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Norway 1940: The Kriegsmarine Strikes thumbnail

Norway 1940: The Kriegsmarine Strikes

Norway 1940: The Kriegsmarine Strikes Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Objective
  • 3.0 Components
    • 3.1 Map
    • 3.2 Charts and Tables
    • 3.4 Counters
  • 4.0 Game Setup
    • 4.1 German Target Determination Table
    • 4.2 Initial Setup of the Norwegian Forces
    • 4.3 Initial Setup of the Allied Player
    • 4.4 Initial Setup of the German Player
    • 4.6 Marker Setup
  • 5.0 Game Sequence
    • 5.1 Reinforcement Phase (First)
    • 5.2 Movement Phase (Second)
    • 5.4 Interactive Search Phase (Third)
    • 5.5 Combat Phase (Fourth)
    • 5.6 End of Turn Phase (Fifth)
  • 6.0 Movement and Search
    • 6.1 Ship Movement
    • 6.2 Aircraft Movement
    • 6.28 Using Airborne Troops
    • 6.29 Air Emergency Scramble
    • 6.3 Alternating Search Phase
    • 6.4 Encounter and Tracking
  • 7.0 Supply of Occupied Areas
  • 8.0 Combat
    • 8.1 Submarine Torpedo Attacks — Step One
    • 8.2 Surface Ship Combat — Step Two
    • 8.3 Special Pursuit Battle
    • 8.4 Fortress Return Fire Against Surface Ships — Step Three
    • 8.5 Air Strikes — Step Four
    • 8.6 Resolving Ship Damage
    • 8.7 Paratrooper Occupation Determination — Step Five
    • 8.8 Settlement of Port City Occupation — Step Six
  • 9.0 Norway
    • 9.1 Norway's Neutral Position
    • 9.2 Fortress (CD)
    • 9.3 Norwegian Naval Vessels
    • 9.4 How to Occupy Norwegian Port Cities
    • 9.5 Norwegian Airfields
  • 10.0 Commanders (Optional)
    • 10.1 Assignment of Commanders
    • 10.2 Commander Effects
    • 10.3 Commander Injury
  • 11.0 Wilfred Force (Optional)
    • 11.1 Wilfred Force Entry
    • 11.2 Restrictions When Transporting the Wilfred Force
  • 12.0 Independent Destroyers (Optional)
  • 13.0 Fleet Oilers AO (Optional)
    • 13.1 Supply Capacity
    • 13.2 Fleet Oilers and Combat
    • 13.3 Movement Without Supply
    • 13.4 Nordmark (AO) Supply Ship
  • 14.0 Reinforcements and Withdrawal
    • 14.1 Convoy Escort
    • 14.2 Q-Ship Reinforcement
  • 15.0 Weather (Optional)
    • 15.1 Fog
    • 15.2 Direction of Movement
    • 15.3 Starting From Norwegian Coastal and Fjord Hexes
  • 16.0 Victory Conditions
  • 17.0 Optional Rules
    • 17.1 Additional Aircraft and Ground Units
    • 17.2 King George V
    • 17.3 The Danish Forces
    • 17.4 Additional Ships
    • 17.5 If German Torpedoes Worked as Advertised
    • 17.6 Bergen's Secret Torpedo Tubes
    • 17.7 German Q-Ships
    • 17.8 Ark Royal and the Skua
  • Designer's Notes
  • Ship Damage Record Sheets
    • Allied Ship Damage Record Sheet (盟军舰艇损伤记录表)
    • German Ship Damage Record Sheet (德军舰艇损伤记录表)
    • Special Search Hexes (特殊索敌格子)

1.0 Introduction

Hitler Strikes North is a remake of Norway 1940, published in the 1980s by Quarterdeck Games and Hobby Japan. This version draws on newly discovered material and on the content of the book Hitler Strikes North (same title), co-written with the designer Jack Greene. It upgrades the game and corrects some errors in Norway 1940.

The map covers the North Sea and the Norwegian Sea.

In April 1940 the Second World War entered the "Phoney War" phase. The Allies and the Germans conducted only naval operations and limited air operations. Ground forces faced each other across the frontiers, training and deploying with urgency.

With the Winter War between the Soviet Union and Finland over, both sides turned their attention north, to the ice-free port of Narvik, the outlet for the high-quality Swedish iron ore that was essential for making war materiel.

The Imperial Navy (the German Navy, Kriegsmarine) was more modern, but command of the sea was still firmly held by the British and French navies. To cut off Germany's iron ore supply, Britain drew up a plan to invade Norway. But Britain could not tell when the Germans would send out commerce raiders against the sea lanes that Britain regarded as its lifeline, or whether Germany would seize the initiative and crush the Norwegian army, which was so fragile it was nearly suffocating.

Playing this game, players can experience the fun of the various strategic settings it provides:

  • Facing the overwhelming power of the British navy, can Germany seize the initiative and let its commerce raiders break through the encirclement and interception?
  • Can Germany make use of every element of modern war (land, sea and air) and carry out the world's first modern "joint services" operation, conquering a country like lightning?
  • Can the Allies succeed in stopping Germany from achieving its aims?

In addition to playing the historical scenario, this game also offers optional rules in which the Danish navy also takes part, and a hypothetical setting.

2.0 Game Objective

In this game two players each use an identical map and play behind a screen (use a box or books to stand in for one) placed between them.

Before the game begins, the German player secretly chooses victory conditions, and keeps them hidden from the Allied player until the game ends.

The game proceeds through a series of "turns". One turn represents about 5 hours of real time. One "day" consists of 2 night turns and 3 day turns.

Each player secretly moves his own ships and aircraft on his own map, and searches (scouts) for the enemy's units' positions. Every hex on the map is printed with a "hex number" made of letters and numbers. A search is reported by stating the hex number of the hex being searched. If a search finds an enemy, combat may occur.

Combat has three forms: surface ship gunnery combat between ships, torpedo attacks by submarines against surface ships, and bombing of surface ships by aircraft. Submarines can only make torpedo attacks; aircraft may make torpedo attacks, level bombing or dive bombing.

The combat system is simple: a target is fired on and dice are rolled to determine whether it is hit. A ship that is hit and damaged has its damage recorded in pencil on the ship damage record sheet.

Movement does not use dice. But the game contains many historical elements that are resolved with dice.

Besides ships, the game includes coastal gun batteries, and airborne troops (German paratroopers) that can be used to capture the Norwegian airfields.

After 18 turns the game ends. Winning is decided by the number of victory points (VP) earned. VP are gained for successfully occupying places, achieving objectives (German player), and inflicting damage on enemy ships. The player with more total VP wins.

3.0 Components

3.1 Map

The hexagonal cells printed on the map are called "hexes", and they are the reference for determining the location and movement of units. The map depicts most of Norway, part of Sweden, Denmark and Scotland, and the North Sea and the Norwegian Sea. It also shows important port cities, airfields, naval bases, fjords, islands, and the hexes through which units may enter or leave the map.

The red border at the upper right of the map is the boundary that German commerce raiding must break through (see Victory Conditions).

The game provides 2 identical maps, one for each player. A screen must be placed between the two maps so that each player's map status and unit movements are hidden from the other. You may use a game box, books, or any other object that can stand upright as a screen.

One hex represents 33 miles (52.8 km) in reality.

3.2 Charts and Tables

The game provides 3 player aid cards (PAC).

3.21 PAC #1: This card is placed where both players can see it. Turn markers and weather markers are placed on this card to show the current turn number and weather conditions. The card prints the Turn Record Track (14.0) and the Weather Table (15.0).

The "German Historical Plan" is a programme of deployments set according to history, to bring the game closer to the real events (the Norwegian city names below are the tactical destinations of the task groups). In actual play the German player may ignore this arrangement and set up his units as he chooses.

3.22 PAC #2: One side of this card is the Gunnery Table; the other side is the German Target Determination Table. Before the game begins, the German player rolls 2 dice to determine which objective must be achieved during the game.

3.23 PAC #3: This card prints the resolution tables for torpedo attacks, air strikes and other special combat.

3.3 Please provide at least 2 six-sided dice yourself. It is recommended that you have as many dice as you can, to use as markers, which is convenient. Of course the original game came with no dice at all.

3.4 Counters

In wargames, the playing pieces are called counters. Each counter in this game represents one ship, one task force (small naval formation), one aircraft unit, or one fortress/coastal battery. These combat elements are collectively called "units".

The other type of counter is used to show damage, status and occupation; these are collectively called "markers".

Unit background colours show the nationality of each unit:

  • British: red
  • German: cyan (blue-green)
  • Norwegian: orange
  • French: light green
  • Polish: purple
  • Danish: teal

3.41 Ship and Task Force Units

3.411 Ship and task force units bear the following information:

(Units marked with an asterisk (*) in the upper left corner are optional units, used only under special circumstances such as the optional rules. The printed information itself is shown by an illustration in the source and is not in the text.)

A task force unit, which represents several ships, has no moderate-damage side. A single ship (not a task force) that has no moderate-damage side is sunk outright when it takes moderate damage.

If the torpedo strength is in brackets, the unit may make any number of torpedo attacks during the game, but only once per turn.

If the torpedo strength consists only of digits and a T (no brackets), the unit may make only one torpedo attack for the whole game.

If the torpedo strength carries the letter "R" (for example 1TR), the torpedoes may be reloaded and used again in the next turn.

The British ships Hood and Rodney each have torpedo strength 2, but may use at most 1 point per turn.

For the torpedo attack special rules concerning the Norwegian coastal batteries at Bergen and Oscarsborg fortresses (map location I16), see 9.2.

A destroyer unit with a ship count of 1 and a "(D)" in the upper right corner is an independent destroyer, detached from a destroyer task force.

3.412 Ship names and task force names are used when a unit refers to a specific vessel.

3.413 The abbreviations for ship types are as follows:

  • BB = battleship
  • BC = battlecruiser
  • CV = aircraft carrier
  • PD = pre-dreadnought
  • AS = pocket battleship (armoured ship)
  • ACD = armoured coast defence ship
  • CA = heavy cruiser
  • CL = light cruiser
  • DD = destroyer
  • TB = torpedo boat
  • ML = minelayer
  • AGP = S-boat tender
  • PT = S-boat (torpedo boat; German PT boat, torpedo patrol boat)
  • UF = Q-ship (British disguised anti-submarine trawler)
  • AO = fleet oiler
  • UB = U-boat (German submarine)
  • SUB = Allied submarine

The German Scharnhorst and Gneisenau are officially named "battleships", but in this game they are classed as battlecruisers.

3.414 Speed is the number of hexes the unit may move on the map. On odd-numbered turns use the value on the left; on even-numbered turns use the value on the right.

3.415 Gunnery is the number of dice the unit may roll when conducting surface gun combat.

3.416 Hit Capacity is the maximum number of "hits" the unit can absorb.

3.417 Torpedo Strength is the number of torpedo points the unit may use. Some German ships may reload their torpedo strength once during the game.

