Mason-Dixon: The Second American Civil War
Mason-Dixon: The Second American Civil War Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components
- 3.0 Setup and Victory
- 4.0 Turn Sequence
- 5.0 Production
- 6.0 Supply
- 7.0 Stacking
- 8.0 Movement
- 9.0 Combat
- 10.0 Forts
- 11.0 Positional Advantage and Pockets
- 12.0 Special Units and Rules
- 13.0 Air Operations
- 14.0 Naval Operations
- 15.0 Weather
- 16.0 Scenario 1995: American Storm
- 17.0 Scenario 1917: The Legacy of Monroe
- 18.0 Scenario 1940: The Oil War
- 19.0 Scenario 1944: Race for the Bomb
- 20.0 Designer's Notes
- Extended Turn Sequence (Player Card)
- Terrain Effects Table (TEC)
- Production Table
1.0 Introduction
1.1 Historical Background
In mid-1863 the American Civil War was approaching a period of crisis. To offset Grant's invasion of the Mississippi valley, where he besieged Vicksburg, Lee had invaded Pennsylvania, seeking an engagement with the Army of the Potomac. This battle took place at Gettysburg. Meanwhile, Rosecrans's Union army was about to begin a campaign to occupy Chattanooga, through which ran the only direct Confederate railroad between east and west. That summer the South was threatened everywhere, outnumbered on every front and, historically, outmatched everywhere. But it could have been different.
The tale of the two witches. When the Vicksburg campaign settled into the monotony of the siege, Grant turned to his old friend, the bottle, to pass the time. On 7 June, two days after crossing the Yazoo river, Grant mounted his fiery horse to return to his headquarters. The horse resented the forced march, but Grant, as skilled a horseman as he was, forced it to continue. Finally it slipped and fell, crushing Grant beneath it.
His death plunged the emotional Sherman into a deep depression. He withdrew to his home and never fought again. Grant's replacement, John McClernand, could not maintain the pressure of the siege against the passive performance of Joe Johnston's army quartered at Jackson. He considered his position untenable, lifted the siege and transferred his army to the right bank of the Mississippi. Johnston, goaded by Jefferson Davis, launched a sudden attack on the Union rear, capturing more than 10,000 enemy soldiers, mainly stragglers from the disintegrated Union ranks. By 2 July the only soldiers the Union still held east of the great river were prisoners in the hands of the Confederate army.
700,000 miles to the northeast that same day, Lee's army began a furious attack on Meade's left at Gettysburg, sweeping aside and nearly breaking the enemy lines. At the decisive moment, Dorsey Pender, commanding A.P. Hill's famous light division, struck the head of an isolated group. But luck was on his side; he was wounded, remounted his horse and threw his division into the enemy. The Confederates exploited a gap in the Federal army in the area that had been drawn into the whirlwind of the Union left wing. Pender's charge was too much: the Union centre broke. On the flanks, the best Federal troops hurled themselves at the enemy rear to slow the furious Confederate attack. Lee had won another resounding victory.
Throughout the rest of the summer and well into the autumn, Lee plundered Pennsylvania. The "Army of the Potomac", reinforced by federal troops from the Atlantic coast, had enough strength to free Philadelphia, Baltimore and Washington from Lee's threats, but not to attempt another open battle. As soon as winter came, Lee gradually withdrew towards Virginia. The farmers of Virginia, free of constraints for the first time in two years, created the strongest buffer, which allowed Lee's army to recover over the winter.
In the west, Joe Johnston, having recaptured Vicksburg and its irreplaceable garrison, transferred troops north to support Bragg after the battle of Chattanooga. Thus reinforced, Bragg believed himself ready to save the city, but in the battle along the Duck river the advance of his army was once again hampered by deadly disputes in the high command, and the fruits of the bloody victory were nil. Joe Johnston soon took command.
The result of the "Glorious Summer" was a South much stronger, both materially and morally. The New Union offensives against Richmond and Chattanooga in 1864 failed and did not continue with the vigour historically shown by Grant and Sherman. Lincoln lost the elections to McClellan, which led the discredited Congress to close the valve of the war effort.
On Christmas Day 1864 an armistice came into effect. British and French jointly held a peace conference at Yorktown in April 1865. After three months of discussion, the Confederacy was recognised by the United States, France and the United Kingdom.
A difficult but profitable peace. Demarcating the border between the two nations was difficult. Violent clashes occurred in Missouri and Kentucky (theoretically for political reasons or over slaves, but often the product of local disputes), and the disputes ended with plebiscites in many counties along the border. As a result of this process, the old Midwestern states were separated; in some cases, entire towns were forced to uproot and move either north or south. By 1876, when the north was celebrating a sad centenary, the borders had already been fixed.
The real history of this period was one of dizzying economic growth in both nations. In the north, the railroad companies drove growth, spurred on by the vast expanses of free land offered by a government more anxious than ever to develop and secure the west. Indian Territory was an anomaly; nearly vanished in the centre of the continent, it was claimed by both countries but was too close for the railway lines of either nation to allow the other to control it. Although it was never recognised as such, the territory became an independent Indian nation, Sequoyah.
Immigrants arrived by the millions, attracted by free land and the promise of fortune, although many ended up in the slums of the big cities, working in the factories. Overseas trade spread in many ways, but at the turn of the century the United States constituted the largest economy in the world.
The Confederacy also experienced an economic boom. Aware of how inadequate its industry had been during the war, the southern leaders took great steps to develop the metallurgical industry and other associated ones; ironically much of the capital came from New York. Across the Caribbean, southern agricultural interests turned much of Central America into a virtual colony; men like Wade Hampton directed real empires. Texas, always independent-minded, expanded over much of northern Mexico and dominated that nation both politically and economically.
As a result of its economic growth, slavery rapidly became economically unviable. When South Carolina, its last stronghold, finally abolished slavery in 1888 with great fanfare, the institution had in fact been dying for several months. In its place a series of laws and conventions were created that did not allow former slaves to be citizens or hardly people. In another time and place, this would have been called Apartheid.
War and power. In 1898 the CSS Texas was sunk in Havana. Although the sinking was probably the product of an accidental explosion, southern patriotism prompted a declaration of war against Spain. Within months, Confederate naval victories at Santiago and Havana cleared the way for the landing of an expeditionary force. Led by the aged Joe Wheeler, the Confederates stormed the defences of Havana. By the end of the century, the Spanish possessions in the Caribbean were Confederate (this sea was a Confederate lake). This drove southern consortiums to take part in the construction of the Panama Canal.
To take advantage of this situation, the Union offered Spain the purchase of the Philippines, Guam and several minor Pacific islands. Two young nations had reached the logical end of their expansion. Further growth could only take place at the expense of the other.
1.2 Game Scale
Each hexagon represents 33 miles from one side to the opposite. Divisions consist of between 20,000 and 30,000 men and about 400 combat vehicles; brigades are half of these and regiments a third. Aircraft counters represent different quantities of aircraft, between 100 and 500, depending on the scenario. Ships represent individual vessels when referring to cruisers and destroyers, or approximately a dozen transports. A player turn represents two days in the 1995 scenario and ten in the rest.
2.0 Components
2.1 Components in General
The components of Mason-Dixon are these rules, a map, a Player Card and 538 counters. The map contains the playing area and the turn records (month and phase). Also on the map each player has nine boxes (GHQ, eliminated units, force pool and six stacking boxes marked A to F) and a Resource Points track. The Player Card includes a Combat Results Table (CRT), a Terrain Effects Table (TEC), a Production Cost Table and an extended turn sequence. One or more six-sided dice are also needed; the optimum would be three per player.
2.2 Map and Territory
The map represents the natural, artificial and political elements of the eastern two-thirds of the continental United States. A hexagonal grid has been superimposed on the map to regulate the placement of units and their movement. A unit may only be in one hexagon at a time.
Each hexagon may include one or more terrain types. The terrain of a hexagon affects movement, stacking and combat. A hexagon is considered "clear" if it is entirely made up of clear terrain. If it has any plain, forest, rough terrain, hills, swamp or mountain, it is considered this type. A hexagon is "undeveloped" if any of these terrain types is present in it; it may coexist with any other type of terrain. All other hexagons are "developed".
Rivers, whether navigable or not, towns and cities may also coexist with any other type of terrain in the same hexagon. If any part of a river in a hexagon is navigable, the entire hexagon is considered navigable. Any town or city in a hexagon with a navigable river, lake or ocean is considered a port, whether or not the settlement touches the water.
Movement may only take place between hexagon sides that contain at least some land. If a hexagon side is made up entirely of water of any kind (river, lake or ocean) it is impassable; units may not move or attack across it.
International borders run along hexagon sides; each hexagon belongs entirely to one nation or the other. Interstate borders cross hexagons, which are considered to belong to both states.
2.3 Counters and Nationality
Many of the counters represent land combat units. Others represent air or naval units or markers to help administer the game. After reading the rules, the counters are carefully separated.
The colour of each counter indicates its nationality. The colours used are indicated below. Not all counters are used in all scenarios, but some have different colours on each side (in each scenario only the counters on the appropriate side are used).
- Confederate States of America (CSA): 1995 scenario – red; 1917 scenario – dark grey; 1940 scenario – orange. Counters used in all scenarios – light grey.
- United States of America (USA): 1995 scenario – medium blue; 1917 scenario – dark blue; 1940 scenario – green. Counters used in all scenarios – light blue.
- Others: Sequoyah – white; Mexican Protectorate – yellow; Colonies of Central America – brown; Markers – black.
2.4 Land Units
Each land unit displays certain information. The unit shown in the source diagram is the first armoured US division in the 1995 scenario. The ID consists of a number and/or name. The abbreviations used on units are listed below.
The unit diagram key is: placement code; unit size; unit type; attack factor; movement capacity; defence factor.
