Norge: the first battle between the Germans and the Allies
Norge: The First Battle between the Germans and the Allies Rulebook
Table of Contents
Table of Contents
- Components
- Victory Conditions
- Maps, Units and Markers
- Set Up of the Game
- Turn Sequence
- Phase 1: Weather
- Phase 2: Placement of Air Units
- Phase 3: Naval Movement/Combat, Preparation of Convoys
- Phase 4: Naval Transport/Disembarkment, Air Transport/Air Drops, Ground Movement & Combat
- Phase 5: Secret Movement of German and Allied Subs; Placement of New Subs
Components
The game contains: one Strategic Map (SM), 6 Tactical Maps (TM's), 1 Calendar/Reinforcement Chart, 1 CRT for land combat, 1 CRT for Naval combat, Submarine against surface target ratio chart. 1 sheet for each player to note submarine positions each turn and content of convoys. 1 six sided die. 4 mini maps for off board combat and/or movement. Text in RED = needed clarification; text in BLUE = optional rule.
- Germans: 44 land units, 5 Fighter & 5 Bomber Gruppen, 5 battleships, 4 subs and 6 convoys
- Allies: 28 land units, 2 fighter squadrons, 2 carrier & 4 battleships, 3 subs and 4 convoys.
- Markers: 12 weather, 7 destroyed bridges, 14 temp. reduction, 16 German control, 1 turn marker.
Victory Conditions
Norge is played in 10 game turns and the player with the most points wins the game.
- Germans: each TM with > combat factors than Allies: 4 pts; each airfield and Narvik in control: 2 pts.
- Allies: each TM with > combat factors than Germans: 6 pts; each airfield and Oslo in control: 4 pts.
- Both: each battleship/carrier sunk/damaged: 4 pts/2 pts; each convoy sunk/damaged: 2 pts/1 pt.
- A player must have 5pts more than his opponent to win the game, otherwise it is a draw.
Maps, Units and Markers
- Naval and air units are moved/placed on the Strategic Map. 2 weather markers show the weather.
- Land units are moved/placed on the Tactical Maps or 4 off-board mini maps (4 hexes E-W and 5 hexes N-S). One mini map represents 1 land hex on the Strategic Map.
- The calendar/reinforcements chart shows all naval units, submarines and 2 German units for turn 6 that come available on the indicated turn. They may be used in that turn or on a following turn.
- Two A4 hex grid sheets were used to draw the missing roads, rivers between the TM's: A, B, C and D. Distance between A and C is 5 hexes (NS); B and D is 10 hexes (NS) and B and C is 8 hexes (EW).
The Strategic Map (SM)
- On this map the 6 Tactical Maps are drawn outlined by red dotted lines.
- The Swedish border is depicted with a yellow dotted line. No air units my cross this border.
- On the ocean there are numbered sea areas for marking the location of each players submarines.
- There is a dotted weather line between the northern (N) and southern (S) hexes on the map. Tactical maps A, B and C are south of the weather line; maps D, E and F are north of the line.
- 2 spaces on the SM are reserved to place a weather marker for the current turn: North and South
- 2 British black triangles on the western map board edge and 2 German on the southern-edge indicate the entrance or departure hexes for naval units entering or leaving the map.
- There are 12 ports and 5 airfields on the map. If brought under German control after start of the game these are marked with a dark grey German cross marker. Aalborg starts in German control.
- The Fjord south of Halden is Swedish territory: no naval units may enter this fjord hex.
The 6 Tactical Maps (TM)
- On the maps are: airfields, ports, quays adjacent to ports used for disembarking troops only, sea, lakes (Map A), rivers and bridges (Map A and B), major (red) and minor (yellow) roads.
- On map F is the sea-ferry lane drawn between two coastal hexes.
- Only units in hexes of a TM that are > 50% of a hex size count towards victory.
Set Up of the Game
- Place the SM, 6 TM's and 4 minimaps and 2 charts on the table. Distance between maps: A-B = 1/2 cm; A-C = 6 1/2 cm; B-C = 11 cm; B-D = 12 cm; D-E = 1 1/2 cm. C and D are 4 1/2 cm adjacent.