3.418 Flooding Capacity is the maximum number of "flooding" damage points the unit can absorb. When a ship's flooding damage reaches the value on the left, it immediately takes moderate damage and is turned to its moderate-damage side. A ship with moderate damage has reduced capability and may not fire torpedoes.

3.419 Ship Count is the number of small ships contained in the task force.

3.42 Aircraft Units

3.421 Most aircraft units represent one flight of aircraft. The back of the unit shows that it has been used and is waiting to be resupplied.

Operational radius is, simply put, the radius. An aircraft unit may move, attack within this radius, and return to its original base within it. Aircraft may also be transferred to other bases within twice their operational radius (rebasing). In the same turn, an aircraft unit may not both transfer and attack.

3.422 The aircraft types are as follows:

  • B = level bomber
  • DB = dive bomber
  • T = torpedo bomber
  • F = fighter

Although in the Norwegian campaign the Ju 88 carried out glide bombing (a slow form of dive bombing), this game classes it as a level bomber.

3.423 The base name is the name of the base or air group to which the aircraft unit belongs. Each base on the map is printed with the maximum number of aircraft units it can hold (exception: see 9.73). For example, the Skua dive bomber in the illustration belongs to the Hatston base.

Air group names (for example the German "KG Lion" and "KG Eagle" air groups) carry special modifiers in the combat results table (see the Air Strike Table).

3.4231 British carrier aircraft may be moved ashore, and afterwards may re-land on a carrier. But British land-based aircraft units bearing a base name may only be used at the corresponding land base.

3.424 Operational radius is the range over which the aircraft unit can move on the map. When transferring, i.e. changing base, the operational radius may be extended to 2 times.

3.43 Coastal Battery (Fortress CD) Units represent the coastal batteries defending Norwegian port cities. Although this unit's counter is the same size as a ship's, it cannot move. The reverse side of the counter shows the German-occupied state.

3.44 Commander Markers represent individuals who played an important role in the Norwegian campaign of 1940.

Commander markers are of two kinds: commanders who embark on a specific ship or task force (used together with it), and commanders integrated into their unit (the U-boat commanders). The first kind has its own separate counter; the second kind is printed on the corresponding combat unit counter (where it has no real effect).

3.441 A commander marker is assigned to a specific ship or task force unit. A submarine's commander is integrated with that submarine unit (printed on the submarine unit).

Note: Only some submarines are highly effective in combat; others are not. Therefore the "effective" submarines are represented as single units marked "U-##", and the others are represented as one unit representing a small group of several submarines, marked "UB".

3.45 Markers are the counters used to represent and record the various kinds of information in the game, as described above.

4.0 Game Setup

4.1 German Target Determination Table

Before the game begins, the German player secretly rolls 2 dice and uses the "German Target Determination Table" to determine this game's objective. Objectives are of two kinds: "Commerce Raiding" (海上破交作战, cutting the sea lanes) and "Invasion of Norway" (挪威入侵作战).

The German objective is kept secret from the Allied player until the end of the game. The German player records the randomly determined objective on paper and keeps it hidden until the end of the game.

Optional rule: After rolling the dice, the German player may also choose the "Invasion of Norway" objective directly. (Not recommended, although it is historically accurate and gives great freedom.)

Note: When a ship enters play, its associated commander also enters play aboard it. For example, if Scharnhorst enters, Admiral Lütjens enters aboard her.

4.2 Initial Setup of the Norwegian Forces

Following the initial setup table on PAC #2, the Allied player places the Norwegian units on his own map.

4.21 The Allied player must report the number of Norwegian surface ship units in each port city. (The original's intent is that this is memorised at this point; it is recommended to use markers or dice to record it when needed.) Ship types and names need not be reported.

4.3 Initial Setup of the Allied Player

Three B bombers at the Lossiemouth base and one DB dive bomber at the Hatston base are placed at their corresponding bases and may be used from the first turn.

Following the initial setup table on PAC #2, the Allied player places the Allied units on his own map.

Refer to PAC #1 and place the Allied ships in the corresponding positions in the Allied reinforcement area. Refer to the Turn Record Track to grasp, in overall terms, the timing of units' arrival and forced withdrawal.

4.4 Initial Setup of the German Player

The German units that enter play follow the initial setup table on PAC #2, and in combination with the "reinforcement units" that correspond to the German Target Determination Table, the German player selects the units to use.

Try not to let the Allied player work out which units you have chosen.

4.41 Regardless of which objective is chosen:

4.411 The German player may place the air groups "KG Lion" and "KG Eagle" (6 units in total) off the map. These 6 units may enter the map from hex A15 with a movement allowance of 4.

4.412 The other German air units are placed aside, ready for use. They enter play through the optional rules or through special rules such as "Air Emergency Scramble" (空军紧急出动).

4.42 If the objective is the Invasion of Norway:

4.421 Place the "North AO" (北方号 fleet oiler) in any one hex of column FF (not column F). Place the remaining 2 AO (fleet oilers) in different hexes in column L or south of it. For the Nordmark (诺德马克号), see 13.4.

4.422 Other German units that are not marked with an asterisk (not optional) are held off the map for the time being; they may enter the map as reinforcements on any turn the German player wishes. They may also enter according to the "German Historical Plan" on PAC #1.

4.423 Place all UBs (both single U-boats and U-boat groups) in any hexes on the map. However, they may not be placed in hexes within 3 hexes of the coasts of Scotland, Denmark or Norway (when measuring distance, coastal hexes themselves are not counted).

4.424 Reserve ships: the independent DD destroyer Richard Beitzen and the ML minelayer Brummer. These 2 ships enter play from off the map (the German area) on turns after the German Norwegian invasion turn. (See 12.0.)

4.43 If the objective is Commerce Raiding:

When choosing the supporting force for the sea lane raiding objective (see PAC #2), the number of units you may bring into play is smaller than for the Norway invasion: only the units listed for the objective on the target determination table.

Note: A requirement that a particular ship must break out through the Atlantic means that the ship must also be one of the units entering play.

If a ship type with a count is shown ("ship type ×#"), rather than a ship name, the German player may randomly choose that number of units of that type.

For example: if the supporting force is "CA heavy cruiser or CL light cruiser × 2", the German player places all German CA heavy cruiser and CL light cruiser units into a cup (prepare a cup beforehand), and randomly draws 2 of them as the supporting force. Their commanders also enter play (for example, among the cruisers, if Hipper and Köln enter, the commander is aboard them).

4.431 Place the UBs supporting the objective on the target determination table (not all of them) in any hexes on the map. However, they may not be placed in hexes within 3 hexes of the coasts of Scotland, Denmark or Norway (when measuring distance, coastal hexes themselves are not counted).

4.5 Optional Ships (new players are advised to ignore these, except 4.51)

The German player may choose one or all of the following 2 ships to enter play as additional units. If the German player makes this choice, the Allied player may also bring additional ships into play.

Optional ships are not counted in the supporting force. Optional ships enter play in the same way as other German ships (that is, as reinforcements, entering in the German area below the map). For other optional rules, see 17.0.

  • Graf Zeppelin aircraft carrier and her aircraft: If Graf Zeppelin is chosen to enter play, then on turn 4 the Allies bring Ark Royal and her aircraft into play as part of the second wave, from Scapa Flow.
  • Bismarck: If Bismarck is chosen to enter play, the Allied player chooses any one of the following:
    1. Hood and King George V: enter with the second wave, from Scapa Flow.
    2. Strasbourg and Dunkerque: enter with the third wave, from Scapa Flow.
    3. The French Richelieu, Suffren and "DD Flot2 (French) 2nd Destroyer Flotilla": enter with the third wave, from Scapa Flow.

The Allied player must report his choice to the opponent. The German player first decides the game objective, and then decides whether to use optional ships.

4.51 The die result "2" on the German Target Determination Table requires Bismarck to leave the map. This forces Bismarck to enter play.

Note: If both players agree before the game, the Allied player may hide all of his optional ships, including the Norwegian ACD armoured coast defence ship (see the initial setup table).

4.6 Marker Setup

4.61 On PAC #1, place the current turn marker on turn 1, and the current weather marker on "Gale" (大风).

4.62 Place all occupation markers off the map, ready for use, because at the start of the game neither the Germans nor the Allies occupy any Norwegian port.

Note: The Bardufoss occupation marker corresponds to the special rule for Bardufoss airfield in 9.51, so both of its sides show the German-occupied side.

4.63 Other markers are placed, sorted by type, off the map where both players can reach them, ready for use.

5.0 Game Sequence

In just a few hours, under the enemy's extraordinarily brilliant strategy, a nation fell. How should Germany's aggression be judged? This may be one of the most brilliant operations that history has ever recorded, one that no other can match.

— 詹姆斯·戴维南 & 特伦斯·霍斯利 (attribution as printed in the Chinese text)

The game is played by alternating turns between the two players. One day consists of 5 turns (night → morning → noon → afternoon → evening). The German invasion of Norway takes place on the night turn.

Each turn consists of 6 phases. The morning, noon and afternoon turns are collectively called "day turns"; the evening and night turns are collectively called "night turns".

Each turn is carried out in the following order:

5.1 Reinforcement Phase (First)

Reinforcements entering: Check the markings on the Turn Record Track. If a reinforcement table indicates that ships or aircraft enter on this turn, place them on the map (German units enter from the German area off the map).

Weather determination: On morning and afternoon turns, also make the weather determination (the turn record track squares printed with the letter "W" serve as reminders).

Detaching independent destroyers: At this time the player may voluntarily detach an independent destroyer from a destroyer task force. See 12.0.

5.11 A port city occupied by Germany in the previous turn, and the airfield adjacent to it, are treated as occupied by Germany on this turn. (Small markers may be used to record this.)

5.12 All aircraft that are face-down are turned face-up and made available again.

5.13 If needed, make the determination for occupying Bardufoss airfield (DD19) (see 9.51).

Note: the source's phase headings run 5.1, 5.2, 5.4, 5.5, 5.6; no heading 5.3 is printed, and the numbering is transcribed as printed.

5.2 Movement Phase (Second)

Moving ships: Following the movement rules (see 6.0), both players simultaneously move their ships and task forces on their own maps. Norwegian and Danish units may not move before the German invasion of Norway (they may move 2 turns after the invasion. However, on the turn of the German invasion, a unit that withdraws because of combat may move).

Transferring aircraft: Only on day turns may aircraft be transferred to other airfields. Apart from transfers, the ordinary movement of aircraft takes place in the combat phase.

Airborne troops: If German airborne troops are used, place them on the hexes where they wish to land (day turns only; see 6.28).

Air Emergency Scramble: Germany may declare an Air Emergency Scramble, immediately gaining air reinforcements, and the capacity of occupied Norwegian airfields increases. See 6.29.

5.4 Interactive Search Phase (Third)

Both players search to detect the enemy's surface ships. The Allied player completes his searches first, and then the German player searches.

The player who is searching reports the hex in which his surface ships or submarines are located. If the reported hex contains an enemy surface ship, an encounter determination is made immediately.