2.5 Land Unit Types and Movement Capacities
The unit type is an indication of the types of weapons and equipment of a unit. For most units these differences are shown in their various factors, but the unit type also affects its movement capacity and has some special effects on combat (see 9.3, 12.0 and the TEC). Movement capacity is the measure of a unit's ability to move across the map. This capacity is not printed on the counters but has been standardised on the basis of unit type, as indicated in the following boxes:
- Paratroopers and Marines: MF = 1 (as printed in the source chart; the chart is laid out as a grid in the Word file and its column alignment is not fully certain from the text conversion).
- Infantry and Light infantry: MF = 3 (as printed in the source chart; see the note above on alignment).
- Transported infantry, motorised infantry, mechanised infantry, cavalry, river units: the source chart lists these types, but their movement factors do not survive the text conversion of the Word file.
- Airborne, mechanised cavalry, transported light infantry: MF = 6 (as printed; see the note above on alignment).
The movement factor of artillery units is variable. A small movement factor is printed on one side of artillery units. See 12.6 for more details.
Artillery types. Not recoverable from the text layer of the source (chart).
2.6 Combat Factors
The combat forces of units indicate their relative capacity to attack and defend. Values are relative within each scenario, not between them.
2.7 Steps and Unit Size
All regiments (III) and brigades (X) have one step. All division-size units (XX) have two, except artillery (see 12.6). A two-step unit is printed on the back with its reduced strengths; if it suffers a loss, it is turned over. It is removed from the map if it suffers a second loss (see 9.6). A one-step unit is used only on one of its faces; if it suffers a loss in combat, it is removed from the map.
Some one-step units are printed on both faces, each side being used in a different scenario. The reverse cannot be used as a second step.
Designer's note: Some one-step units might be called divisions in the real world, but they are considered brigades for game purposes. Two-step units still retain the training, cohesion and organisational infrastructure when they suffer a loss in combat and continue to function as viable units.
2.8 Other Counters
The types of counters indicated below have their functions described in the indicated rule sections.
- Month (4.0) and Phase (4.0) markers.
- Resource Points (5.0) and Economy (5.2) markers.
- Uprising (5.8) marker.
- No supply (6.1) marker.
- GHQ (6.3, 8.7, 8.8) marker.
- Stacking substitute (7.3) marker.
- Control (8.3) marker.
- Prepared battle (8.5, 9.4) marker.
- Fort (10.0) marker.
- Pool (11.0) marker.
- Aviation (13.0) marker.
- Bombarded city (13.4) marker.
- Naval (14.0) marker.
- Weather (15.0) marker.
3.0 Setup and Victory
3.1 Scenarios in General
There are three scenarios in this game. Each is completely independent of the others. Use only the forces with the correct colour indicated for each scenario; use any national counter applicable to all three.
The scenario instructions show the length of the game, the victory conditions, which player begins each game turn, the special rules applicable to each scenario and the information for its placement. Unless otherwise indicated, all rules are used in all scenarios.
3.2 Victory Points
Victory is measured mainly using victory points (VP). A player gains VP by capturing enemy cities. Each city on the map has a number of VP surrounded by a circle above it. Only occupied enemy cities are counted; friendly cities do not count; recaptured friendly cities only reduce enemy VP.
3.3 Setup in General
Place the month and phase markers in the appropriate starting boxes on the game turn track of the map. Turn the phase marker over to indicate who is the first player.
Place the economy and Resource Point (RP) markers on the RP track at the level indicated. The number of forts indicates the maximum number permitted to each player. Each may choose the forts they wish and place them on any developed hexagon of their country.
All counters in the colour indicated for that scenario are available. Each counter is marked with one of the following placement codes:
- A – may be placed on any developed hexagon of one's own country.
- S – may be placed in any town or city of the state marked on the counter. Each city must have at least one unit in it before a unit may be placed in a town.
- G – place in the GHQ box.
- E – place in the eliminated units box.
- F – place in the force pool box.
- V – reserve; these units may enter during play, depending on events.
3.4 Sequoyah and Canada
Sequoyah is an independent nation made up of many extinct tribes of American Indians. It is strictly neutral. In the first scenario no player may move into any hexagon of Sequoyah.
In the other two scenarios each player may move within Sequoyah. At the start of the second and third scenarios each player places six of the twelve Sequoyah units. The first player to enter this country is considered the invader and the other the protector of Sequoyah.
As soon as one player invades, the other immediately gains control of all Sequoyah units. He may move these units as he wishes for the rest of the game. If they are destroyed, they are placed in his eliminated units box.
No unit may enter a hexagon of Canada.
4.0 Turn Sequence
A game of M-D is divided into months, which in turn are divided into several phases and game turns. Each phase includes certain actions that must be carried out; all actions must be carried out in the appropriate phase. Use the month and phase/turn markers to mark the particular month and phase. There is no annual marker; the annual cycle need only be followed until the end of the game. An extended version of the turn sequence appears on the Player Card.
- Air phase.
- Naval phase.
- First game turn.
- First player's turn.
- Movement phase.
- Combat phase.
- Second player's turn.
- Movement phase.
- Combat phase.
- First player's turn.
- Second game turn.
- Third game turn.
5.0 Production
5.1 Production in General
During each production phase, each side receives Resource Points (see 5.2). These RP may be used to produce new units, replace destroyed ones, conduct operations, or be saved for future use. Both the RP and the Economy markers use the RP track. On the upper side the markers indicate values from 1 to 10; on the +10 side they indicate values from 11 to 20. The markers are moved the number of spaces needed to indicate the expenditure and generation of RP.
5.2 Generation of RP
At the start of each scenario, an Economy marker is placed at the appropriate point of the RP track. At the start of the production phase each player receives a number of RP equal to his Economy level.
After receiving the RP, each player rolls a die; a roll of 1-4 reduces the Economy level by 1. This represents the effects of attrition and war weariness on the economy.
Each time a friendly city is captured, a die is rolled for each VP of the city. Any roll of 1-3 reduces the Economy level by one point.
Unused RP may be saved for future use; the RP marker is used to indicate the number of usable RP. No more than 20 unused RP may be saved; any proportion of unused RP above that number is lost at the end of the Production Phase. A player may have more than 20 after creating RP, but must use the excess during the Production Phase.
5.3 Mobilisation
At the start of each Production Phase, before receiving any RP, a player may choose to declare a mobilisation. The Economy is reduced by one point and 10 RP are taken. These RP must be used to create or recover units and may not be saved. The Economy must be 10 or more to declare a mobilisation. Only 1 RP may be mobilised each month.
5.4 Demobilisation
Units on the map or in the eliminated units box may be used to recover RP. A unit from the eliminated units box is placed in the Force Pool box and its production cost in RP, minus one, is added to the RP track. A unit on the map must be supplied; it is withdrawn to the Force Pool box and its production cost, minus one, is added to the RP track.
5.5 Force Pool
Units in the Force Pool represent only potential forces. Bringing them into play requires the expenditure of RP and in some cases time.
To introduce any division-size unit into play, the RP indicated on the Production Cost Chart of the Player Card are expended (these differ for each side, reflecting the different strengths and weaknesses of each economy). A division requires one month on the time track for each RP spent; the month in which the unit is created counts as the first month. During the Production Phase of the month of completion, the division is placed in the GHQ box.
Example: in the June 1940 scenario, the Confederate player builds a transported infantry division. He must spend 3 RP and place the division in the August box of the TRC.
For non-divisional units, the RP are paid and the unit is placed directly in the GHQ box.
5.6 Eliminated Units
When a unit is eliminated in combat it is placed in the Eliminated Units Box. During any Production Phase the unit may be moved to the GHQ box, spending 1 RP, regardless of the unit's size, type or number of steps. The unit is placed in the GHQ box at its maximum strength. Any unit/step bearing a "·" symbol may not be rebuilt. In the case of a one-step unit marked with "·" on one side and with any other one-step unit on the other side, the unit on the reverse is the rebuilt version of the front.
5.7 Formation of Emergency Units
At the start of any movement phase a unit may be transferred from the Eliminated Units Box to the GHQ box, spending two RP. Place the unit immediately in the GHQ box; it may move on the map during the same movement phase (see 8.6).
5.8 Uprising (optional)
Uprisings represent any tumult of workers or sabotage. Each time a city falls, the player who captures it rolls a die. On a result of one or two an uprising occurs. The player may place the uprising marker in any enemy city (not town), except the GHQ city. It is suppressed if a land combat unit spends a complete movement phase in the city. An uprising city may not function as a source of supply, but units may be placed there from the GHQ box.
5.9 Patriotic Fervour
Each time a city falls, each player rolls a die. If the roll of the player who has occupied the city is 1-2-3, he immediately adds one RP to his RP track. If the player who has lost the city rolls a one, he immediately adds two RP to his RP track.
6.0 Supply
6.1 Supply in General
If a unit can trace a line of supply (6.2) to a source of supply (6.3) it is in supply; if it cannot, it is out of supply (OOS). Each unit is checked for supply at the start of its movement, at the moment it begins its combat offensive, and at the end of each friendly combat phase.
A unit OOS at the start of its movement may have its movement capacity reduced (8.4). A unit OOS at the moment it attacks is affected by adding two dice to the combat roll (see 9.4). If a unit becomes OOS at the end of a friendly combat phase, it is marked with an OOS marker. A unit eliminated while marked is not placed in the eliminated units box (the source reads "caja de cuadro" here, which appears to be a misprint), but is placed face down in the Force Pool box, representing the loss of the unit (see 5.5). No unit or step is eliminated for lack of supply.
Designer's note: Being OOS does not mean that the unit has no supplies, but that the shipments from a regular base are not guaranteed. In the wars of this century it has been rare for units to surrender solely because they ran out of supplies; at Stalingrad, the Sixth Army did not fall, it was overrun. The supply rules have been made as simple as possible.