- The German player places 1 battleship on: Oslo, Kristiansand, Bergen, Trondheim and Narvik and 1 bomber and 1 fighter on the Aalborg airfield in Denmark together with a German control marker. On each of the 5 battleships he places 1 regimental unit or 3 battalions (no armor or para's) of his choice. Then he places 1 para unit adjacent to Sola (Map A) and 1 to Fornebö (Map B) airfield.
- The Allied player places his 18 Norwegian units on the hexes with their ID's on the Tactical Maps.
- Players place naval reinforcements as indicated on the chart. The German player must reserve 1 para battalion and 1 mountain infantry regiment in reserve for para drops in turn 6 or thereafter together with 4 infantry regiments destined for air transport in the game.
- Deal each player a submarine & convoy sheet. Players write down the location of their at start submarines and content of their convoys which may sail from turn 2 of the game. All units not placed as reinforcements, air transport or air drops are placed in reserve. Each convoy may load up to 3 regimental equivalents. Convoys may be left empty for use as decoys. Turn sequence.
- Place 2 weather markers with a "Sun" icon on the North and South Weather space of the SM.
Turn Sequence
Each turn consists of 5 phases:
- Roll the die two times for weather in next turn and place weather markers on the calendar.
- German player places air units in sunny or rainy weather on his airfields and then moves them to a hex of a Tactical Map in range (outlined on the SM). British player does the same.
- German player moves naval units, executes any naval attacks and load any convoys (use German submarine & convoy sheet) for the next turn. British player does the same.
- German player executes naval and air landings (Turn 1 already done); then moves any ground units and executes attacks. British player does the same.
- Both players move any subs to an adjacent sea area and place new submarines into a sea area using their submarine & convoy sheet. Movement and placement to/in sea area's is not possible if enemy convoys are present there.
Phase 1: Weather
- Weather on turn 1 is fair. Place the "Sunny" N and S markers on Turn 1 on the Calendar.
- On each turn roll the die twice for next turns weather in North and South sectors: 1-3 = fair; 4-5 = rain; 6 = storm. Place the Sunny, Rainy and Stormy markers on the turn of the Calendar.
- Weather effects naval movement, air placement/movement and air support strength.
- On the seas the worst weather condition is used for all sea hexes North and South.
- Naval units have a speed of 16 MF in fair weather, 14 MF in rain and 10 in stormy weather. Convoys have a speed of 10 MF, independent of the weather. Entering light blue sea hexes and ports that are on land touching a part of sea like Halden, Harstad, Mosjoen and Stavanger cost 1 MF. Entering dark blue Fjord hexes cost 4 MF and entering the first light blue sea hex from a Fjord hex cost 3 MF.
- Weather has effect on the strength of air units over a Tactical Map: in fair weather the front side is used, in rainy weather the (reduced) backside is used.
- For German para drop, mountain infantry regiment landing and air transport the Southern Sector and sector where they land may not be stormy weather in that turn.
Phase 2: Placement of Air Units
- German aircraft operate from a controlled airfield: at the start of each turn on each German controlled airfield if the weather in that sector is fair or rain, one fighter and one bomber are placed.
- British fighters operate from carriers at sea and 1 fighter is placed on each carrier if the sea (N and S) is fair or rain. Note that since first aircraft are launched and in a later phase their carriers may be moved, that movement may be done within the return range of their aircraft.
- Aircraft may fly to any Tactical Map depicted on the Strategic Map to add their combat factor to EACH attack AND defense in combat on that map. To reach 1 hex of such a Tactical Map is sufficient to operate the aircraft on all the hexes of that Tactical Map. If both players have air units, the difference between them is used for the player in combat which has air superiority.
- Aircraft may not fly through hexes in a sector (N or S) or sea with stormy weather.
- The 4 German air transports need air superiority over the Tactical Map where their intent to land; for the para drop and mountain infantry regiment landing or dropping that is not needed.
Phase 3: Naval Movement/Combat, Preparation of Convoys
- Naval units are moved one by one by a player over >50% light blue sea hexes or dark blue Fjord hexes. They may cross a sea or fjord hex side only if this hex side contains > 50% of light/dark blue. They may enter ports on land hexes WITH < 50% sea like Harstad, Mosjoen, Stavanger and Halden. Full land hexes without any sea but with ports like Arendal and Namsos can't be entered by naval units; these ports are located adjacent to their Fjord hexes for game purposes. The port of Bergen is located in a Fjord hex, but can be entered (and exited) directly from the two adjacent sea hexes.