In addition to surface ship searches, each player has 3 opportunities to conduct air searches, scouting any hexes.

Furthermore, when a surface ship stops on certain special coastal or sea hexes, it must make a special passive report (see 6.37).

5.5 Combat Phase (Fourth)

The 6 steps of the combat phase are resolved in the following order:

  1. Submarine attacks
  2. Surface gunnery combat between ships
  3. Return fire by fortresses against surface ships (exception: see 9.21)
  4. Air strikes
  5. Paratrooper occupation determination
  6. Settlement of port city occupation

5.6 End of Turn Phase (Fifth)

After the above phases are complete, one turn ends. Advance the turn marker one space and begin a new turn.

Do not forget: at this time, remove the "enemy ship detected" and the "enemy ship of the corresponding type detected" markers from both maps. (However, "enemy ship detected" markers in hexes being tracked need not be removed; see 6.45.) (This concerns the identification of engagement positions each turn.)

6.0 Movement and Search

The German soldiers were supposedly sent to Scotland. On 8 April, their traces were found at sea, revealing that their true destination was indeed Norway.

— 杰克·格林 & 亚历山德罗·马希纳尼 (attribution as printed in the Chinese text)

6.1 Ship Movement

6.11 All ships move simultaneously and secretly (exception: the movement of tracked ships follows 6.42).

"Ships" as used below include all single surface ships, task forces, single submarines and submarine groups. "Surface ships" include single surface ships and surface task forces. "Submarines" means single submarines and submarine groups.

6.12 In a turn, a ship may use all or part of its movement allowance, or may not move at all.

The movement allowance is the speed printed on the unit. On odd-numbered turns, use the value on the left as the movement allowance; on even-numbered turns, use the value on the right.

If a ship takes moderate damage, its speed is reduced.

Example: Richelieu has speed 5-4. Her movement allowance on turn 5 is 5, and on turn 6 is 4.

6.13 Each point of movement allowance spent allows a ship or aircraft to move 1 hex on the map. When the movement allowance is used up, the unit may not move further in that turn. The movement allowance need not be fully used, and changing direction during movement costs no extra movement points.

6.14 Ships may enter only sea hexes, coastal hexes, fjord hexes and port city hexes. They may not enter land-only hexes, nor pass along a hex side of a land-only hex.

Example: A ship may not move from O13 to P13.

Important: Germany may enter, but may not occupy, Allied port cities and airfields within Scotland and Denmark. (The strongholds contested by both sides are only those within Norway.)

6.15 Norwegian units may move only 2 turns after the German invasion of Norway, and Allied ships may enter Norwegian coastal hexes and fjord hexes only after that.

6.16 German ships that are off the map at the start of the game may enter the map only through the German area, that is, the hexes at the south edge of the map marked with arrows (A12–17, A19). The number inside an arrow shows the distance from the German naval base within Germany to the hex where the arrow is.

To enter a hex with an arrow, a ship must spend movement points equal to the number inside the arrow. This movement need not be spent in one turn; it may be spent over several turns.

Example: On turn 1, Scharnhorst moves, spending 3 movement points, and stops beside A12 off the map edge (entering A12 requires 4 movement points). Place a "3 movement points spent" marker on Scharnhorst to show that she has spent 3 points off the map. On turn 2, Scharnhorst spends 1 point to enter A12, and may continue moving with the remaining 4 points (her even-turn movement allowance is 5).

6.17 There is no limit on the number of ships that may stack in a hex (stacking means placing multiple units in the same hex). For convenience, players may place stacked units in the printed boxes on the map (I–III), and place task force (TF) markers corresponding to the number of the box.

6.18 A unit on an edge hex may spend 1 movement point to move off the map. Once a unit has moved off the map, it may not return during this game. For a German commerce raid (or to gain VP), a unit must move off the map through an exit hex (the hexes shown in red on the map), which is a successful breakthrough.

The German player need not report that a particular ship has successfully broken through. When the German objective is commerce raiding and the German player feels he already has victory in hand (see 16.4 and 16.5), he may also tell the Allied player this and then end the game.

6.19 Submarines may enter sea hexes, coastal hexes and fjord hexes.

6.2 Aircraft Movement

6.21 Aircraft movement normally represents flying directly to attack a target, and so takes place in the combat phase.

Exception: Transferring aircraft (changing base) takes place in the movement phase. When transferring aircraft, they may move up to 2 times their operational radius to any other airfield or carrier on which they may stop.

Example: An aircraft of the "KG Lion" air group (operational radius 14) departs from the German area (off the map) and changes base to Værnes airfield (Q16). The aircraft spends 4 movement points to enter hex A15, then spends 16 movement points to move to Vaernes airfield (20 movement points in total).

6.22 Aircraft departing from the German area must enter the map through A15.

6.23 The operational radius of an aircraft is printed on the unit. Operational radius is the maximum distance the aircraft may move, counted from the airfield where it currently is. At the start of the combat phase, aircraft that can operate may move to hexes within their operational radius.

Important: After both players have moved and completed their mutual searches, to escort their own ships/TFs, fighters may be moved to cover them (see 8.522).

Example: An aircraft based at Lossiemouth airfield (D2) with operational radius 30 may move to attack an enemy surface ship found during the search phase that is within 30 hexes (when measuring distance, the hex D2 where the aircraft is based is not counted).

Allied aircraft units bear the name of their base or of their carrier. Carrier aircraft may operate using other carriers, or airfields on land, as their base.

6.24 A carrier that takes moderate damage, that is, is turned to its damaged side, cannot serve as a landing deck for aircraft. When a carrier takes moderate damage, all aircraft it carries are removed. Furthermore, land-based aircraft (non-carrier aircraft) may not be embarked on a carrier.

Example: The "Skua" aircraft belonging to Hatston may take off from Hatston base to operate.

6.25 Graf Zeppelin, like Allied carriers, has carrier aircraft that may operate from land bases.

Note: British aircraft may not use Norwegian airfields; Norwegian aircraft may also not use British airfields.

6.26 The carrier aircraft capacities of each carrier are as follows:

  • Furious: 2
  • Ark Royal: 4
  • Graf Zeppelin: 3

6.27 An aircraft that has transferred base in the current turn must be turned to its reverse side to show it has been used, and may not take part in combat in the current turn. Like aircraft that have fought, it must be resupplied in the following turn.

6.28 Using Airborne Troops

From the turn the German invasion of Norway begins, in the movement phase of each day turn, the German player may use the 3 airborne (Fallschirmjäger) units held off the map, attempting to occupy any of the airfields Sola (F11), Fornebu (J15) or 谢维克 (F13) (all 3 of these airfields are snow-free). Airborne troops may land several to the same hex, or separately on different hexes.

In the combat phase, landing airborne troops are resolved using the "Airborne Table".

If the rule in 17.1 is used, all airfields, including 谢勒机场 (J16), may be used for airborne landings, and all airfields are treated as snow-free.

Each airborne troop marker may make only 1 landing.

6.29 Air Emergency Scramble

Occupied airfields have only limited capacity. In the movement phase, the German player may use the "Air Emergency Scramble" (EAU) to increase the capacity of airfields and the number of aircraft that may be used. Place the EAU marker in the "Air Emergency Scramble" area on the map as a reminder.

6.291 Germany may declare an Air Emergency Scramble only once per game. After declaration, it may be cancelled during the end-of-turn phase of any turn.

6.292 The effects of an Air Emergency Scramble continue until it is cancelled. The effects are as follows:

  • The German player takes the following aircraft from those held off the map as reinforcements: 2 Me 110, 1 Stuka Ju 87, 1 Ju 52, 1 Ju 88 and 1 He 111. Use units that have no unit name printed. These reinforcement units are placed in the German area below the map.
  • The capacity of every Norwegian airfield occupied by Germany increases by 1.
  • At the start of each turn during which the Air Emergency Scramble is in effect, the Allied player gains 2 VP per turn (except night turns; record the VP gain on paper). This is a penalty for being unable, with limited aircraft, to strike back at all Norwegian ground forces.

Example: After the German player declares the Air Emergency Scramble (EAU), the capacity of Værnes airfield becomes "2".

6.3 Alternating Search Phase

In this game, a search is the concept of scouting: both players scout the positions of the opponent's surface ships by actively searching (air search or surface ship search). A ship passing special coasts or islands may also be detected; this is called passive search.

Players have two methods of active search: air search and surface ship search.

6.301 Searching is never mandatory. (An air search need not use all 3 hexes, and a surface ship search opportunity may be given up at will.)

6.31 Search order: Each turn, the Allied player first conducts active searches (air plus surface ship). When all of these have been resolved (an encounter may be triggered), the Allied search ends, and then the German player conducts his active searches.

6.32 Air search: On day turns, a player may air-search any 3 hexes on his own map. An air search may target any hex, but there are only 3 opportunities. An air search is abstract: you do not need to move any aircraft units for it.

Players may place their 3 air search markers (that is, the reverse sides of the combat, tracking and evasion markers; the original relied on memory or on self-supplied small markers) on the hexes chosen for air search, as a reminder that distinguishes them from surface ship searches.

Important: Before the Allied search is reported, both players must record in advance the 3 target hexes for their air searches. (This prevents cheating in which, when the Allied player reports his surface ship search, the German player aims his air searches specifically at those hexes.)

6.33 Surface ship search: Whether in day or night, a player may conduct a surface ship search, reporting to the opponent the hex number of any of his own surface ships/task forces, and the opponent must truthfully state whether there are surface ships in that hex.

A surface ship search is basically the same as an air search. The difference is that each hex containing a surface ship may conduct one surface ship search, with no total limit. The hex searched must be the location of one of the player's own surface ships/task forces. If enemy surface ships are present, the friendly unit conducting the surface ship search may trigger an encounter.

Although it is a surface ship search, submarines may also search, but submarines may search only during the day (see 6.35), and when encountering an enemy ship they may not take part in tracking (see 6.41).

Important: Players may conduct air searches and surface ship searches in any order, and may mix them. Since the player cannot tell whether an air search or a surface ship search is being made, report only the hex numbers and declare "I am searching hex XX".

6.34 Search results and reporting:

For each hex number reported, the opposing player must state whether there are surface ships in that hex.

If there are, he must report the ship type and number of all of his units in that hex, for example: "1 BB unit and 2 DD units found." He then hands the opponent, and places in that hex, the "enemy ship detected (with ship type)" markers for the corresponding types from the supply (for example, hand over BB ×1 and DD ×2, three matching "enemy ship detected" markers).

During air searches and surface ship searches, when an enemy ship is found, the ship type of each unit in the hex must be reported at the same time (since they are visible at close range). During passive geographic searches only the number of units need be reported; ship types and names are not reported (because they cannot be seen clearly).

In an air search the opponent need not report submarines (Sub, UB), UF-Q ships (because they are disguised merchant ships) or aircraft; the presence of these units is treated as invisible.

Note: AO fleet oilers are also surface ships, so they may also search. However, when an AO alone searches and discovers an enemy ship, the AO is sunk outright (see 13.2).