6.2 Supply Lines
Each unit must trace a supply line of six or fewer hexagons to a source of supply; the hexagon the unit is in is not counted, but the hexagon of the source of supply is counted. Supply lines may be traced through any hexagon, with the exception of: 1) an undeveloped hexagon, 2) an enemy river, city or town hexagon (see 8.3), or 3) any hexagon occupied by enemy units or a hexagon that contains the maximum combat stacking.
Note for the player: It is possible to trace a supply line through an enemy hexagon, bearing in mind that there are fewer enemy units than the maximum combat stacking. The reason for this is that hexagons are large, occupying hundreds of square miles, and it is possible for supply convoys to slip through gaps left by enemy lines.
6.3 Sources of Supply
The main source of supply for both sides is the GHQ. Any friendly controlled city or town may also provide supplies, if it has a supply line to the GHQ counter. This supply line from the city/town to the GHQ may be of any length, but may not enter or pass through a hexagon containing an enemy unit.
6.4 Supply by Rivers and Lakes
A city/town supply line may be traced from any friendly port (see 2.2) on a river hexagon to any other friendly river port. The river line must follow contiguous navigable river hexagons controlled by the player.
The USA player may trace a city/town supply line from a friendly port on the Great Lakes to another friendly port on the Great Lakes (on any lake). If the CSA player controls hexagons 5303, 5304 (Detroit), 5205 and/or 5206 (Toledo), the Great Lakes supply line may not be traced from a city on Lake Erie or Lake Ontario to one on Lake Michigan or Lake Huron.
6.5 Supply by Sea
A unit's supply line (not a city/town's) may be traced to a port if that port has a naval transport counter in it (see 24.5). Any number of units may trace a supply line to a single port.
6.6 Air Supply
Each air transport (see 13.6) may provide supplies to a land unit for movement or offensive combat, regardless of its size or type. Air supply does not allow eliminated units to be placed in the Eliminated Units Box, nor may it be used to flip artillery to its firing side (see 9.6, 12.6 and 13.6).
6.7 Depots
Depots represent groups of supplies and logistic units. A depot may be created in any developed hexagon with a valid supply line. A depot is created like any other unit and is placed in the GHQ. To place them on the map, one RP is paid and it is placed in any developed hexagon with a supply line. It is placed showing its reverse side. At the start of the next movement phase, if a valid supply line still exists, it is turned over. It may provide supplies immediately.
A depot acts like any other source of supply, for supply purposes only; units may not be placed there from the GHQ box. The depot may be withdrawn at any time. It must be withdrawn if its hexagon is occupied by enemy units. If the depot's supply line is cut, it may not provide supplies from then on until it is exhausted. To exhaust it, it provides supplies for one turn and is then removed from the map.
7.0 Stacking
7.1 Stacking in General
Up to five combat units may be stacked in each hexagon, except in cities where the maximum is ten units. Each land unit counts as one, regardless of its type or size. Stacking applies only at the end of each friendly movement phase. There is no limit on the number of units that may pass through a hexagon in a given movement phase; stacking applies only at the end of the movement phase.
Markers and support units do not count towards the stacking limit (they are considered part of the unit they support for any purpose).
7.2 Effects of Stacking on Combat
The maximum number of units that may defend or attack in a hexagon is determined by the terrain of that hexagon. The Terrain Effects Table records the maximum number of units for each terrain type.
Any unit stacked on a hexagon in excess of the combat stacking limit is considered "in reserve". Reserves are not affected in any way by combat results, but may be affected by exploitation (9.7).
7.3 Stacking Substitute Markers
To facilitate movement and handling, a number of body markers are provided. To use a marker, place it in any hexagon and transfer any or all of the regular land units in that hexagon to the marker. The number of markers is unlimited.
7.4 Hidden Movement
Body markers have no number on their front side. At any time a marker is adjacent to an enemy land unit it must be placed on its numbered side and the enemy player may examine the defender's box. If the marker is not adjacent to an enemy unit it is turned over to its front side.
Once the marker has been turned to its front side, a second marker may be placed in the same hexagon. The units of the first marker may remain there or be redistributed between the two markers in any way.
8.0 Movement
8.1 Movement in General
During each movement phase the player in phase may move all, some or none of his units. Units are moved one at a time and each movement is independent. Players have complete freedom to combine the movement of each unit, provided they do not exceed their movement allowance (MA).
The MA of each unit depends on its type (see 2.5) and represents the maximum movement points (MP) available to each unit in each turn. MP may not be accumulated from one turn to another, nor may they be transferred from one unit to another. The MA represents the maximum number of hexagons into which a unit may enter in one move; the number may be reduced by supply, terrain, enemy units or the decision of the moving player to stop. A unit in movement need not spend its full MA.
A unit moves from one adjacent hexagon to another, in any direction or combination of directions, paying the MP cost for each hexagon it enters. Units that move need not spend all their MP. A unit must complete its movement before the next one begins. A player may not go back and readjust the movement of any unit previously moved, unless the opponent allows it.
Units may not leave the map, enter hexagons occupied by enemy units, or cross hexagons completely obscured by the sea or by lakes.
8.2 Effects of Terrain on Movement
Entering developed hexagons costs one MP. Units must stop when entering an undeveloped hexagon, regardless of the number of MP the unit still has. A unit may also be forced to stop when entering hexagons completely controlled by the enemy (see below).
Designer's note: The "stop" effect is caused not only by terrain but also by the presence of small enemy units. These units (reconnaissance detachments and the like) were everywhere in this war, but were too small to include in the game. In restricted terrain, these units may block movement by forcing the enemy to stop.
8.3 Control of Hexagons
Each player is considered to control all hexagons of his country at the start of the game. A hexagon is generally controlled by a player at the moment one of his units enters it and, except as detailed below, there is no need to keep track of who controls each hexagon.
An enemy-controlled city, town or river is controlled only at the end of the combat phase if a friendly land unit is in that hexagon. A river hexagon is also controlled if a unit advances after combat onto it. A control marker is used to indicate the change of status. In the case of a river, one or two markers are used to indicate control of a section of enemy river; the arrows are placed on the boundaries of the controlled zone.
8.4 Effects of Supply on Movement
Units that begin their movement OOS may have a reduced MA and must move, one unit (not stack) at a time, after all supplied units have been moved. For each OOS unit a path is traced which the unit will follow. A die is rolled. For 6-MA units, the result is the unit's MA. For 3-MA units, the result is half (rounding up). For 1-MA units, the unit may move with a roll of 4-5-6. The unit must move along the indicated path until it has spent all its MP.
A unit may move one hexagon into which it will be OOS.
Designer's note: This rule is intended to reflect not only the uncertainty of units that were out of supply, but also the need to give orders to all units at about the same time. If the players prefer, they may trace the movement path of all OOS units before rolling any dice.
8.5 Prepared Combat
A prepared combat is one in which the attackers have spent their movement phase preparing more for combat than for movement; they benefit by rolling one die fewer in this combat (see 9.4). If each attacking unit in a combat is in a developed hexagon and spends less than or equal MP to its manoeuvre rating, the attack is prepared; mark the defender's hexagon with a prepared combat marker. If one of the units taking part in the attack does not meet some of the indicated conditions, the attack is not prepared. A unit that begins its movement in an undeveloped hexagon may qualify the attack only if the movement ends in a developed hexagon.
8.6 Administrative Movement
Administrative march represents the planning and logistic support a unit needs to make a long march. To use an administrative march, the moving player must spend 1 RP (see 5.1) per unit moved. The MA of units with 6 MA is tripled and that of units with 3 MA is doubled; units with 1 MA may not use administrative movement. Units using this movement may not attack in the following combat phase, may not enter rivers, enemy-controlled cities or towns, nor may they cross a river captured by a master stroke (see 12.1).
8.7 Movement to and from the GHQ Box
The GHQ box represents units normally prepared for combat. There is no limit to the number of units that may be in the box at one time.
A unit may move from the box onto the map at any friendly source of supply. A unit may move into the box from the map if it begins its movement in supply.
The CSA player may move three units to or from the box at no cost and must spend 1 RP for each subsequent unit. The USA player may move five units to or from the box at no cost and must spend 2 RP for each subsequent unit.
8.8 Movement of the GHQ Counter
The GHQ counter is not a unit in the strict sense; it cannot be destroyed, does not count for stacking purposes and has no combat value. It must be placed in any controlled city (not town) of the original country and represents the logistic centre of its armed forces. The GHQ may move from one city to another at the start of any friendly movement phase. No movement line needs to be traced; it is simply removed from where it was and placed in its new location. Making this move costs no RP, but during this movement turn all friendly units are OOS.
8.9 Combining Units
If at the start of a movement phase a reduced two-step unit is stacked with a one-step unit or with another reduced two-step unit of the same type, the two-step unit may absorb the one-step unit. The two-step unit is turned over to its full-strength side and the one-step unit is removed (as if it had been destroyed in combat). Units that cannot be rebuilt ("·") may not be restored in this way.
9.0 Combat
9.1 Combat in General
During each of the combat phases the units of a player may attack enemy units. Only his units may attack (but see 9.8). A player may launch any number of attacks per turn and may resolve them in any order he wishes. Each unit may attack only once per turn and each enemy hexagon may be attacked only once per turn. Attack is always voluntary.
Combat consists of one or more units in one or more hexagons attacking one or more units in a single hexagon. Combat is considered to take place in the defender's hexagon; the stacking limit of this hexagon applies to both sides.
For each attack:
- Determine the participating units (9.2).
- Calculate the force ratio (9.3).
- Roll the die/dice (9.4). Cross the result of the roll with the force ratio column in the Combat Results Table to determine the result.
- Apply the results (9.5 – 9.6).