- Naval units which are entering the map according the calendar may start from one of the 2 entrance hexes; but if they leave they must be moved from the board by one of these two hexes.
- Stacking limit: Sea hexes: 2 naval units per side, fjords and ports: 1 naval unit per side.
- Stacking at sea is only allowed for battleships: 2 in one hex or 1 escorting a carrier or convoy.
- Only battleships can attack enemy naval units. Naval combat is only allowed in sea or Fjords hexes.
- Carriers and convoys may only defend themselves: their combat factor is placed within parenthesis.
- The 5 German battleships that start the game in Norwegian ports may attack British naval units only after they have left the board, stay 1 turn off board and then reenter the board by one of their entrance hexes. If attacked they may defend themselves.
- Naval combat is executed when battleships are moved to a sea or fjord hex with enemy naval units. The ratio between attackers and defenders is computed using the sum of attack and defense factors present. Attacks < 1-2 are not allowed. A die is rolled on the naval CRT: Ar = 1 attacking battleship (or submarine) is reduced ; N = no results; Dr = 1 defending naval unit is reduced, De = 1 defending naval unit is sunk. Owner may choose the naval unit which is reduced (flipped to its backside) or sunk. If a convoy is damaged (reduced) all units on board are reduced (1 eliminated unit counts as 2 reductions). If a convoy is sunk all units on board are eliminated.
- Battleships MAY execute defensive combat, ignoring adverse results, each time enemy naval units move through their hex without attacking them. A player may negate defensive combat if he moves a battleship first into the hex with the enemy battleship and then move other naval units without any interceptions through the hex where naval combat will be executed.
Preparation of Convoys
- Convoys, which are not reduced, may be loaded with a max of 3 regiment equivalents. Error: 4th and 15th British Infantry units are BRIGADES (2 regiments), not battalion sized units.
- Two reduced convoys may be merged into 1 full strength convoy before they are loaded again.
- Convoys that are moved from the map need 1 turn to be loaded again. The next turn they may be placed on one of the entrance hexes to be moved to the port of their destination.
- In each turn only 1 convoy in each port may disembark or embark troops.
Phase 4: Naval Transport/Disembarkment, Air Transport/Air Drops, Ground Movement & Combat
- Convoys are placed on ports on the Strategic Map for (dis)embarkment and units that disembark are placed on the hex with the quays adjacent to the port. Arendal and Namsos are both located in a land hex, adjacent to a fjord hex: convoys may (dis)embark troops from their fjord hex.
- On turn 1 the Germans disembark units in 5 Norwegian ports from their battleships to occupy these ports: a die roll of 1-5 is a success and a 6 a fail (Oslo: 5-6). If successful the units may be placed on the port hex itself. If the attempt fails, the naval unit and units on the quays hex are reduced. Next turn they may try again, but only if no enemy units have occupied the port. If this is the case the reduced battleship embarks the reduced units on the quays and may sail for another non enemy occupied port on the map or return home. This is the only instance in the game that battleships may disembark troops. After returning home they are not allowed to do so.
- Disembarkation for convoys in non-enemy occupied ports is successful on a die roll of 1-3. On a 4-6 the convoy and disembarking units are reduced. Same rules as for battleships above.
- If a port is occupied by enemy units no disembarkation there is possible anymore.
- Disembarkation in own controlled ports is always successful.
- Disembarked units may temporary overstack with own units present in the port as long as movement stacking limitations are met at the end of the movement phase, otherwise overstacked units are eliminated (owners choice).
- Units may defend themselves, but NOT be moved or attack in the turn they have disembarked.
- Convoys may also embark troops present in a port, to transport them to another port.
Air Transport & Air Drops
- The German player may transport 4 infantry regiments, max 1 per turn, from off-map Germany to a German controlled airfield in Norway; if he has air superiority over the Tactical Map where the destination airfield is located and the weather there and in the Southern Sector is not stormy.
- The German mountain infantry regiment reinforcement on turn 6 may also be flown in in this way.