6.35 Day and night:

On day turns, players may air-search any 3 hexes, and may also conduct surface ship searches several times.

On night turns there is no opportunity for air search; only surface ship searches may be made.

Submarines cannot take part in searches during night turns.

6.36 When an enemy surface ship is found through a surface ship search, an encounter determination must be made immediately using the Encounter Table on PAC #3 (see the description below).

6.37 Passive (geographic) search:

Apart from a player's active searches, there is also a passive search based on geographic position, represented by the following rules:

After all movement, surface ship searches and air searches (which are not mixed together) are complete, if a player's surface ships are located in or pass through the following areas, they must actively report to the opponent, in the same way as an active search:

  • Allied surface ships that stop in hexes within 3 hexes of the arrow-marked hexes (A12–A19).
  • German surface ships that stop within 3 hexes of Scotland; German surface ships that stop on coastal hexes of the Shetland Islands, the Orkney Islands or Scapa Flow.
  • Surface ships of both sides that stop on coastal hexes of Sweden, Norway or Denmark.

Note: After all units have moved and both sides' searches (air and surface ship) are finished, both players actively report passive geographic searches to the opponent (if any of the three situations above applies). A player need only report the number of his units stopped in a special geographic hex; ship types and names are not reported.

When reporting, hand the opponent an "enemy ship detected (no type)" marker, placed at the corresponding position on his map. The original intended that this be memorised, but a single "enemy ship detected" marker (and there are not enough for many) cannot show the number of unidentified enemy units detected. We therefore recommend using one of the spare dice, turned to show the number of unidentified enemy ships, to record it.

Translator's note (as printed): Many of the scouting rules in this game appear to require memorising. While compiling this translation I worried that many means of recording were missing and the components were insufficient. But the original intended these to be memorised, because once you actually play, you will find that it is not a problem at all.

Important: After the German invasion of Norway, Allied surface ships in the area of column S and north of it do not need to report to the German player when they enter Norwegian coastal hexes.

Example: Scharnhorst, Emden and 1 TB task force pass Q13 and move to hex R12. After both sides' air and surface ship searches are complete, the German player must report: "I have 3 units at Q13."

6.4 Encounter and Tracking

  • When an enemy ship is found through a surface ship or submarine search, both players must report to each other and place the "enemy ship detected" markers of the corresponding types. An encounter determination is then made immediately.
  • Air searches and passive searches in special geographic positions do not produce an actual encounter, so no encounter determination is made and there is no contact. (Even if the enemy reports that his surface ships are in a special geographic area and friendly ships are in the same hex, if neither side has searched that hex, no encounter determination is made.)

6.41 Encounter determination:

Whenever a surface ship or submarine search finds an enemy ship, it is treated as an encounter. Once the "enemy ship detected" marker of the corresponding type has been placed, the encounter determination must be made immediately.

Use the Encounter Table on PAC #3 to resolve the encounter. Each side holds 3 markers, "Track" (跟踪), "Evade" (回避) and "Fight" (战斗) (the reverse sides of the air search markers; if the number of markers conflicts, use other markers temporarily in place of the air search positions), and secretly chooses 1 of them, revealing simultaneously. Cross-reference the choices on the Encounter Table to find the result.

The possible results are:

  • Engagement for one round or more / Special pursuit battle: The surface ships of both sides will fight in the subsequent combat phase. Players place an "engagement position" marker directly on the hex where the engagement is determined, as a record (if the result is a special pursuit battle, turn the engagement position marker over to record it). See 8.0 and 8.3.
  • No contact: Nothing happens; there is no combat and no tracking.
  • Evasion determination: Immediately make one evasion determination using the "Evasion Determination Table", then decide whether tracking succeeds (see 6.42).
  • Tracking: Tracking succeeds; the evasion determination is made in the movement phase of the next turn.

In principle the tracking result has only one case: the Allies always track the Germans. The exception: when an encounter determination is made involving only German ships and pure Norwegian or Danish ships, the Germans track. (In other words, in the technical art of shadowing, the Allies > Germans > Norwegians/Danes.)

Note: Submarines and aircraft may not take part in or carry out tracking. (In an encounter determination, ignore submarine and aircraft units.)

Note: In port cities and fjords, a player may not choose to evade; he may only engage or track. If a player makes a marking error, it is treated as a choice of "Fight".

6.42 Tracking: Tracking means maintaining contact with the enemy and waiting for reinforcements to arrive. But tracking does not always succeed. According to the Encounter Table, the result is:

  • "Track": tracking is treated as successful. The tracking side places a "Tracking" marker on its units (the tracked side does not).
  • "Evasion determination": an evasion determination must immediately be made using the "Evasion Determination Table" on PAC #3. If the tracked side may evade successfully, tracking fails and nothing happens. If evasion fails, it is also treated as successful tracking, and the tracking side places a "Tracking" marker on its units (the tracked side does not).

At the start of the movement phase of the next turn, every unit with a "Tracking" marker must make an evasion determination.

6.43 Splitting to escape (beginners are advised not to use this rule): Before the evasion determinations at the start of the next turn's movement phase, the tracked side may first split its surface ships in that hex into several groups, and declare to the opponent how many groups it has split into. The tracking side may likewise split its tracking stack into one or more groups, each tracking one of the opponent's groups, and declare this. An evasion determination is made separately between each tracking group and the group it tracks. One tracking group may correspond to only one tracked group.

For an evasion determination, add the two numbers of the movement allowance of the slowest unit in the group to obtain the speed value for the determination (for example, Bismarck's speed is 5+4=9).

When the tracked side forms groups, it must report the ship type and number of each unit in each group and the minimum speed. At the start of the movement phase the tracked side splits its groups. If the tracking side has fewer surface ships than the tracked side has groups, the groups without a corresponding tracker automatically evade successfully.

6.44 Evasion determination: At the start of the movement phase, tracked hexes (where the opponent's map has a "Tracking" marker in the corresponding hex) first make evasion determinations. (The tracking side should remind the opponent which units in which hexes are being tracked.) If evasion succeeds, the tracked status is cancelled (the opposing unit tracking that group removes its "Tracking" marker), and the unit may then move freely in secret. If evasion fails, the tracked group must move before any other unit moves, and report the hex it stops in after moving. Only after all tracked groups have moved are the other units moved.

A tracking-side group that tracks successfully must move to the hex of the tracked stack (if it lacks the movement allowance to enter the tracked side's hex, it moves as close as possible, and the tracking status is then also cancelled).

Note: Both tracking sides use the slowest ship in their (split) group for the evasion determination.

Example: Arethusa and Bismarck encounter each other. Bismarck chooses "Evade" and Arethusa chooses "Track". The result is an "evasion determination". The German player immediately makes an evasion determination: Bismarck's speed is 9 and Arethusa's speed is 10. Referring to the Evasion Determination Table, if the die result is 2–4, evasion succeeds and nothing happens.

6.45 Ending tracking status: If evasion succeeds, the tracking status ends and the "Tracking" marker is removed. Otherwise the tracked side remains in the tracked status by default.

Important: An "enemy ship detected" marker in a hex with a "Tracking" marker is not removed at the end of the turn; it stays in place.

6.46 The tracked side must report the ship types, number and minimum speed of the units in the stack. The ship names need not be reported. (The minimum speed may be reported as less than the actual speed.)

Only the Germans may report the two ship types CA and BB confusingly (that is, report a CA as a BB, or a BB as a CA, since these two ships have similar silhouettes and are often mistaken for each other. Forgetting this rule during play is of no consequence.)

7.0 Supply of Occupied Areas

Unlike many other wargames, in principle units do not need to consider supply.

8.0 Combat

Our 300 comrades died at Narvik; many were cruelly murdered by the Germans. Rest in peace, you who gained honour and died for a worthy cause.

— 帕·阿斯金准将 (name as printed in the Chinese text)

The combat phase consists of 6 steps:

  1. Submarine attacks
  2. Surface gunnery combat between ships
  3. Return fire by fortresses against surface ships
  4. Air strikes
  5. Paratrooper occupation determination
  6. Settlement of port city occupation

Important:

  • The 6 combat steps are resolved in the order 1 to 6. (That is, if a surface ship is sunk by a submarine, it may no longer take part in subsequent steps 2, 3, 4, 5 or 6.)
  • Combat occurring in each combat step is treated as simultaneous.
  • Each step resolves the attacks of all units of the corresponding type (those wishing to attack; attacking is not compulsory).

8.1 Submarine Torpedo Attacks — Step One

8.11 Only on day turns may submarines of both sides attack enemy surface ships/surface ship task forces discovered in the same hex (where a friendly submarine shares a hex with an "enemy ship detected" or "enemy ship of corresponding type detected" marker). Except the Norwegian submarine "A-Class" (see 9.321), all submarines may attack once per turn.

Submarines may not attack on night turns (as this was still early in the Second World War).

The Allied player declares and resolves submarine attacks first, then the German player. (They are nonetheless treated as firing simultaneously and hitting simultaneously, so no submarine is sunk and thereby prevented from attacking other submarines.)

8.12 When a submarine declares an attack, the opposing player must report the ship type and number of his surface ships in that hex (if he has only an "enemy ship detected" marker and does not know the types). The attacking player then declares which submarine attacks which ship type of the opponent's surface ships. If the target type is more than 1 ship, the target unit is chosen at random (for example, if the defending side has 3 DDs stacked together, it tells the attacker that there are 3 DDs and asks which DD, counting from the top, is to be attacked).

When a German submarine attacks, use the "U-boat Torpedo Attack Table"; when an Allied submarine attacks, use the "Allied Submarine Torpedo Attack Table". Look up the result and resolve it immediately (details are described below).

8.13 One-way attack, one shot and out: A submarine is not attacked and is not sunk. (Submarines are mainly used to scout and lie in wait during the day, or to attack together with friendly fleets.)

8.14 Submarines may not attack fortresses (how would a torpedo hit a fortress?), but they may attack ships in port. Fortresses also cannot return fire against submarines (they have no anti-submarine capability).

8.2 Surface Ship Combat — Step Two

8.21 The players resolve, in turn, the combat in each hex bearing an "engagement position marker" (including special pursuit battle markers), and move all surface ships in that hex off the map, to the side of the screen, so that both players can see the units fighting each other. If there are several engagement position markers, the Allied player decides the order of resolution (but the units are still treated as firing simultaneously).

8.22 Surface gunnery combat is resolved in "rounds". According to the result on the Encounter Table, if the result is "engagement for one round or more", at least 1 round of combat must be fought. 8.3 is an exception.

8.221 At the start of each round, both players must decide in advance the target of gunnery for each of their surface ship units; they fire simultaneously, resolve the damage each inflicts on the other at the same time, and record it in pencil on the ship damage record sheet.

If damage to a ship causes a special effect, place the corresponding "damage effect marker" on it, for example a marker showing speed halved.

Note: If simultaneous resolution of gunfire is troublesome, for ease of play, the Allies may fire first, then the Germans, and finally the damage each inflicts on the other is resolved together (there is no order in the resolution of damage; it is treated as simultaneous).