- Carry out any advance/exploitation (9.7).
9.2 Who Fights
The defender may defend a hexagon with up to the maximum number of units for that hexagon. Defending units exceeding the stacking limit allowed for combat may not take part in it nor be affected by any result (but see 10.0).
The attacker may use units above the stacking level of the hexagon. Attacking units may attack the same or different hexagons in any combination. Attacking units in the same hexagon may take part in different combats. Units stacked with an attacking unit that do not take part in the combat are not affected by its results.
9.3 Force Ratio
The force ratio is calculated by comparing the forces of both sides. The total of the attack factors of all attacking units is divided by the total of the defence factors of all defending units. Some terrain types require certain units to use one combat factor or another (for example, on clear hexagons, light infantry uses its defensive strength both to attack and to defend); see the TEC for details. The combat factors of units are never modified.
If the total strength of the attacker is less than that of the defender the "<" column of the CRT is used. In any other case both strengths are divided as indicated, rounding towards the nearest number. The corresponding column of the CRT is used (Example: 14-4 is 3.5-1, rounded to 3-1). The ratio can never be lower than "<". Any ratio greater than 6:1 is ignored. The ratio is shifted to the left because of extra dice rolls (see below); in any case it starts at the 6:1 column.
Units with a combat factor of 0 may never attack. If they are stacked with other units, they do not contribute in any way to the defence of the hexagon. If they are attacked alone or stacked with other units of strength 0, they defend with a strength of 1, regardless of the number of strength-0 units in the hexagon.
Designer's note: The absence of ratios below 1:1 is because attackers choose the moment, place and duration of the battle, and stop it when things start to go badly for them.
9.4 Dice
The combat roll may be from one to three dice. The result of the die/dice is used (1-6 for one die, 2-12 for two and 3-18 for three). The die result itself is never modified.
Any combat is begun with three dice and its number is modified according to the list provided below. No more than three nor fewer than one die may be used. If more are needed, the ratio is reduced one column for each additional die required. If fewer are needed, the ratio is increased one column for each die that is no longer required.
- -1 for each artillery unit that fires in the attack (12.6).
- -1 for a prepared battle (8.5).
- +2 if any attacking unit is OOS (6.1).
- +1 if the defender has an advantage position (11.1).
- +2 if the defender is in a pocket (11.3).
- -1 for a paratrooper drop (12.2).
- -1 for an air surprise attack (13.5).
- +1 with bad weather (15.1 and 15.2).
Designer's note: In the best planned and supported battles a single die is used. Several dice are used when outside factors might break the attack plans. These factors do not necessarily reduce the chance of success; they only make a complete success less likely and increase the chance that the attack fails.
9.5 Combat Results
- AX = Attacker exchange. The attacking unit with the greater attack factor loses one step. Defending unit(s) with a factor equal to or less than the reduced attacker must lose one step. No defending unit may lose more than one step.
- C = Counterattack. The defender has the option to attack any hexagon containing a unit that has attacked it. See 9.9 for details.
- AL = Attacker loses. The attacking unit with the greatest attack factor loses one step.
- NE = No effect.
- HX = Half exchange. The side with the lower total combat strength loses steps in a number at least equal to half of its combat strength. The other side must lose steps whose combined strength is less than or equal to the strength lost by the attacker.
- EX = Exchange. The defender loses one step for each participating unit. The attacker must lose steps whose total strength is equal to or less than the combat strength of the defender.
- LW = Low exchange. The defender loses one step for each participating unit. The attacker must lose steps whose total strength is less than or equal to half the combat strength of the defender.
- SX = Super exchange. All defending units are eliminated. The attacker must lose steps whose combined strength is less than or equal to the combat strength of the defender.
- DH = Half of defender eliminated. Half of the total strength of the defender, rounded up, is eliminated. No unit may lose more than one step. At least one step must survive the battle.
- DE = Defender eliminated. All defending units are eliminated; the attacker suffers no loss.
9.6 Losses
A two-step unit that loses one step is turned over to its reduced side. A one-step unit or a reduced two-step unit that receives a loss is eliminated. It is placed in the Eliminated Units Box unless it carries an OOS marker (see 6.1), in which case it is placed in the Force Pool Box. Units eliminated by a DS result always go to the Force Pool Box.
9.7 Exchange Procedure
In all exchanges the defence strength of all units is used unless specified otherwise in the TEC. Except for the defender in an SX, no unit may lose more than one step in any exchange, even if the total of losses is not optimised. Where the loss of steps must be equalised, the stronger side loses the greatest possible number of steps first, even if the total strength lost is not optimised. The attacker may voluntarily lose more strength than necessary if he wishes. It is possible for one or both sides to lose nothing in an exchange.
9.8 Advance after Combat and Exploitation
If the defender's hexagon is left empty as a result of losses and/or retreat, all unbroken combat units with a manoeuvre rating other than "" must enter the hexagon. Units with "" may never advance under any circumstances.
A unit that advances may move more than one hexagon if it has a manoeuvre rating greater than 0. Exploitation movement is carried out in exactly the same way as normal movement, but the maximum MP the unit may move is its manoeuvre rating.
A unit with a "+" next to its MR may "drag" any unit stacked with it.
Exploitation is limited by the type of terrain on which it takes place (see the TEC for details).
If the pocket rule (11.0) is used, units carrying out an exploitation movement may move directly into enemy stacks during exploitation; they need not fight first.
9.9 Counterattack
Any hexagon with at least one unit taking part in an attack may be counterattacked. In addition to the defending unit attacked, any other friendly unit in the hexagon or in one adjacent to the counterattacked one may take part (this is not possible if they have been or have attacked in that same phase). The attacker's combat phase is interrupted to carry out the counterattack; the counterattackers must advance and may exploit the attack as in a normal combat.
10.0 Forts
10.1 Forts in General
Forts are extensive groups of bunkers, gun emplacements and trenches with small internal garrisons. The forts available at the start of a given scenario may be placed in any hexagon controlled by the player. Only one fort may be in a hexagon at any one time.
Forts placed after the game has begun may be placed in any developed hexagon under the player's control that is in supply at the moment of placement. During the production phase in which the fort is created, the counter is placed on the map showing its "under construction" side. If at any time during that month an enemy unit enters the hexagon (regardless of the presence of friendly units), the counter is removed. If the counter is still there during the next production phase, it is turned over to its front side.
10.2 Fort Combat
Units in a hexagon with a fort may be considered to be in it (if the units are placed under the fort counter) or outside it (if the units are placed on top of the fort counter). Units outside the fort fight normally; the fort may not contribute its combat strength.
To contribute to combat, all the units in the hexagon must enter the fort. Units inside a fort may not attack; they must leave in order to do so.
10.3 Destroying Forts
A fort has only one step and is destroyed in combat like any other unit, except that a fort may not be destroyed until all land units inside it have been eliminated. A player may voluntarily destroy one of his own forts during any movement phase.
10.4 Forts and Pockets
If the pocket rule (11.0) is used, forts may only be attacked by enemy units in the same hexagon. Enemy units may advance automatically into a fort hexagon if there are no units in it to be attacked. Advancing into a fort counts as a combat, not as a movement, since the fort cannot be occupied and attacked in the same turn.
11.0 Positional Advantage and Pockets
11.1 Voluntary Advance and Positional Advantage
In any combat result in which at least one defending step is eliminated but some defender remains in the hexagon, the surviving attackers have the option to advance into the defender's hexagon. The advancing attackers are placed on top of the remaining defenders; they now have positional advantage (if necessary – see below – mark any hexagon left by advancing attackers with the control marker). In the next movement phase, the defender must leave the hexagon or attack. If he leaves the hexagon, he may move normally but may not attack.
11.2 Forming Pockets
If a unit has positional advantage at the start of its movement phase, a pocket marker is placed on top of the units at a disadvantage. A pocket remains until all units of one side are eliminated or leave the hexagon.
11.3 Effects of a Pocket
Units in a pocket are OOS, but may receive air supply. They may not move during the movement phase, but may leave it after combat. In any attack into the pocket's hexagon, the units in it need not take part in the attack.
Adjacent pockets are considered to form a single pocket (units may support and advance through each other).
11.4 Reinforced Pockets
A pocket may be reinforced by the units attacking it. If any defending step is eliminated, any attacking unit with an MR greater than zero may advance into the pocket.
11.5 Movement through Pockets
The player in a pocket may move units through the pocket's hexagon. The hexagon is treated as undeveloped terrain for this purpose. Supply lines may not be traced through pocket hexagons.
12.0 Special Units and Rules
Designer's note: The characteristics indicated in this section are additional to those indicated for other units of the game. In addition to the characteristics indicated below, several unit types are affected by the terrain of the hexagon in which they are located; see the TEC for details.
12.1 Master Strokes (Coup de Main)
Armoured, airborne and paratroop units may carry out master strokes against enemy-controlled river hexagons. The unit is moved or dropped into the hexagon. A die is rolled; if the result is 1, 2 or 3, the unit has taken the river crossing. The unit must remain in the hexagon, but other units may move through the hexagon as if it were controlled by them. Alternatively, an armoured unit (only) may continue movement across the river but no other unit may follow it. Note that airborne units need not stop completely (see 12.8).
Paratroop units dropped from the air may carry out master strokes against enemy forts. The paratroopers are dropped onto the fort, whether or not enemy troops are in it. Before any combat against this hexagon a die is rolled. On a 1 or 2 the paratroop unit has destroyed the fort. On any other result the paratroopers lose one step and the fort remains intact.
Airborne paratroop units may carry out master strokes in any combat against hexagons without a fort or city. The paratroopers are dropped into the defending hexagon. Before resolving the combat, a die is rolled. On a roll of 1 or 2 the paratroopers have succeeded. One die is subtracted from the combat roll and 1 is added to the MR of each attacking unit. On any other roll the paratroopers lose one step; the combat is resolved.