- Transported units may temporary overstack with own units present on the airfield as long as movement stacking limitations are met at the end of the movement phase, otherwise overstacked units are eliminated (owners choice).
- Units may defend themselves, but NOT be moved or attack in the turn they have been flown in.
- From turn 6 onwards the Germans player may drop 1 para unit and 1 mountain infantry regiment from off-map Germany to any non-enemy occupied or controlled hex in Norway, if the weather in the sector of the drop hex and in the Southern Sector is not stormy. No air superiority needed.
- The Mountain regiment is reduced if it executes an air drop.
- Units air dropped may not be moved during ground movement step, but CAN attack enemy units next to them and may be retreat or advance after combat.
Ground Unit Movement
- Stacking limit per hex: 3 regiments. 1 regiment is the equivalent of 3 battalions.
- Land units may move on land hexes (90% brownish land) not crossing sea hex sides (like that near Oslo) or entering Lake hexes (Map B).
- Units are moved one by one, in any direction. Each hex entered cost 1 MF, if moving over major OR minor roads add 3 or 2 road hexes to the movement (non=cumulative). Entrance of port or airfield hex cost +1 MF, crossing a non-bridged river hex side +3 MF.
- Each ground unit has a ZOC over all 6 adjacent land hexes. Moving from a hex in an EZOC to another EZOC cost +1 MF.
- ZOC's doesn't extend across sea or river hex sides.
- Movement along the Ferry on Board F from coast to coast costs 1 entire units movement. The unit must start movement on one side and the destination hex may not be enemy occupied.
- Armored and non-mountain artillery units may only move on road hexes and adjacent hexes.
- All units, except the 3 German Para, 3 Norwegian Cavalry, 10 German and 2 French mountain units, lose 1 MF if moving only through non-road terrain.
Blow & Repair of Bridges
- Any unit moving to a hex next to a bridge may blow the bridge if no enemy unit is at the other side. Place a blown bridge marker on the hex side.
- The Allied player may also try to blow ONE bridge per turn if no enemy unit is placed next to it by throwing a die. The bridge is blown on a die roll of 1-4.
- A blown bridge can be repaired by staying 2 full turns next to the blown bridge without an enemy unit on the other side. At the end of the second turns movement phase the marker is removed.
Combat
- Combat is voluntarily. 1 combat is: 1 or more own units on one or more hexes against all enemy units (or a port or airfield) in ONE adjacent hex.
- Total all attackers Combat Factors (CF) and then that of the defender to establish the combat ratio. Attacks with a ratio less than 1:2 are not allowed. For each enemy unit in the attackers ZOC's that is not attacked 1 CF is subtracted from the attackers total.
- CRT results are: a1/a2; d1/d2: attacker or defender retreats 1 or 2 hexes; r = defender is reduced; N= nothing happens.
- Units that have retreated are marked with an RT-marker and may not attack in their own phase. Remove the RT-marker after their attack phase.
- Defending units may retreat through EZOC's but are eliminated if they are in an EZOC after retreat.
- Defender may voluntary reduce each defending unit to cancel its retreat.
- If the all defenders are eliminated or retreated, the attacker may occupy the vacated hex.
- Ports and airfields have an intrinsic defense of 1 CF and must be attacked to be able to capture them, which follows after a d1/d2 or r result.
- If units defend a port or airfield 1 CF is added to their total.
- The attack factor of an artillery unit is multiplied by the number of enemy regiment (equivalents) in one hex they are firing against (max 3 times). If firing at a battalion the factor is halved (round up).
- Artillery defends with a CF "1" if attacked alone or with other artillery units.
- AT-units double their CF in attack and defense against armored units.
- Defending units forced to retreat across the Swedish border or across sea hex sides are destroyed. Same for armored units if forced to retreat more than 1 hex away from a road hex.
- Land units, except for artillery, may not attack over a sea hex side.
- Units, except artillery, that attack across a river hex side have their CF halved (round up).
Phase 5: Secret Movement of German and Allied Subs; Placement of New Subs
- Players now both secretly moves their subs to an adjacent numbered sea area and place new submarines according to the Calendar in a sea area.
- No placement in or movement to a numbered sea area where an enemy convoy is present.