8.222 After damage from gunnery has been resolved, all units permitted to make torpedo attacks may fire torpedoes. As with gunnery, torpedo attacks are simultaneous and the mutual damage is resolved at the same time. When the torpedo attacks finish, the round of combat ends (one round of gunnery plus one torpedo attack counts as one round), and a new round begins.

8.23 Gunnery value: Most surface ships have a gunnery value. When firing, the number of dice that may be rolled equals that unit's gunnery value. Each roll uses 2 six-sided dice. For example, a gunnery value of 3 means the unit may roll 2 six-sided dice 3 times.

Depending on the type of the firing surface ship and the type of the target surface ship, find and determine which column of the Gunnery Table on PAC #2 to use. Then add the points of the 2 dice in each roll, and compare with the Gunnery Table to obtain the final result.

Furthermore, the gunnery of a unit may be used against only 1 target; it may not be divided among several targets.

Example: The fully effective Glasgow fires on the German light cruiser Karlsruhe. Use the column where "CL" and "CL" intersect on the Gunnery Table. Glasgow's gunnery value is "4", so roll 2 dice 4 times and consult the Gunnery Table. The first roll is "7"; the table result is "if the target cannot sail, hit 1". Karlsruhe is not unable to sail, so there is no hit. The second roll is "8"; the table result is "if in a fjord hex, hit 1". The hex where the surface gunnery combat takes place is not a fjord, so there is no hit. The following rolls are "5" and "6", and according to the Gunnery Table, neither hits. After both sides have resolved their gunnery by this process, Glasgow may make a torpedo attack against any 1 German surface ship taking part.

8.24 After a round of combat ends, check whether the combat is to end. Both players secretly and simultaneously choose a "Fight" or "Evade" marker and reveal them at the same time.

  • If both players wish to continue fighting, the next round of combat follows.
  • If one side wishes to continue fighting and the other wishes to end it, each side selects the slowest of its participating surface ships and compares speeds:
    • If the difference is within 1, combat ends.
    • If the side wishing to end combat is faster by at least 2, combat ends.
    • If the side wishing to continue fighting is faster by at least 2, it chooses one of the following: (1) combat continues; or (2) combat ends.
  • If both sides wish to end combat, combat ends.

Important: After combat ends, only the Allies (if they are not in a tracked state) may attempt to track the Germans (or the Germans may attempt to track pure Norwegian or Danish forces). The German player immediately uses the Evasion Determination Table to determine whether evasion succeeds.

8.25 Combat continues until the surface ships of one side are all destroyed or combat ends (that is, after each round the check of 8.24 is made).

8.251 Real-time (即时制): After the third round of each combat ends, both players may move each surface ship on the map that was not detected (searched) during this turn 1 hex. In later combat rounds, new ships may join the combat as a result.

Suggestion: After each enemy ship is detected by a search, the side that was detected may turn its counter 90° to show it was detected, restoring it to normal at the end of the turn. Alternatively you may treat 8.251 as an optional rule and not use it.

8.26 Restricted fire ("I won't provoke you"): At the start of each combat round, both players may, voluntarily, declare "restricted fire" in the order Allies first, then Germans (the "Fight" or "Evade" markers must still be revealed at the end of the round; this does not change). If both players or one of them declare restricted fire, the gunnery value of all surface ships of both sides in that round is halved (rounded up).

A player may not declare restricted fire if any of his participating surface ships has moderate damage or has had its speed reduced to half or less.

Torpedo attacks are not affected by restricted fire.

Exception: If a player declares restricted fire himself, his units with gunnery value 1 have their gunnery reduced to 0. But if the opponent declares it, his units with gunnery value 1 keep gunnery value 1.

8.27 Escort: Only in the first round of combat may both players escort some surface ships so that they are not gunnery targets of the enemy. At the same time, escorted surface ships may not fire gunnery in the first round of combat.

Escort may be declared only in hexes that are entirely sea (not coastal or fjord hexes). And escort requires that one of the following conditions is met:

  • For every 1 TB minelayer or DD destroyer surface ship task force unit (not a PT torpedo boat) taking part in the combat that contains at least 2 ships (not one that has been reduced to only 1 ship), 1 surface ship unit may be escorted.
  • Compare the total numbers of surface ship units of both sides taking part in combat. If one player has at least 3 more than the other, he may escort 1 surface ship unit.

Under the first condition, each surface ship unit wishing to be escorted requires 1 destroyer or minelayer task force unit. Under the second condition, if the player's total surface ship units exceed the opponent's by at least 3, then each additional unit allows 1 more surface ship unit to be escorted.

Escort may not be used from the second combat round onwards.

Example: Scharnhorst, Emden and 2 surface ship task forces fight the Allied Rodney, Warspite and Galatea. The German player uses 2 surface ship task forces to escort Scharnhorst and Emden. Each surface ship task force may escort 1 of them. With escort in place, in the first round of combat the Allied player may choose only the German surface ship task forces as gunnery targets. In addition, the German player may also declare restricted fire.

8.271 Apart from escorted surface ships, there are no other restrictions on choosing gunnery targets.

8.28 Torpedo attacks! After all gunnery in a round is complete, torpedo attacks are made. Only surface ships with torpedo strength may fire torpedoes. A player may voluntarily choose to use some or all of his torpedo strength.

After allocating torpedo strength to targets, resolve the result using the "Surface Ship, Submarine and Fortress Torpedo Attack Table" on PAC #3.

For each point of torpedo strength used, the player rolls the dice once. Torpedo attacks may not be restricted by restricted fire.

Each point of torpedo strength used is recorded as expended on the ship record sheet, by crossing out the squares from the ship's "T" square onward (the hollow circles printed with "T"; most large ships have only 1 point of torpedo strength to expend, while destroyer task forces have more).

Example: German destroyer 1st Flotilla has 5 points of torpedo strength. In a combat round the German player uses 3 points. Consult the torpedo table, roll 3 times, resolve the results, and record on the sheet that 3 points have been used. In the next round, the 1st Flotilla has 2 points left to use.

8.281 The British Hood and Rodney each have torpedo strength 2, but may use at most 1 point per turn.

8.282 Torpedo reloading: Torpedo strength used may be reloaded in the next turn (turn, not the next combat round).

If the torpedo strength bears the letter "R" (exclusive to the Germans, for example 1TR), the torpedoes may be reloaded and used again in the next turn.

Reloading in fact occurs only once. When torpedo strength is used, first cross out the "T" on the ship record sheet. In the next turn the "R" square whose T has been crossed out may be used. Once all the "R" squares are crossed out as well, the unit may no longer make torpedo attacks.

Important: When the German objective is the Norway invasion, German destroyers carry no torpedoes for reloading (because the ships are full of soldiers and other equipment), so torpedoes may not be reloaded; cross out all R squares on the table.

8.29 Special combat conditions: If surface gunnery combat occurs under the following conditions, the additional special rules apply:

  • Surface gunnery combat in fjords or coastal hexes: escort may not be used, but restricted fire may be declared. (On the first turn of the German invasion, ignore this rule.)
  • If surface gunnery combat occurs on a night turn, the gunnery values of (only) British and German ships are doubled. Escort may not be used. And the torpedo strength of all surface ships of every nationality (non-submarine ships) is doubled (1 point of strength rolls 2 dice).

8.3 Special Pursuit Battle

Under the Encounter Table, when one player chooses "Fight" and the other chooses "Track", a special pursuit battle is triggered.

A special pursuit battle lasts only one round. The German player selects 1 of his own ships in the combat hex and fires at it. In this case, regardless of that ship's gunnery value, it is treated as 2, and 2 dice are rolled. After this gunnery is resolved, the Allied ship that was fired upon may return fire using gunnery value 1 against the German ship that fired. Neither side may make torpedo attacks. After the above combat ends, the Germans (or the Norwegian/Danish forces) must make an evasion determination.

8.31 The Germans may pursue Norwegian/Danish forces, triggering the special pursuit battle.

Example: Arethusa finds Scharnhorst and Hipper. All 3 ships are undamaged. The Allies choose "Track" and the Germans choose "Fight", triggering the special pursuit battle rule, and an engagement position marker is placed (face down). In the combat phase, the Germans attempt to sink Arethusa with Scharnhorst, but both shots miss. Arethusa returns fire, and also misses. The special pursuit battle thus ends. The Allies choose post-battle tracking against the Germans; the Germans immediately make an evasion determination, which fails, so Arethusa tracks Scharnhorst and Hipper.

8.4 Fortress Return Fire Against Surface Ships — Step Three

If a surface ship stops in a hex containing an enemy fortress, the fortress (CD) returns fire against the surface ships.

However, surface ships may never attack a CD. A CD can never be sunk; it can be taken only by occupying the corresponding port city, which occupies the CD along with it.

8.5 Air Strikes — Step Four

Attacks by aircraft on surface ships (air strikes) are resolved after all submarine attacks, surface gunnery and fortress return fire are complete.

8.51 For an air strike, move the aircraft, within the operational radius centred on their current base, to the hex of an enemy surface ship already found by search (that is, a hex where an "enemy ship detected" marker is placed), and attack. After the attack is resolved, the aircraft return to the hex they departed from (or to another base where they are allowed to stop).

Aircraft may attack only on day turns.

Aircraft that changed base in the movement phase have been turned over and may not carry out an air strike in that turn.

Moreover, after an aircraft attacks, it is turned to its reverse side and, waiting for resupply, cannot attack on the next turn. Therefore, within one day, one aircraft may attack at most twice (on the morning and afternoon turns).

8.52 Regardless of how the enemy surface ship was discovered, aircraft may attack it. Aircraft may attack enemy surface ships discovered by a passive search in special geographic positions.

8.521 Move the aircraft to the target hex and report the number of the hex to be air-attacked. Move all surface ship units in the target hex off the map. The attacker decides the target of each aircraft. Once all aircraft targets are decided, roll the dice and resolve them using the "Air Strike Table". Once a target is chosen, it may not be changed midway.

Each aircraft may attack only once per turn. After damage is resolved, the aircraft return to their departure base.

8.522 Fighter cover: After surface gunnery combat ends, and before air strikes, both players may, at this point, secretly and simultaneously move fighters on air defence missions. After cover is completed, the aircraft move to attack.

Fighters (F) have the ability to cancel enemy air strikes. But this only cancels: it does not shoot down enemy aircraft.

When air strikes are resolved, for every 1 friendly fighter, 1 enemy bomber or torpedo bomber loses its right to attack (its attack is nullified). If there are several enemy bombers, the friendly side chooses which 1 unit's attack is nullified. If the attacking side also has fighters in that hex (escort fighters), the fighters of both sides first fight duels, one to one, cancelling each other. After the cancellation, any surplus friendly fighters may nullify an equal number of enemy bombers or torpedo bombers. An aircraft whose attack is nullified immediately returns to its departure base.