12.2 Support Units
Any unit with a "+" next to its manoeuvre rating is a support unit. It may fight alone or supporting an infantry division (only). To support an infantry division, the unit must be stacked with it at the start of the preceding movement phase (it is placed under the infantry counter). The two are considered a single unit for stacking purposes. Only one unit may support a division at a time. If the combined unit loses a step, the supporting unit must lose first; the defence strength for the exchange is the combined strength. For exploitation the combined exploitation rating of both units is used, but it must never be greater than one. The MR of the supporting unit survives for exploitation purposes, even if the unit is lost in combat.
12.3 Tanks
Tank units (non-armoured) use their defence strength for all purposes when fighting as separate units. The difference between tank silhouettes has no effect in the game.
12.4 Paratroopers
Paratroopers may enter the map normally from the GHQ box or by air drop. For an air drop, the unit must begin its movement in the GHQ box, together with an air transport unit. The paratroopers must move with the transport to the drop hexagon. If the transport is eliminated, so is the airborne unit. Paratroopers are in supply in the turn of their drop.
12.5 River Units
River units may only move along navigable rivers from one navigable river hexagon to another adjacent, contiguous river hexagon. They need not stop when entering an enemy-controlled river hexagon, but they do not gain control of that (enemy) hexagon unless they end their movement phase in it. They may attack and exploit (this restriction applies to any division supported by the river unit – see 12.2) only towards adjacent, contiguous hexagons. They may be attacked from any adjacent hexagon.
12.6 Artillery
Artillery units are printed on the reverse of the counters but have only one step. One side is the firing side and the other the non-firing side. The small number on the artillery MR is the MA.
Each time an artillery unit is used in a battle it is turned to its non-firing side. It may be turned to its firing side at the start of each friendly movement phase if it is in supply at that time and the player spends 1 RP. It may be freely turned from its firing side to its non-firing side at this time; the RP is not recovered.
In combat, artillery uses its attack factor for both attack and defence if it is stacked with any non-artillery unit linked to the same combat. If it is not supporting another unit, its defence factor is used for combat purposes. Artillery that fires in support of another unit may not be used to satisfy step losses; it shares the fate of the last land unit in the same hexagon.
12.7 Marines
In any invasion combat (see 14.4) in which marines take part, one die is subtracted from the combat roll.
12.8 Airborne Units
Airborne units treat all hexagons as developed, ignoring enemy control of rivers, cities or towns, and may move over (but not onto) enemy units. In combat they use their attack factor for all purposes (attack, defence and exchange), unless 1) they are attacking OOS, 2) they are defending OOS, 3) they attack into a pocket, or 4) only one die is rolled in this combat.
13.0 Air Operations
13.1 Air Operations in General
Each air unit represents the action value of a large number of aircraft in one month. All air units in the GHQ box may be chosen for use each month (air units marked with an "N" are considered naval, not air units; see 14.6). The player must spend 1 RP for each air unit used.
Each air unit carries out one mission per month, whether interception, escort or sorties (bombing, attacks or transport). Interception and escort take place during the Air Phase of each monthly turn. Sorties are carried out during the player's turn.
Only units with an air combat rating that is not in parentheses may carry out interception and escort missions. Only units with land attack ratings in parentheses may carry out bombing missions. Only units with land attack ratings that are not in parentheses may carry out attack missions. Only units marked with a "T" may carry out transport missions.
Some missions require a unit to make a "hit". Two dice are rolled; if the result is less than or equal to the unit's own rating, the unit has achieved a hit.
13.2 Interception
During this phase, each player attempts to intercept the enemy's sorties and to protect his own. All air units used that month are divided into three piles (out of view of the other player): interception, escort or sortie. Once an aircraft has been assigned to a particular mission, it may not be changed to another or that mission aborted. The corresponding interception or escort is then carried out by each player.
All the sortie aircraft are lined up on an empty point of the map. An aircraft with an asterisk in its air combat rating may not be intercepted (stealth aircraft). Escort aircraft, if any, are placed on top of any sortie aircraft, at the choice of the player. More than one escort may be placed on a sortie aircraft.
Interception units are placed on any enemy sortie aircraft. The intercepting player may freely choose the aircraft it intercepts. More than one aircraft may attempt to intercept a single enemy aircraft. Not all sorties must be intercepted.
For each interception, two dice are rolled by the interceptor and two by the intercepted aircraft. One is subtracted if an aircraft's air combat rating is lower than the opponent's (parentheses do not make a difference). A hit eliminates the opposing unit. The roll must be simultaneous, so it is possible for both to be eliminated and for both to remain unharmed. If the sortie aircraft remain unharmed, they are unable to carry out the mission. If more than one unit intercepts a single sortie aircraft, each makes one shot.
In the case of escorted sorties, the escorted aircraft may not be attacked until the last escort has been eliminated. If the sortie unit survives the interception, its range is limited to that of the units escorting it (whether or not they survive).
13.3 Sorties and Range
Each available sortie aircraft may carry out only one mission during the month. The mission may be carried out at any moment in any phase, friendly or enemy. No player is able to intercept or intervene in any way in the sorties after the interception phase.
Units carrying out sorties may only do so in hexagons within their range. The range of aircraft is measured from any friendly supplied hexagon (not a source of supply); the target hexagon is counted but the supplied hexagon is not. Units with an "∞" range may fly to any place on the map.
13.4 Bombing Missions
Land attack: An aircraft may attack a land unit (alone, never an entire stack) involved in a combat. The attack may be made during the player's combat phase (that is, offensively or defensively). All land attacks by aircraft in a given combat are resolved before the combat die is rolled. Two is subtracted from the die roll if the land unit is a tank, an armoured unit, mechanised infantry or mechanised cavalry. A hit means that the attacked unit may not take part in the subsequent combat. If the result is a hit and is greater than 7, the land unit loses one step and may not take part in the subsequent attack.
City bombing: The aircraft is placed on an enemy city. Two dice are rolled. If the result is less than or equal to the land rating, a "Bombarded City" marker is placed on the city. The city may not act as a source of supply while it has the marker. In the next Production Phase the RP generated is reduced by one point. The marker remains on the city until the player spends 1 RP during a Production Phase to remove it.
Supply interdiction: Place the aircraft in any non-forest hexagon. A hit means that no supply line may be traced through that hexagon. Leave the aircraft there during the enemy movement and combat phases.
13.5 Attack Missions
Strafing: As a land attack, but only tanks, armoured units, mechanised infantry, mechanised cavalry or artillery may be attacked.
Blitz (attacker only): Place the aircraft in any hexagon under attack. Roll two dice; if the result is less than or equal to the land rating, subtract one die from the combat roll and add one to the MR of each attacking unit.
Supply interdiction: Place the aircraft in any non-forest hexagon. A hit means that no supply line may be traced through that hexagon.
Fighter sweep (Caza): Place the aircraft on the GHQ counter. It may then attack any air counter in the GHQ or in the Eliminated Units Box. A hit moves the target unit from the GHQ box to the Eliminated Units Box, and from there to the Force Pool box.
Movement interdiction: Place the aircraft in any non-forest, non-mountain or non-hill hexagon. Leave it there until the next enemy movement phase. Each time a player attempts to move through that hexagon, roll for a hit. If successful, the enemy unit must stop.
13.6 Transport Missions
Air supply: Place the transport aircraft on an OOS land unit; the unit is then supplied, both for movement and for combat. See also 6.6.
Paratroop drop: Each transport may carry one paratroop counter. Place the transport in the hexagon in which the paratrooper is to be dropped (see 12.4).
14.0 Naval Operations
14.1 Naval Operations in General
At the start of each month, all available ships start in their GHQ box. Ships are deployed from the GHQ box to the map, as part of task forces, each consisting of one or more ships or naval air units. Sending a task force (offensively or defensively) costs 2 RP (CSA) or 3 RP (USA), regardless of the number of ships in it. Ships do not count for the deployment limits of section 8.7.
During the naval phase, each player secretly forms one or more offensive task forces to transport land forces (14.3), carry out invasions (14.4) or open a naval supply line (14.5). Once the task forces have been formed, each player announces the destination hexagon of each, but not its composition. Each player may then form task forces to intercept some or all of the arriving enemy forces.
Once all the interception task forces are ready, all of them, offensive and defensive, are placed on the map in or near the destination. Naval combats are resolved one at a time, in any order desired.
Once the combats are resolved, any surviving transport ship is able to carry out its operations. At the end of the month, all ships return to the GHQ box.
There are three types of ship: surface combatants, carriers and transports, as indicated in the diagram.
14.2 Naval Combat
Each naval combat is fought in waves, each wave consisting of all the ships of both sides with the same manoeuvre rating. Each wave fires once, the highest MR first and the lowest last. All the ships of a single wave fire and inflict damage simultaneously. To fire, two dice are rolled and compared with the ship's combat rating. The armour (armos) rating of the target is added to the die roll. If the result is less than or equal to the rating, the ship receives a hit.
If a surface combatant or a carrier is hit, one die is rolled: on a result of 1-4 the ship is damaged and placed in the Force Pool box (not the Eliminated Units Box); on a 5-6 it is sunk and removed (permanently) from the game. If the ship is hit in a sea area without a port city (not town), add two to the damage roll. Transports always go to the Force Pool box.
Generally each ship of each wave is free to fire at any target, and each ship may be the target of any number of attacks in a single combat. However, surface combatants must attack other surface combatants; only if there are no enemy surface combatants may they attack carriers; only if there are neither enemy surface combatants nor carriers may they fire at transports.
The offensive task force may be aborted at any moment during the naval combat; any ship that has not fired then loses its chance to fire in this combat. The interception task force then fires, but adds two to all dice rolled.
