 | 1/0 | 1/0 | 1/1 | 1/1 | 0/1 | 0/2 |
| 2 | 3/0 | 2/0 | 1/0 | 1/0 | 1/1 | 0/1 | 0/1 | 0/2 |
| 3 | 3/0 | 1/1 | 1/0 | 1/1 |
Odds ratios greater than 7:1 are treated as 7:1. Odds ratios less than 1:2 are treated as 1:2.
Modifiers:
- -1 to the die roll for attacking a rough terrain hex.
- -1 to the die roll for attacking across a major or minor river.
- -1 to the die roll for attacking units under a Fortification.
- -1 to the die roll if there is at least one defending unit of legionnaires, colonial, phalangist, carlist, International Brigade, or Republican 11th or 46th Division, representing at least 50% of the stack's combat factors.
- +1 to the die roll if there is at least one attacking unit of legionnaires, colonial, phalangist, carlist, International Brigade, or Republican 11th or 46th Division, representing at least 50% of the stack's combat factors. [Printed as "+-1"; read as +1 for an attacking unit, matching the defender modifier above.]
- +1 to the die roll for combined arms: Republicans, attack includes at least one unit of infantry and at least one unit of tankettes or armored cars, supported by a HQ. Nationalists, attack includes at least one infantry unit supported by a corps or army HQ (armor is factored into the support factor).
- Shift 1 column to the left for attacking a Dominant Position hex.
- Shift 1 column to the left if attacking across the Ebro (see §13.5).
- Shift 1 column to the left if the defender allotted a Supply Column to its defense (maximum 3 columns to the left).
- Shift 1 column to the right if the attacker allotted a Supply Column to the attack (maximum 3 columns right).
- Effects from the Terrain Effects Table, as applicable.
Bombardment Table
Bombardment Factors (columns) by 1D6 (rows). Result versus ground unit/bridge: 0-4 = step loss(es) suffered by the ground units; D = bridge destroyed; - = no effect.
| 1D6 | 1-4 | 5-8 | 9-12 | 13-18 | 19-25+ |
|---|---|---|---|---|---|
| 1 | 0/– | 0/– | 0/– | 1/– | 2/– |
| 2 | 0/– | 0/– | 1/– | 1/– | 2/D |
| 3 | 0/– | 0/– | 1/– | 2/– | 2/D |
| 4 | 0/– | 1/– | 1/D | 2/D | 2/D |
| 5 |
Modifiers:
- -1 to the die roll for attacking a hex under a Fortification.
- -1 if the unit bombarded is in a forest, village or level 1 or 2.
- +1 if the hex bombarded is adjacent to a friendly Dominant Position.
- Shift 1 column to the right for attacking an overstacked hex (see §3 Stacking).
Air Unit Recovery Table
| 1D6 | 2 | 3 | 4 | 5 | 6+ |
|---|---|---|---|---|---|
| 1 | – | – | – | – | – |
| 2 | – | – | – | – | – |
| 3 | – | – | – | – | 1 |
| 4 | – | – | 1 | 1 | 1 |
| 5 | – |
Columns are steps lost by the air unit; entries are steps recovered.
Terrain Effects Table
| Terrain | Cost in MPs | Effects on Combat |
|---|---|---|
| Clear ['Clair'] | 1 MP | - |
| Level 1 ['Niveau 1' ?] | Inf or Cav: 1 MP, other: 2 MP | -1 to die roll |
| Level 2 ['Niveau 2' ?] | Inf or Cav: 2 MP, other: only on roads or railroads | -1 to die roll |
| Dominant Position ['Position dominante'] | Inf or Cav: 2 MP, other: only on roads or railroads | Shift 1 column left; HQ artillery factor +2, see §12.2 |
| Road ['Route'], Railroad ['Chemin de fer'], Bridge ['Pont'] | 1/2 MP | As other terrain in hex |
| Ebro River ['Fleuve'] | See §13 The Ebro | Shift 1 column left |
| Steep Banks ['Berges'] | +1 MP to cross | - |
| Minor River ['Rivière'] |
Note: Terrain effects are cumulative, for example a rough terrain hex with forest has a defensive modifier of -2 to the die roll: -1 for rough terrain and -1 for the forest.
[The historical essay "The Offensive of the Ejercito Popular: Battle of the Ebro, 25 July - 3 August 1938" that follows the tables in the source is historical background, not rules, and is not transcribed here.]