Example: A German U-boat finds Ark Royal by surface search. In the combat phase the Allied player sends 1 fighter of Ark Royal's group to the hex where she is. By search, the German player knows that there is an Allied CV in that hex, so he also moves the F and DB of Graf Zeppelin (fighter and dive bomber) to that hex. The two sides' fighters cancel each other. The German DB attacks; the die roll is "12", and the result is 1 point of flooding damage, and Ark Royal takes moderate damage and can no longer carry fighters. The fighter that departed from Ark Royal returns from the current hex to a base within its operational radius or to the carrier Furious. Because she took moderate damage, the other carrier aircraft aboard Ark Royal that had not departed are destroyed.

8.523 Sola airfield (F11) (optional rule): Aircraft landing at Sola may be fired on by ship guns.

Only on night turns: when a player returns aircraft to Sola airfield, he must report this to the opponent. If the opponent has a cruiser (CA, CL), AS, BC or BB in hex F11, these may fire on Sola airfield. A unit firing treats the target (the aircraft) as a warship and conducts 1 round of gunnery. Each time the gunnery result is "hit 1", 1 landing aircraft is removed. Other results have no effect.

8.524 Ship gunnery may not be used against other airfields.

8.525 Aircraft that have provided cover return, after combat ends, to their departure airfield or to another permitted recovery point. A carrier that sent out carrier aircraft for an air strike must report its position at the end of the combat phase.

8.6 Resolving Ship Damage

Combat results may inflict various kinds of damage on units. The resolution of damage and its effects are as follows.

8.61 Hit damage reduces a surface ship's gunnery or eventually sinks it. For each 1 hit, the allowed hit capacity value is reduced by 1. Record the damage a ship receives on the ship damage record sheet (crossing off boxes in order, starting from the box to the left of the ship's name). When damage received reaches the hit capacity, the surface ship is sunk and removed from the game.

8.62 When a surface ship's damage reaches half or more of its hit capacity, its gunnery value is halved (rounded up), and from the next turn onward it may not make torpedo attacks (cross out all its T and R squares).

Example: Hipper, with hit capacity 4, receives 2 points of hit damage. From the next turn onward, Hipper's gunnery falls from 4 to 2, and she may not make torpedo attacks.

8.63 When hit damage reaches the hit capacity, the surface ship is sunk and removed from the game.

8.64 A ship that receives hit damage is not turned to its moderate-damage side. Only a ship that receives flooding damage is turned to its moderate-damage side.

When a surface ship's flooding damage reaches the value shown to the left of its flooding capacity, it is immediately turned over to its moderate-damage side. At the same time, the surface ship's hit capacity is halved (cross out all dark-shaded boxes in its hit capacity boxes; this also halves its gunnery and prevents torpedo attacks). When total flooding damage reaches the flooding capacity, the surface ship sinks and is removed from the game.

Flooding damage is recorded on the ship record sheet, crossing off boxes in order starting from the left.

Many TB, DD and other ships or task forces have no flooding capacity (printed as "-" or blank). When an enemy attack produces a "flooding" result on these, it is treated the same as a "hit" on the gunnery table: 1 flooding = 1 ship sunk.

The German AGP S-boat tender is sunk by a single blow.

Note: Many surface ships (CA, CL) take moderate damage from 1 point of flooding damage, and are sunk by 1 more point of flooding damage.

Example: Scharnhorst, with flooding capacity 3/3, can absorb 2 points of flooding damage; when she takes 3 points of flooding damage, she takes moderate damage, her gunnery is halved, and her speed is reduced.

8.65 Damage to a surface ship task force differs from damage to a single surface ship. Normally, each 1 point of hit causes 1 ship of that surface ship task force to be lost, reducing the gunnery and torpedo strength of the whole task force by 1 each (but its speed remains unchanged).

Record damage to a surface ship task force on the ship record sheet, crossing off boxes in order starting from the leftmost box.

However, the British 4th Destroyer Flotilla and the 20th ML Flotilla are exceptions: as shown on the ship record sheet, their torpedo strength is not necessarily reduced when 1 ship of the task force is lost.

Furthermore, for destroyer task force units, each ship count represents 1 real destroyer; but for surface ship task force units of other types, each count point corresponds to several real ships of that type.

Example: The British 4th Destroyer Flotilla uses 2 points of torpedo strength; on its ship record sheet, cross out 2 of the boxes marked with the "T" torpedo strength, starting from the right. It then receives 1 point of hit damage, and crosses out 1 box from the left of the hit capacity boxes. The 4th Destroyer Flotilla therefore has 2 of its 5 points of torpedo strength left.

8.66 Special damage:

Combat results may cause special damage. Consult the fatal flooding damage table and the gunnery special damage table on the player aid cards, and resolve as follows.

8.661 The special damage shown on the Fatal Flooding Damage Table is of the following kinds:

  • Engine damage (die result 1): In the turn this damage is received, place an "unable to sail" marker on the ship; it cannot leave the hex it is in. For the rest of the game, the ship loses its gunnery and torpedo strength. From the next turn onward, the ship must move toward a friendly port city at half its speed (rounded up) (for Germany, it moves off the map from the southern edge of the map). Once a ship reaches a port city or leaves the map, it may not leave again.
  • Additional flooding damage (die result 4 or 6): If another surface ship of the attacked side is in the same hex as the damaged ship, the attacker chooses 1 of them and inflicts 1 point of flooding damage on it. In this game, a torpedo strength of 1 does not mean only 1 torpedo is fired; so when torpedoes are used, damage may be inflicted over a wider area in this way.

8.662 The special damage shown on the Gunnery Special Damage Table is of the following kinds:

  • Unable to fire in the next combat round (die result 5): Place an "unable to fire marker" on the unit to show it cannot fire in the next combat round (remove it at the start of the combat round after that).
  • Gunnery halved until the end of the game (die result 6): Place a "gunnery halved marker" on the unit to show its gunnery is halved until the end of the game. Gunnery is reduced to a minimum of 1.
  • Forced return to port (die result 9): Place a "forced return marker" on the unit. The surface ship must move toward its own port city at its current maximum speed by the shortest route (for Germany, it moves off the map from the southern edge of the map). French ships return to Scapa Flow. Once a ship is forced to return to port, it may not leave that port city for the rest of the game.
  • If there is unused torpedo strength, take 1 more hit (die result 10). And the ship loses 1 point of unused torpedo strength.

Historically, the Blücher suffered heavy losses when her carried torpedoes exploded after being hit by shore-battery gunfire, starting a fire.

  • Additional damage (die result 7): If another surface ship of the attacked side is in the same hex as the damaged ship, the attacker chooses 1 of them and inflicts 1 point of hit damage on it.

8.7 Paratrooper Occupation Determination — Step Five

For each landed airborne trooper, roll 1 die and resolve it using the "Airborne Table". The results are as follows:

  • Success: Germany occupies the airfield. Turn the airborne trooper marker to its German-occupied side. Even if Norwegian or other Allied surface ship units are in the same hex, this has no effect on the occupation.
  • Failure: The airfield remains with the Allies. Remove that airborne trooper marker from the game.

Note: The German player must show the dice result openly. And if the rule of 17.1 is used, Norwegian fighters may interfere with the airborne landing.

8.71 After occupying an airfield, the German player may immediately attempt (only once) to occupy an adjacent port city (see 9.43).

Note: If the result of an attempt to occupy a port city is "repulsed", remove the airborne trooper marker making the attempt from the game; the airfield still belongs to Norway.

8.8 Settlement of Port City Occupation — Step Six

In the final step of the combat phase, if Germany has at least 2 surface ship units (whether or not they have been damaged) in a Norwegian port city, the German player may attempt to occupy that port city. The rules for occupying port cities are given in (9.4).

If Germany occupied a Norwegian port city in the previous turn, then in this turn the city's CD fortress is also occupied by Germany. Show this by turning the CD unit to its German-occupied side. Thereafter German CDs are not resolved using the "Fortress Effects Table" (they are automatically treated as having normal defence). Once a CD is occupied by Germany, German ships may pass freely, but Allied ships will be attacked by the process described in 9.2.

If a Norwegian port is occupied by Germany, each Norwegian unit in the port is again tested on the Norwegian morale table on PAC #3; if it surrenders, it is removed If a Norwegian port is occupied by Germany, each Norwegian unit in the port is again tested on the Norwegian morale table on PAC #3; if it surrenders, that unit is removed. If it fights, that ship must immediately make one move, leaving the port city.

9.0 Norway

Churchill and Hitler were both full of confidence in bold and unconventional ways of waging war. Add to this unrealistic national defence policies, and the Northern nations were left wide open to action, whether by the Allies or by Germany.

— W.M. 卡尔格伦 (W.M. Carlgren, as printed)

9.1 Norway's Neutral Position

Norway remains neutral until the German invasion. After 2 turns from the German invasion of Norway, Norwegian ships and aircraft may move, and Allied ships may enter Norwegian coastal hexes (including fjords) and Norwegian port cities. Before this, Allied ships and aircraft may not enter the above hexes. Allied aircraft may begin attacking German surface ships in the above hexes from the turn after the German invasion of Norway. On the turn record track, two turns after the current turn of the German invasion of Norway, place an "Allied intervention" marker as a reminder.

Except fleet oilers AO (see 13.0), when a German surface ship enters a Norwegian coastal, fjord or port city hex, this counts as invading Norway.

Important: When the German objective is Invasion of Norway, German surface ships (except fleet oilers) may not enter Norwegian coastal, fjord or port city hexes.

Example: Germany invades Norway in the morning turn of 9 April and occupies Bergen. On the noon turn of 9 April, Allied aircraft may begin attacking German surface ships at Bergen. On the afternoon turn of 9 April, Allied ships may also enter Bergen. Because Germany occupies Bergen, the Bergen fortress is also occupied by Germany, and when Allied surface ships enter Bergen they are attacked by the fortress.

Important: When the German objective is Invasion of Norway, German destroyers carry no torpedoes for reloading (because the ships are full of soldiers and other equipment), so torpedoes cannot be reloaded.

When the German objective is Commerce Raiding, German destroyers may reload torpedoes.

Note: The source states the same point again at 8.282, where it instead says to cross out all R squares; both places are transcribed as printed.

9.2 Fortress (CD)

To occupy a Norwegian port city, German surface ships (BC, AS, CA, CL, ML, AGP, DD, TB) must enter the port city hex to be occupied. Most port cities have fortresses; German surface ships in the same hex as a fortress may be attacked by that fortress.

In step 3 of the combat phase, if German surface ships are in a Norwegian port city, roll 1 die and, using the "Fortress Effects Table", determine the fortress's defensive posture.

  • Normal defence: Ships that enter the port city remain there until the combat phase; each German surface ship that entered the port city is subject to 1 gunnery attack from the fortress.

The Oscarsborg and Bergen fortresses (see 17.6) each make 2 torpedo attacks against each German surface ship that enters the port city.

  • Halved defence: Ships that enter and remain in the port city, when the combat phase arrives, are each subject to 1 gunnery attack and 1 torpedo attack from the Oscarsborg and Bergen fortresses (for all German surface ships entering the port city).
  • Other fortresses make 1 gunnery attack against half of the German surface ships that remain (rounded up; the German player chooses which ships are fired upon).
  • No defence: German surface ships are neither subject to gunnery nor to torpedo attacks, and reach the port city safely.