14.3 Naval Transport of Land Units
Each transport ship may carry two land units of any type. The ship must be moved from the GHQ box during the naval phase; this counts as a movement from the GHQ box for the purposes of rule 8.7. Assuming the ship manages to complete the crossing (see 14.2), the units must either make an invasion (14.4) or be landed at a friendly port (city or town) during the next friendly land movement phase, or be placed back in the GHQ box. To land at a port, place the transport and the land units in the port; the units may not land if they exceed the stacking conditions. They may not move further or attack that turn. A town port may receive two transports and a city port three.
14.4 Invasions
Invasions may be carried out against any developed coastal hexagon. A naval transport is placed in it during the first friendly movement phase. All the units in the transport are considered to land. They may not move further in this turn nor attack from outside the landing hexagon. Three transports may land units in a city hexagon, two in a town hexagon and one in any other. Transport ships are left in the invasion hexagons for the rest of the month; all friendly units in these hexagons are considered supplied.
If the land hexagon is occupied, a normal combat takes place; the landing force is considered to be in a disadvantageous position. Armoured units and tanks must use their defence factors in the invasion combat. If at least one Marine unit takes part in the invasion, it is treated as a prepared combat (see 12.7). If any surface combatant attacks the invasion force, without taking part in a naval combat, it may be used as an artillery unit for purposes of rule 9.4, but contributes no combat strength.
14.5 Naval Supply
A naval transport is placed in a friendly port (city or town). This port may now function as a source of supply for one month. Units may not be transferred to or from the GHQ box via naval supply.
14.6 Naval Air Craft
Naval aircraft (including aerostats/balloons) bear an "N" on them; they are considered naval units, not aircraft. They may be assigned to any attack force as ships; they have no range limits. Aircraft with a combat rating greater than 0 may attack any enemy ship. Those with a "+" in the manoeuvre rating may be assigned to any ship in an attack force; the MR of the air units is used instead of that of the ships.
Each time a naval aircraft or aerostat takes part in a naval combat, one die is rolled. The armour of the target ship is added to the roll. The aircraft/aerostat is eliminated on a result of 5 or more.
15.0 Weather
15.1 Weather in General
At the start of each of its movement phases, the first player rolls for the weather. A die is rolled and compared with the number in the corresponding month box on the TRC. If the die roll is less than or equal to the number, the weather is good. If the roll is greater, the weather is bad for the following turn. Weather is good or bad over the whole map. Good weather has no effect on the game. Bad weather has the following effects:
- Adds one die to all combat rolls.
- Reduces all MAs by two (one becomes zero).
- Adds two to all air attack/bombing rolls.
- No raids may be carried out.
15.2 Climate Zones
There are two climate lines on the map: snow and hurricanes. All hexagons north of the snow line are in the snow zone. During the months of December to March, both inclusive (marked with "S" on the TRC), the following effects occur in the snow zone during bad weather:
- Mountains: impassable for all units (units located in mountain hexagons must remain there).
- Hills: treated as mountains.
- Plains and clear: treated as rough terrain.
- No air mission may fly over this zone.
- No invasion may be carried out in this zone.
All hexagons south of the hurricane line are in the hurricane zone. During the months of June to September, both inclusive, the following additional effects occur in the hurricane zone during bad weather:
- Swamp hexagons are impassable for all units (units already in swamp hexagons must remain there), as are supply lines.
- Plains and clear hexagons are treated as undeveloped swamp hexagons.
- No air mission may fly over this zone.
- No invasion, naval supply or sea transport may be landed.
16.0 Scenario 1995: American Storm
16.1 Introduction
In 1995 the USA began to worry about the economic progress of the Confederates' high technology. The military preparations were matched by jingoist rhetoric. The CSA launches a preventive strike, hoping to achieve a quick victory and drive the USA to the negotiating table, after international pressure that would seek to have both nations sign a ceasefire.
16.2 Setup
- Turn: June.
- Phase: In the air phase, the CSA plays first.
- CSA: RP = 18. Forts = 10. Counters = 14 two-sided and 50 one-sided.
- USA: RP = 12. Forts = 20. Counters = 14 two-sided and 30 one-sided.
16.3 Victory Conditions
The game lasts only one month (but see 16.4). At the end of the game, the USA's total VP are subtracted from those of the CSA:
- Less than 4: Decisive USA victory. Intense international pressure will force the CSA to cease fire, pay war reparations and make economic concessions to the USA.
- 4-7: Marginal USA victory. The negotiations will conclude with some economic concessions and assistance to the USA.
- 8-9: Marginal CSA victory. The USA is forced to suspend its rearmament and to admit international military inspectors.
- 9+: Decisive CSA victory. The USA will have to pay reparations and reduce the size of its army.
Translator's note: the source's victory bands for "8-9" and "9+" overlap at 9 as printed; this is preserved as printed.
16.4 Special Rules
The production and naval phases are skipped. The weather rules are not used. At the end of the month, the CSA player may choose to play one more turn (not a month). Carry out an air phase and then play a regular turn. Raise each victory level by 3 VP.
17.0 Scenario 1917: The Legacy of Monroe
17.1 Introduction
After the war with Spain, the CSA dominates Central America and the Caribbean, while the USA has strong ties in South America. The new Panama Canal and the Trans-Mexican railways facilitate Confederate incursions into US markets. In 1916 the bellicose Teddy Roosevelt and his "Bull Moose" party narrowly won against the pacific Woodrow Wilson. One month before the inauguration, Roosevelt obtained a declaration of war from a reluctant Congress and prepared to launch his great blow.
17.2 Setup
- Turn: April (1917).
- Phase: The USA player begins first in the first turn.
- CSA: Economy = 8. RP = 0. Forts = 10. Counters = 46 two-sided and 32 one-sided.
- USA: Economy = 12. RP = 6. Forts = 8. Counters = 66 two-sided and 31 one-sided.
17.3 Victory Conditions
If at the end of November 1917 the USA has captured New Orleans, controls all of the Mississippi and has at least 5 VP more than the CSA, it achieves a decisive victory.
If at the end of July 1917 the CSA has at least 10 VP more than the USA, the CSA achieves a decisive victory.
If neither player reaches the indicated objectives, the game continues until the end of the month in which one of the economies is reduced to zero, or until November 1918, whichever comes first; the player with the greater number of victory points wins, although in reality both players lose and the Great Depression lurks in the corners.
17.4 CSA Foreign Trade
Place the CSA Foreign Trade (Foreign Trade) marker on the 8 space of the RP track. This represents the aid they receive from the Franco-British allies. It produces RP only as economy, but cannot be used for mobilisation. Each time the USA captures a CSA coastal port, a die is rolled. On a roll of 1-2-3 the foreign trade is reduced by one point. Starting in March 1918 (if the war lasts that long), a die is rolled at the start of each production phase. Two is subtracted from the roll and the foreign trade marker is reduced by the result obtained. Foreign trade never grows.
17.5 New Tactics
Each time a player carries out an attack and obtains a "DS", "DE" or "SX" result, a die is rolled. On a roll of one, that side has "discovered" new infantry tactics. All "V" units are now available in the Force Pool box.
18.0 Scenario 1940: The Oil War
18.1 Introduction
Both nations have emerged from the harshest Depression in their history. The industrial capacity of the USA is the envy of the world, while the oil boom of the Texas-Mexico region has driven the growth of the industry, trade and ambition of the Confederacy. While Europe arms itself for another war and Japan expands across Asia, the Americans will also seek hegemony through war.
18.2 Setup
- Turn: May (1940).
- Phase: Air phase, toss a coin to see who begins first.
- CSA: Economy = 18. RP = 10. Forts = 12. Counters = 62 two-sided and 54 one-sided, plus the units of the Mexican Protectorate and the Central American Colonies.
- USA: Economy = 20. RP = 3. Forts = 10. Counters = 69 two-sided and 40 one-sided.
18.3 Victory Conditions
Each player can only obtain a decisive victory through a shock (see 18.6). Otherwise, the game continues until the end of the month in which one of the economies is reduced to 0. If both economies reach 0 in the same month, the game ends in a draw. If only one economy is reduced to 0, the total VP of this player are subtracted from the totals of the other. The economy of the survivor is added to the result.
- ≤ 0: Draw.
- 1-11: Marginal victory: the winner is in the stronger position but cannot completely exclude the loser from activity in the hemisphere.
- 12-19: Hemispheric victory: the winner clearly dominates the hemisphere, but much of its military strength will be subject to the politics of the Americas.
- 20 +: Global victory: the winner dominates the hemisphere and becomes a global power.
The victory level moves one level in favour of the Confederacy if they capture Pittsburgh (5907); it moves one level in their favour if they capture Albuquerque (1022) and Denver (1412). The victory level moves one level in favour of the Union if they capture three of the following cities, and two if they capture five: Amarillo (1921), Lubbock (1925), Midland (1928), Houston (3233), Beaumont (3531), Lake Charles (3832), Guadalajara (1034) and San Antonio (2634).
18.4 Blitzkrieg
Each time a player carries out an attack in which armoured units or tanks take part, a die is rolled. On a roll of 1, this side has discovered the formula of the Blitzkrieg (lightning war). All units with a "V" are now available in the Force Pool box. This discovery must be made independently by each player.
18.5 Unit Conversion
Once the "V" units are available, players may choose to convert the new formations into infantry divisions (only). Existing infantry divisions must be in supply on the map, in the Eliminated Units Box or in the GHQ box. They are placed face down in the Force Pool box and each of the new units is placed on the TRC for the following month. The full RP cost of the new unit is paid, minus two (if the infantry division comes from the GHQ box or the map) or one (if it comes from the Eliminated Units Box).
18.6 Shock
Each player must keep track of the effect of cities lost. A control marker is placed on the 0 space of the RP track. Each time a friendly city falls, the shock level is increased by the VP value of the city (if it grows beyond 10 a second marker is used). At the next production phase the RP generated is reduced by the number of shock points, bringing the shock marker back to 0.
If at the start of any production cycle, the shock points generated in that month are greater than the economic level, a die is rolled. If 1-2-3 is obtained, that nation surrenders and the other player obtains a decisive victory (if both surrender at once, the game is a draw).
18.7 Change of Player Order
At the end of each production phase, the second player may attempt to change the order of the players. He must spend 5 RPs (representing a significant expenditure of supplies) and a die is rolled. On a roll of 1-2-3 he becomes the first player in the following month. If the first player has more shock points that month than the second, one is subtracted from the die roll.
19.0 Scenario 1944: Race for the Bomb
The 1940 Oil War lasted at least two years. The United States, which had started the war, was completely superior, invading most of Texas in less than two months. This was due to its mastery of Blitzkrieg (with the support of German military advisers). However, the Confederates proved to be quick learners in using Blitzkrieg and in the autumn of 1940 they launched a campaign that not only recovered all of Texas, but also penetrated the north, reaching Denver and Kansas City before the arrival of winter brought the advance to a halt. East of the Mississippi both sides had built a series of strongly fortified positions that prevented any major attack along the border. In the spring of 1941, the United States mounted its counteroffensive in Texas, which the Confederates were able to halt approximately on the old border line, and there the war stagnated during the summer of 1941.
Meanwhile, on the other side of the sea, World War II was running more or less along its historical course. There was, however, a great difference when on 7 December 1941 the Japanese attacked the British naval base at Singapore. With the British Pacific Fleet destroyed, Japan conquered all the European possessions in South-East Asia in about four months, as happened historically. The American possessions in the Pacific were not occupied for two reasons. One was that the United States were allies of the Axis through Germany. The second was that the United States had withdrawn most of its military forces from the Pacific to the mainland to support the Oil War, so they posed no danger to the Japanese advance in the western Pacific.
However, during the conquest of Dutch Indonesia the oil fields and refineries were destroyed before the Japanese could take them. Although the oil fields were Dutch property, their administration was in the hands of Confederate oil companies. Southern workers and technicians were responsible for their destruction, and the Japanese, in revenge, murdered them all after capturing them. This drove the Confederate States to cut all relations, both commercial and diplomatic, with Japan. Japan then approached the United States with the offer of a twenty-year peace treaty. In short, if the United States recognised all the Japanese conquests in the Pacific, Japan would respect all American possessions. In secret Japan negotiated a clause by which, if the United States supplied it with workers and technicians to rebuild and restart the oil fields of Indonesia, it would receive any surplus oil that Japan did not need. The United States agreed and signed the treaty in April 1942.
Now that the United States had secured its oil supply, it no longer needed that of the south, which was the main reason for its war with the Confederates. The American government offered the Confederates the signing of an armistice that would come into effect in May 1942. As both sides were approaching economic exhaustion, it was quickly accepted. The original border was restored and both countries demobilised their deployed forces. By the end of 1942 the borders were quiet. But the leaders of both sides knew this was a temporary situation.
After the Oil War, the two countries began to investigate the scientific theory of nuclear fission in order to create a super weapon, but it was not until the signing of the armistice that these investigations began to be developed seriously. Although both sides carried out their work in secret, their respective intelligence services kept their governments informed of the progress of the other. Meanwhile their economies not only recovered, but expanded thanks to supplying raw materials and war materiel to their respective allies in the World War. Both sides also used this time to modernise their armed forces in anticipation of the next cycle that they believed would begin after five years. However, in the spring of 1944 the situation changed drastically.
At the beginning of 1944 Great Britain and Germany, which had been developing the atomic bomb separately, came to the conclusion that they could not complete this development by themselves and sought the help of their respective American allies. Both the United States and the Confederate States agreed to help them if Germany and Great Britain transferred their technicians, researchers and materials to the relatively safe America, to complete the work they were carrying out and obtain the bomb before the war ended. Both belligerents accepted, and in the spring of 1944 the development of the atomic bomb was concluded in the two American republics. Unfortunately, the intelligence services of both sides reported to their respective governments that the other side was at the head of the research on the bomb. This led the two governments to consider launching a preventive war to defeat the other before it could complete the bomb.
19.1 Introduction
The growing mistrust between the two nations and the fear of a possible nuclear predominance of the enemy led the leaders of the two countries to launch preventive attacks on one another.
19.2 Setup
-
Turn: June (1944).
-
Phase: Air phase, toss a coin to see who is first.
-
CSA: Economy = 20. RP = 10. Forts = 12. Counters = 57 two-sided and 61 one-sided, plus the units of the Mexican Protectorate and the Central American Colonies.
-
USA: Economy = 24. RP = 5. Forts = 10. Counters = 67 two-sided and 38 one-sided.
19.3 Victory Conditions
The victory conditions are the same as those indicated in section 18.3 of the 1940 scenario rules. The victory rules through shock (rule 18.6) and economic exhaustion are used. Ignore the rules on changing the victory level by capturing enemy cities. The change of victory level occurs only when one or both sides use the atomic bomb. If only one side uses the bomb, the victory level moves one level in its favour. If both use it, one use cancels the other.
19.4 Blitzkrieg
As both sides dominate blitzkrieg, all "U" counters are available at the start of the scenario. In fact both sides have modernised their forces since the end of the Oil War and have integrated the new units into their armies, while improving other units with brand-new equipment and weapons. (Note: all the new counters mentioned in this article must be created by the players themselves.)
CSA: Use the 1940 setup with the following changes:
- The eight 6-4-2 mechanised infantry divisions may be placed anywhere in the CSA territory, with the restriction of one per state. In turn 2, the Confederate player must remove one of the divisions of infantry marked with the "S" of his choice from each of his states and place them in the force pool box.
- All regular cavalry divisions and brigades are removed from this scenario. On the turn the Confederate player will place the NBF mechanised cavalry brigade and four new 3-2-3 mechanised cavalry brigades of this variant in the states from which the cavalry divisions were removed. The player may choose which unit to place in each state.
- Remove the four 3-2-1 tank brigades from this scenario. Replace them with the four new 4-2-1 tank brigades of this variant. One brigade may be placed anywhere in the CSA, another is placed in the eliminated units box and the other two in the force pool box.
- Add to the GHQ box the two paratroop brigades and the two mechanised infantry brigades that are with the original counters.
- Remove all the (1)-5-6 bomber and 6-0-6 fighter air units from the scenario. Add all the following variant counters: one (1)-(6)-7 bomber and two 7-0-7 fighters to the GHQ box. Remove the 7-0-0 defence fighter unit and add one 8-0-0 defence jet fighter unit to the force pool box. Add the heavy bomber unit (with the same values as those of the USA) to the force pool box.
- Place the naval transport unit Manassas in the GHQ box. Add to the force pool box the naval transport units 5-(1)-5 Vicksburg, Chattanooga, Sharpsburg and Gettysburg, and the 8-(+2)-4 surface naval unit Alabama.
USA: Use the 1940 setup with the following changes:
- The five armoured divisions and the five mechanised infantry divisions are placed anywhere in the United States. The ten motorised infantry divisions are re-placed in the force pool box.
- Remove the two cavalry divisions and the two cavalry regiments from this scenario. The 11th mechanised cavalry regiment may be placed anywhere in the United States. The 12th mechanised cavalry regiment and the two variants of the 4-2-4 mechanised cavalry regiments are placed in the force pool box.
- Remove all the 4-1-0 and 3-1-1 tank regiments from this scenario. The 66th and 67th armoured regiments are placed anywhere in the United States. The 3rd and 184th mechanised infantry regiments are placed in the eliminated units box. Place one variant of the 5-5-2 armoured regiment and one variant of the 4-4-2 mechanised infantry regiment in the force pool box. Place the 5-2-1 tank regiment together with the three variants of 5-2-1 tank regiments in the force pool box.
- Place one paratroop division and one marine division in the GHQ box. Place the other paratroop division and the other marine division in the force pool box. Take two 4-4-0 infantry divisions, at free choice, from the GHQ box and place them in any city within their respective states.
- Remove all the 3-4-5, 4-5-6 and 6-0-6 fighter units and the (2)-6-6 dive bomber unit from this scenario. Place one variant of the 7-0-7 fighter units and two of 5-6-7 in the GHQ box. Move one of the heavy bomber units from the force pool box to the GHQ box. Place in the force pool box one variant of the 7-0-7 fighter unit, one variant of the 5-6-7 fighter unit and one variant of the 8-0-0 defence jet fighter unit.
- Remove the two 0-(2)-6 balloon units from this scenario. Place the surface naval units Wisconsin and Missouri and the naval transport unit Yorktown, together with two variants of the 4-(+1)-7 naval air units, in the GHQ box. Place in the force pool box the variant of the 6-(-1)-5 naval transport units Enterprise, Ranger, Hornet and Wasp.
19.5 Jet Fighters
Each side obtains one defence jet fighter point at the start in its respective force pool boxes. These jets may only be used for interceptions and not for other purposes. A jet fighter may fire at any air unit, ignoring any escort fighter unit that the target unit may have. Escort fighter units, however, may still fire at the jet.
Note: The first jet fighters developed during the Second World War, although faster than propeller-driven fighters, also had a shorter range, which made them ideal for carrying out interceptions, for which they were mostly employed. When intercepting bombers they could use their speed to draw away the escorts. Unfortunately they became slower at catching bombers, which gave the escort fighters the opportunity to shoot them down.
19.6 Fighter Range
Both sides may double the range factor of their fighter units during a sortie. To do this they must spend 2 RPs per fighter sortie.
Note: This reflects the use of drop tanks to increase range, which was in vogue for several air forces at the time.