After the result of the Fortress Effects Table is known (before the fortress fires), the German player may abandon the occupation of the port city. In that case, 1 leading surface ship (chosen by the German player) is still subject to the fortress's gunnery and torpedo attacks, but the other German surface ships are not attacked. After the gunnery and torpedo attacks on the leading surface ship are resolved, all German surface ships that attempted to occupy the port city fall back to the hex they were in before entering the port city (they may not remain on any Norwegian fortress location). In that case, even if Norwegian ships are in the port city, they do not fight the retreating German surface ships; this counts as a withdrawal.

9.21 German and Allied surface ships wishing to enter Oslo must first pass the Oslo outer fortress at H16, then pass the Oscarsborg fortress.

Only when Oslo has been occupied by Germany are the Oscarsborg fortress and the Oslo outer fortress treated as occupied by Germany together.

Note: The Oscarsborg fortress contains commander Colonel Eriksen (埃里克森上校).

Example: The German player moves the Blücher (布吕歇尔号), Lützow (吕佐夫号), Emden (埃姆登号) and TB Flot 3 (printed "TB Folt 3") to hex H16. (Note: in actual play the German player first moves surface ships through H16 to Oslo during the movement phase. Because of the special search ability in 6.37, the German player must report this movement to the Allied player, and in the combat phase first resolve the passage through the Oslo outer fortress as described below. If it succeeds, then resolve the passage through the Oscarsborg fortress.) To determine the defensive posture of the Oslo outer fortress, the Allied player rolls a die: result "5". According to the Fortress Effects Table the result is "no defence", so the German surface ships are not fired upon. On the next turn Germany continues to move to Oslo (I16) without difficulty. The defensive posture of the Oscarsborg fortress is determined with a die result of "3"; because the Oscarsborg fortress has Colonel Eriksen, the die result is modified by -1, and the result is "normal defence". The German player declares a withdrawal! But Blücher must bear one round of damage as the leading ship. The fortress gunnery die results are "7" and "8", and the result is "hit 1". The fortress then makes 2 torpedo attacks. The first die result is "11", no hit. The second is "7", which after modification is "3", and the result is "determine by the fatal flooding table". Rolling the die gives "4", and according to the Fatal Flooding Damage Table the result is 2 points of flooding damage, and Blücher is sunk. In addition, this result causes a special effect, and the 1 surface ship in the same hex as Blücher also takes 1 point of flooding damage. However, because the German player abandoned the occupation of Oslo and chose to withdraw, this additional special damage is not applied. Because Colonel Eriksen took part in combat, he must make a wound determination.

The German surface ships that abandoned passage through the Oscarsborg fortress retreat to the Oslo outer fortress hex, and must also retreat one further hex beyond the Oslo outer fortress (because if Oslo has not been occupied, the Oslo outer fortress is treated as not occupied, and ships may not stop in an enemy fortress hex).

Historical note: In the early twentieth century Oslo and Bergen were already equipped with land-based torpedo launching installations, built up and reinforced over several decades. Their engineering was highly advanced and their calculation of torpedo impact points was accurate, so in narrow fjords it was very difficult to evade torpedoes fired from the fortresses.

9.3 Norwegian Naval Vessels

Through a fortress, German surface ships may engage the Norwegian ships defending the port city. Using the "Norwegian Morale Table" (挪威军战意表), roll 1 die for each Norwegian unit. If the result is "surrender", remove that unit from the game immediately. If the result is "engage", resolve combat according to the combat rules.

Only during the current turn of the German invasion, the special fjord rules of 8.29 are not used in combat. Treat it as combat occurring in a sea hex.

9.31 After one round of combat ends, Norwegian surface ships must choose to end combat and withdraw. (The hex they withdraw to may be the hex the German ship was in before entering the port city. If the port city is Oslo, the Norwegian ships must withdraw to a hex outside the Oslo outer fortress.)

For the above automatic withdrawal of Norwegian forces by their own initiative, Germany may not track.

9.32 Norwegian units that survive combat in the turn before the German invasion may, for the rest of the game, move and fight in the same way as Allied ships (they are no longer affected by the surrender determination of 9.3 and the mandatory withdrawal of 9.31 after one round of combat).

9.33 The Norwegian submarine "A Class" may make only 1 torpedo attack during the game. After making the torpedo attack, remove it from the game.

9.4 How to Occupy Norwegian Port Cities

9.41 Germany may occupy a port city by means of surface ships (surface ship task forces), airborne troops (see 9.52), or land troops (see 17.15).

9.42 To occupy using surface ships, Germany needs at least 2 surface ship units. A single surface ship and a surface ship task force each count as 1 unit.

9.43 In the final step of the combat phase, if Germany has at least 2 surface ship units in a Norwegian port city (whether or not they have been damaged), the German player may attempt to occupy that port city. Resolve it using the "Port City Occupation Table". The results are as follows:

  • Occupation: The port city is immediately occupied by Germany. Turn the corresponding occupation marker to its German-occupied side and place it on the German player's map, on the hex of that city.
  • Occupation after 2 turns: Place the port city's occupation marker on the turn record track 2 turns later. At the start of the turn on which the occupation marker is placed, the port city, the fortress in that city and the adjacent airfields are all occupied by Germany. During these 2 turns, the German player must keep at least 1 surface ship unit attempting the occupation in the port city. Once no German ship remains in the port, the port city's occupation lapses, and the occupation marker is removed from the turn record track.
  • Retreat: The German attack is repulsed. All German surface ships in the port city hex retreat 1 hex (if the port is Oslo, they retreat a further hex to outside the Oslo outer fortress). If the attempt was made with airborne troops and was repulsed, the airborne troop marker attempting the occupation is removed.

After that, the German player may again send at least 2 surface ship units to enter the port city hex, or, when airborne troops successfully land on an adjacent airfield (only when using the rule of 17.12), make the occupation determination again. Ships that retreated may attempt to occupy the same port city again.

Note: An airborne troop marker represents 1 airborne troop platoon, together with the Me 110 fighters that support it (or aircraft that have run out of fuel and landed, or that attack with their onboard machine guns).

9.44 Norwegian counter-attack: To maintain the occupation of a port city, the German player must always keep at least 1 German surface ship unit in the port city hex. If this condition cannot be met, report it to the Allied player. This port city then becomes occupied by neither side (both sides fail to gain VP). If Germany wishes to occupy it again, it must repeat the steps of 9.43.

9.46 In addition, the Allied player may send the Wilfred Force (威尔弗瑞德小队, see 11.0) to recapture an occupied port city. Besides this, the Allies may only enter port cities to assist in their defence; Allied ships cannot occupy Norwegian port cities.

9.5 Norwegian Airfields

Germany may take Norwegian airfields by 2 methods:

  1. Occupying a port city
  2. Dispatching airborne troops

9.51 Occupying port cities: If Germany occupies a Norwegian port city, then from the following turn all airfields adjacent to that port city are also occupied by Germany. Aircraft units on an occupied airfield are removed immediately. (Record occupied airfields on paper.)

Bardufoss airfield: If Germany occupies Narvik, the adjacent Bardufoss airfield (DD19) is not automatically occupied by Germany (because most Norwegian ground forces in the Narvik area are stationed there). From the start of the turn after Germany occupies Narvik, at the start of each day turn the German player rolls 1 die; if the result is "6", the Bardufoss airfield is occupied by Germany.

Historical note: When Germany invaded, only the Norwegian 6th Division (in fact a reinforced company) had completed its pre-war mobilisation.

9.52 After airborne troops land, an airfield occupation determination is made in the combat phase. If it succeeds, the airfield is occupied; turn the airborne troop marker to show the successful occupation.

After successfully occupying an airfield, the German player may immediately attempt (only once) to occupy an adjacent port city (see 9.43).

Note: If the result of an attempt to occupy a port city is "retreat", remove the airborne troop marker making the attempt from the game. The airfield still belongs to Norway.

9.6 Using captured airfields

Unlike the Allies, after Germany occupies a Norwegian airfield, it may use that airfield.

9.61 From the turn after an airfield is occupied, German aircraft may use it as a target for rebasing transfers. However, the rules differ depending on the type of airfield (see 9.72).

9.62 Norwegian airfields are of 2 types: snow-free airfields and snow airfields. The Aalborg airfield (奥尔堡机场, C16) and all Allied airfields are snow-free airfields.

9.621 After Germany occupies a snow-free airfield, it may be used starting from the next turn.

9.622 After Germany occupies a snow airfield, 2 day turns must pass before it can be used, for snow clearing. (Record the occupation status of airfields on paper.)

Example: Germany occupies Trondheim (特隆赫姆) on the morning turn of 9 April. At the start of the noon turn, Værnes airfield (Q16), adjacent to Trondheim, is also occupied by Germany. On the noon and afternoon turns of 9 April, snow must be cleared, so Germany may use Værnes airfield only from the morning turn of 10 April.

10.0 Commanders (Optional)

Colonel Eriksen, commander of the Oscarsborg fortress, realised that the approaching warship was not a Norwegian naval vessel, because Norway had no large ships such as the Blücher.

— Jack Greene & 亚历山德罗·马希那尼 (attribution as printed in the Chinese text)

Suggestion: For first-time inexperienced players, section 10.0 as a whole may be treated as an optional rule, with the commander markers removed from play.

Some commanders had a great influence on the great battles of April 1940. In this game, commander markers are used to represent those special commanders.

10.1 Assignment of Commanders

Each commander unit has a corresponding surface ship, surface ship task force and fortress with which it embarks. For example, Lütjens embarks on the Scharnhorst; the Norwegian Colonel Eriksen is assigned to the Oscarsborg fortress (CD Oscarsborg).

10.11 At first appearance, a commander marker is always placed together with the unit he embarks on.

10.12 When Bismarck enters play, Vice Admiral Lütjens is immediately placed on Bismarck, changing the ship he embarks on.

10.13 When a unit carrying a commander takes part in combat, then regardless of whether the unit is attacked, an injury determination must be made for the commander using the "Commander Injury Table".

10.2 Commander Effects

  • When making an evasion determination, if the evading side has at least 1 commander, the die result is -1; if the tracking side has at least 1 commander, the die result is +1. If both sides have commanders, there is no modification to the die result.
  • A commander affects the whole group. For example, even if there is only one surface ship task force commander, Capt. Vian, the evasion/tracking determinations for his entire group are modified.
  • Even if both sides have more than 1 commander, the modification is at most +1 or -1.
  • When gunnery is conducted, a unit carrying a commander has gunnery +1.

Exception: Even if Colonel Eriksen is aboard, the gunnery of the Oscarsborg fortress is not increased. Modifications are made only according to the Fortress Effects Table.

10.3 Commander Injury

If a unit carrying a commander takes part in surface gunnery combat or an air strike, then regardless of whether that unit is attacked, an injury determination must be made for the commander using the "Commander Injury Table".