19.7 Production of Naval Transport Units
Both sides may produce transport units in two different ways. One way is the normal one indicated in the production rules, which adds another naval unit to a side's forces. The other way is to convert a surface naval unit into a naval transport unit. To do this the player pays half the production cost of a naval unit and in the reinforcement turn places the transport unit in the GHQ box and removes one surface unit, which is removed from the game. A player may not use a damaged surface unit from the holdings box as the unit to be removed. He may choose which surface unit to remove.
Note: This rule reflects the fact that the naval world at this time was changing from war-oriented navies to transport-oriented navies. Within the context of this rule, the war ships were being withdrawn from the navy and their cruisers and destroyers were assigned to the new transports, thus limiting the production costs of the new escort vessels of these transports.
19.8 Atomic Bomb
Development: Both sides, starting in the first month, may assign 1 RP to the development of the bomb. This is done during the Production Phase, when units are built or rebuilt. Players should keep track of the total RPs assigned during the game. At the start of the month in which the twelfth RP has been assigned to the development of the bomb, a player may roll a die to check whether he has successfully completed it. This is done in the production phase after spending 1 RP. A result of 1 means that development has been completed; any other result means it has not. Each subsequent month, the roll required is increased by one (2nd month – 1 or 2; 3rd month – 1, 2 or 3, etc.) until the 1-5 roll is reached and the last RP for the development of the bomb is spent. During this time a player must continue assigning 1 RP per month to continue development. A player may not assign more than 1 RP per month and if he assigns 0 in a month, the process stops. The process will resume where it was left off, when the player again assigns 1 RP per month.
Production: Starting in the month in which development is completed, the player receives an atomic bomb at the end of the Production Phase. Thereafter, every three months the player receives another atomic bomb at the end of the Production Phase, and so on until the game ends. During production a player must continue assigning 1 RP monthly and if for any reason he does not do so in a month, production stops and does not restart until RPs are again assigned to its production. Each player must note the number of bombs he possesses.
20.0 Designer's Notes
The biggest problem that arose when designing this game was that of scale. The border between the Union and the Confederacy is as long as the eastern front at its greatest extent during the Second World War, but the armies deployed by these two nations would be considerably smaller than those of the USSR and Germany in the Second World War. With both sides unable to garrison the entire border, the situation would be fluid, especially in the 1995 and 1940 scenarios. I have softened the pace of the game, to prevent the two sides from provoking battles with crushing ratios and/or large pockets each turn. Paradoxically, I have tried to moderate the fluidity of the situation by increasing the fluidity of the action.
The first step was to make deep penetrations into enemy territory relatively less effective than in many other games. Limited supply lines and their effect on attack, paired with the multiple-dice combat system, make attacks launched after long movements less efficient. Even with high combat ratios, there are many chances that nothing will happen with a three-dice roll. This allows players to leave gaps, equipping their target garrisons within the range of enemy movement. They will be able to reinforce any important point before a prepared attack is launched against that point.
The multiple-dice system and the stacking limits in the defender's hexagon for combat make it difficult to carry out a crushing sudden attack against a single hexagon, unless only one weakened unit is left in that hexagon. A player who concentrates his forces on a few hexagons will therefore be less vulnerable.
Finally, what I have called the "porous hexagon" allows players to trace supply lines through hexagons occupied by enemy units unless the maximum stacking level is exceeded. This makes the usual tactic of surrounding a less valuable enemy unit less effective (although this will cut off reinforcements).
The combination of these rules creates a simulation where there will be several "fronts" at any time, normally with large gaps between them. To achieve true success, you must bear in mind that you must control both a wide area and a specific individual hexagon. Controlling such an area requires a careful assault plan, in which various weapons are used (aircraft, master strokes, paratroopers, reserve brigades to help exhausted divisions, massive artillery...) and it must be maintained for a long time to overcome the enemy, after which its cities and forts must be reduced.
The only unusual factor of the counters is the manoeuvre rating. Twentieth-century warfare has been dominated by the integration into combat of internal combustion machines, radio communication apparatus and, more recently, electronic elements. The most successful armies took advantage of these new tools to practise a more destructive kind of combat in which rapid exploitation of successes is carried out. The MR is a measure of how well-trained, organised and equipped units are able to move up to and through the battlefield. I have set out to present three completely different styles of combat with a simple mechanism (the differences between the scenarios are more the product of the differences of the counters than of special rules).
The combat system is the product of three factors. The first is the use of terrain to limit the number of units taking part, while modifying combat strengths or results. These aids reduce the amount of calculation needed in each combat, and there is also a better representation of what actually occurred on the ground; rough terrain limits the potential entries applicable to an attacker, making it easier to block a hexagon. The exception is "plains"; the reduction here is caused by the existence of long fields of fire due to the lack of vegetation.
Second, the multiple-dice system has allowed me to integrate a varied network of factors into the resolution of combat, without requiring a significant amount of calculation and without distorting the degradation of combat results. An attack may be carried out with a great advantage yet have the same success as another carried out with a much smaller advantage. The greater number of dice in fact represents a reduced capacity to predict and control the outcome of the battle, and both a reduction of intensity and a decrease in the strength of the attacker.
The third was the decision to "go back" to a combat system based on the loss of steps. The problem here lay, again, in scale. The number of units involved in a battle would vary from one to ten (in cities) and the defender's stacking limits would tend to keep long battles at the bottom of the CRT. A shifting system would allow a relatively balanced game to be maintained, with battles of different sizes. The distinctions between the economies reflect the different sources of resources. The Confederacy had abundant oil, so it could mobilise ships, aircraft, trains and automobiles relatively cheaply. However, it lacked steel, which made the construction of ships, guns and armaments relatively expensive. Because of this, its army was more manoeuvrable, but the Union's would have the advantage of the straight line, of fighting to the last drop of blood.
The differences between the armies reflect their different military and alliance cultures. The Confederacy still depended on aggressive infantry. At that time I have allied them with the Franco-British, who were pursuing the development of tanks as infantry support and as the main factor for breaking fronts. The Union employs more artillery. Its main ally is Germany, which was evolving from the stosstruppen/schwerpunkt line to the concept of blitzkrieg.
Finally, Mason-Dixon covers a great number of styles of land warfare, all of them historical. This is the main potential of the different variants and scenarios.
Extended Turn Sequence (Player Card)
Translated from the extended turn sequence printed on the Player Card, as reproduced in the source file.
A. Air phase.
- Pay 1 RP for each aircraft that is to be used (13.1).
- Separate the stacks into interceptors and sorties (13.1).
- Carry out interception by both sides (13.2).
- Set aside the surviving sorties for later use (13.3 – 13.6).
B. Naval phase.
- Form the offensive task forces (14.1 – 14.6).
- Announce the destination hexagons of each offensive task force.
- Form the interception task forces.
- Resolve the naval combat (14.2).
- Resolve naval missions (14.3 – 14.5).
C. First game turn.
- First player's turn.
- Movement phase:
- Change unit types if they are stacked together.
- Move to/from the GHQ before moving any other unit (8.7).
- Place a Prepared Battle marker on any attacking unit that moves its MR or less (8.5).
- Pay 1 RP per unit to use Administrative Movement (8.6).
- Move the OOS units, one at a time (8.4).
- Combat phase:
- After resolving all combats, place control markers on any city, town or river hexagon now occupied, or from which a friendly unit has advanced after combat.
- Movement phase:
- Second player's turn.
D. Second game turn.
E. Third game turn.
F. Production phase.
- Voluntary mobilisation: reduce the economy by 1 point, take 10 RPs (5.3).
- Generate RPs based on the size of the economy, roll for economic deterioration (5.2).
- Use the RPs to (re)build units (5.5 – 5.6) and forts (10.1).
- Disband units to create RPs (5.4).
Terrain Effects Table (TEC)
The Terrain Effects Table is reproduced from the source's table, read cell by cell in row order (terrain, movement, combat stacking, combat effects).
Columns as printed: Terrain | Effect on movement | Combat stacking | Effects in combat.
| Terrain | Movement effect | Combat stacking | Combat effects |
|---|---|---|---|
| Undeveloped (Sin desarrollado) | Stop | OTIH | OTIH |
| Clear (Claro) | 1 | 5 | None |
| Rough (Escabroso) | 1 | 3 | None |
| Plains (Llanuras) | 1 | 3 | -1 on bombing/strike rolls. Light infantry uses DF. Tanks/armour use AF. |
| Forest (Bosques) | 1 | 2 | +2 on bombing/strike rolls. Light infantry uses DF. Tanks/armour use AF. No exploitation out of them. |
| Hills (Colinas) | 1 | 2 | +2 on bombing/strike rolls. Light infantry uses AF. Tanks/armour use DF. No exploitation out of them. |
Key as printed:
- AF: Any type uses its Attack Factor, both in attack and in defence.
- DF: Any type uses its Defence Factor, both in attack and in defence.
- OTIH: The other terrain of the hexagon.
- *: Stop if controlled by the enemy.
Production Table
| Unit or cost item | CSA (RP) | USA (RP) |
|---|---|---|
| Infantry (non-motorised) | 2 | 2 |
| Cavalry (non-mechanised) | 1 | 1 |
| Artillery | 3 | 1 |
| River units | 3 | 1 |
| Tanks | 3 | 1 |
| Armoured and mechanised infantry | 5 | 4 |
| Any other land unit | 3 | 3 |
| Ships (any type) | 6 | 4 |
| Aircraft (any type) |
Notes as printed:
- The number is the RP cost to produce a unit of any type. Division-size units require one month on the TRC per RP spent. All units cost 1 RP to move from the Eliminated Units Box to the GHQ box.
- * The first three are free.
- ** The first five are free.
Translator's note: the source's "**" note ("the first five are free") is not attached to any entry in the text conversion; it is preserved as printed.