Likewise, if a surface ship carrying a commander is hit by a torpedo from a submarine or aircraft, an injury determination must also be made.

10.31 If a ship is sunk and the injury result is "unharmed" (健在), the commander may transfer to another surface ship in the same hex. (If there is no other surface ship in that hex, the commander dies with the ship and is removed from the game.)

For commanders Lütjens, Heye, Schmundt and Whitworth: when the surface ship they are aboard is sunk, add +2 to the die result of the commander's injury determination.

10.32 If the task force in which Warburton-Lee and Vian are embarked is annihilated, they are treated as having died together, and are removed from the game.

10.33 During a special pursuit battle (see 8.3), commanders provide no gunnery bonus (no modification to the die result).

11.0 Wilfred Force (Optional)

Suggestion: For first-time inexperienced players, section 11.0 as a whole may be treated as an optional rule, with the Wilfred Force removed from play.

11.1 Wilfred Force Entry

To pre-empt the German invasion of Norway and to provide combat support, the British formed a light infantry counter-attack force, "FORCE WILFRED" (威尔弗瑞德小队).

If Germany invades Norway, the Wilfred Force must enter on turn 7, together with the 4th Echelon (第4梯队).

After the Wilfred Force enters, the 4 cruisers of the 4th Echelon — York (约克号), Devonshire (德文郡号), Berwick (贝里克郡号) and Glasgow (格拉斯哥号) — must move together with the Wilfred Force until they deliver it to the port city.

When all 4 ships of the 4th Echelon are stopped in the Narvik port city hex, the Wilfred Force lands. The Wilfred Force may land first at a Norwegian port city that Germany has not occupied; once it lands, this counts as automatic Allied occupation. If Germany then tries to occupy that city, declare to the German player that it is already occupied by the Wilfred Force, and Germany's attempt automatically fails. Once landed, the Wilfred Force may no longer move.

If the Wilfred Force lands at a port city occupied by Germany, it may, at the end of each day turn, attempt to recapture that port city. The recapture determination also uses the "Port City Occupation Table", but with a +2 modifier to the die result.

If the Wilfred Force's occupation determination result is "retreat", like airborne troops it is treated as permanently removed.

When the 4th Echelon moves into a port city hex occupied by Germany, it may be attacked by the fortress. If, before the Wilfred Force lands, at least 2 of the 4 cruisers of the 4th Echelon are lost (sunk), the Wilfred Force is also destroyed and may not land.

11.2 Restrictions When Transporting the Wilfred Force

While transporting the Wilfred Force, the 4 cruisers of the 4th Echelon have their gunnery reduced by 1 each. After the Wilfred Force has landed ashore, this restriction ends.

If Germany has not invaded Norway by turn 7, the Allied player may choose not to bring the Wilfred Force on, and the cruisers of the 4th Echelon are then not affected by the gunnery reduction.

12.0 Independent Destroyers (Optional)

Suggestion: For first-time inexperienced players, section 12.0 as a whole may be treated as an optional rule, removing the standby independent destroyers of both sides from play; the independent destroyers in the initial setup remain in play.

An independent destroyer is a single destroyer that has separated from a destroyer task force and acts alone; its counter bears a "D" in the upper right corner. Each side may have 3 independent destroyers. Both sides have the complete destroyer task forces before separation.

Destroyer unit counters have a black letter "D" printed in the upper right corner.

The German player may voluntarily separate only 2 independent destroyers (the other 2, apart from the 1 in the initial setup). The Allies have 3 independent destroyers.

The German Richard Beitzen (理查德·贝茨恩号) is also a separated destroyer, but because of its special entry method it does not have the letter "D" printed on it.

In the reinforcement phase, select any 1 destroyer task force; it receives 1 point of hit damage (showing that this destroyer task force has separated 1 independent destroyer as a separate unit), and place 1 unused independent destroyer unit in the same hex as that destroyer task force.

An independent destroyer has gunnery 1 and torpedo strength 1.

An independent destroyer cannot merge back with a destroyer task force. Furthermore, a removed independent destroyer may not be used again.

13.0 Fleet Oilers AO (Optional)

Suggestion: For first-time inexperienced players, all of the rules of 13.0 may be treated as optional, and at initial setup all AO may be removed.

If German TB, ML or DD need to move into the area north of column S and travel more than 14 hexes, they must first receive resupply from an AO unit.

German S-boats may not move into the area north of the column S hexes.

Supply may only be carried out in fjords or port cities (if the objective is Commerce Raiding, only fjords may be entered).

Regardless of the German player's objective, AO fleet oilers may enter Norwegian coastal hexes. When an AO fleet oiler is on any coastal hex, it need not report its position, so an AO fleet oiler on a coastal hex is not discovered by search.

13.1 Supply Capacity

In 1 turn, 1 AO may supply 1 ML, or 1 TB task force, or 1 independent destroyer. In 1 turn, a fleet oiler supplies only if it stays in the same hex as the supply target. If many ships need supply, supply may take several turns.

You may use the blank spaces of the ship damage record table, in pencil, to note which units have been supplied and which units have not yet been supplied.

A fleet unit may not stop supply midway in order to move before supply is complete. If it accepts supply, all ships in the unit are resupplied. As long as supply is not complete, the whole fleet is treated as not yet having received supply.

13.2 Fleet Oilers and Combat

During the combat phase, if Allied ships (surface ships or submarines) and an isolated (German) AO fleet oiler are in the same hex, that AO fleet oiler is automatically sunk. The same applies if Allied aircraft (other than fighters) and the AO are in the same hex. Although it is sunk automatically, it is treated as having taken part in combat.

Example: A single AO fleet oiler conducting a surface ship search finds an enemy ship; it is then automatically sunk.

If it is in the same hex as other German surface ships, the fleet oiler also counts as taking part in combat; but when it becomes the target of an air strike or gunnery, it is automatically sunk. (Exception: for Nordmark, see 13.4.)

13.3 Movement Without Supply

After German units move north of column S, they may move at most 14 hexes without needing supply. The shortest distance from column S to Narvik is 11 hexes. The German player should use this as a baseline to judge his movement distances.

Units that exceed this distance without successfully receiving supply are treated as sunk.

13.4 Nordmark (AO) Supply Ship

The "AO Nordmark" (诺德马克号) (originally the sister ship of the Altmark, Westerwald — 韦斯特瓦尔德号) entered play to supply German commerce raiders in the sea lane raids.

Only in the support situation listed in the Target Determination Table may "AO Nordmark" enter play.

Unlike the other fleet oilers, when "AO Nordmark" enters a Norwegian coastal hex, its position must be reported. And unlike the other fleet oilers, Nordmark can take part in combat and is not automatically sunk.

14.0 Reinforcements and Withdrawal

After each turn ends, advance the turn marker on the turn record track 1 space.

The turn record track shows the timing of reinforcement entries.

On turn 5, some British surface ships, short of fuel, must return to Scapa Flow. The designated ships marked "R" must use all of their movement allowance to return to Scapa Flow (see PAC #1).

Suggestion: For first-time inexperienced players, this rule may be treated as optional and changed so that on turn 5 these units are removed directly.

14.1 Convoy Escort

On turn 10 the Allied player must choose 1 destroyer task force within 3 hexes of Bergen to escort a convoy. However, he may not choose a Norwegian destroyer task force. Place an "HN25 Convoy" (HN25 受护船队) unit on the escorting unit. After this, the destroyer task force and the "HN25 Convoy" (together called the "HN25 convoy") must move from the area between G1 and K1 off the map.

If the escorting destroyer task force is annihilated in combat, the HN25 Convoy is destroyed, and the German player gains 10 VP. When Germany conducts a raid, it may ignore the escorting destroyer task force and attack the "HN25 Convoy". If the Allied player wishes, besides this destroyer task force he may additionally choose any number of surface ships to escort the "HN25 Convoy".

14.11 If there is no destroyer task force within 3 hexes of Bergen that can escort, place the "HN25 Convoy" unit alone in a hex within 2 hexes of Bergen.

Note: The HN25 convoy departs from a port in a small fjord near Bergen.

Suggestion: For first-time inexperienced players, this rule may be treated as optional and not used; at initial setup, remove HN25.

14.2 Q-Ship Reinforcement

At the start of turn 4 (as marked on the turn record track), place the UF Q-ship on any Norwegian coastal hex within 2 hexes of Bergen, Stavanger (斯塔万格) or Kristiansand (克里斯蒂安桑).

15.0 Weather (Optional)

A gale raged at sea; Commander 刘切斯 (name as printed) ordered the destroyers' speed cut to 22 knots. Even so, at least 10 crew were unaccounted for. The lashings had come loose, and equipment was broken or lost.

— 杰克·格林 & 亚历山德罗·马希那尼 (attribution as printed in the Chinese text)

In this game weather is a very important rule. However, if both players agree before the game, they may choose not to use the weather rules. (The suggestion for a first attempt: "better to skip it!")

At the start of the game the weather is "Gale" (大风). In each morning and afternoon turn, roll dice to determine whether the weather changes. Roll 2 dice and check the result against the weather table. After the weather changes, no further change occurs before the next weather determination.

Different weather affects unit movement allowance. For example, in a gale, the speed of all DD, TB and PT is reduced by 1.

Furthermore, the weather level does not get worse beyond strong wind (烈风), nor better beyond calm (无风).

When a movement allowance is reduced, both numbers on either side of the movement allowance are reduced.

Example: A unit with speed 5-5 whose movement is reduced by 1 becomes 4-4; if reduced by 3, it becomes 2-2.

15.1 Fog

When the weather is light (轻风), fog forms along Norwegian coasts (including fjords) in the evening, night and morning turns. While there is fog, surface ships that enter Norwegian coastal hexes need not report their position.

15.2 Direction of Movement

When the weather is strong wind (烈风), if a unit moves north, northwest or northeast, its movement allowance is reduced (see the Weather Level Table). Only when moving south (directions 4–6, that is south, southeast or southwest) may the movement allowance be reduced by 1 point less.

Example: In strong wind, a German destroyer task force (speed 5-5) moves south from X14 and can move 3 hexes to U13. In strong wind destroyer speed falls by 3, but because it is moving south, its reduction may be 1 less, so it becomes 3-3.

15.3 Starting From Norwegian Coastal and Fjord Hexes

A surface ship that begins its movement from a Norwegian coastal or fjord hex is affected by the gale, but is not affected by the strong wind (even if the weather is strong wind, it is treated as affected by gale).

Note: Surface ships beginning movement from Z16 and AA17 (the 2 light-grey hexes on the map) are also treated as subject to this effect. Even if the weather is strong wind, they are treated as affected by gale.

16.0 Victory Conditions

In this game the winner is decided by victory points (VP). The Allied and German scoring methods differ. If Germany occupies Norway, Germany automatically gains a strategic victory (see below).

In the game, use paper and pencil to record VP as they are gained, because some VP are not tallied until after the game ends.

16.1 VP may be gained by sinking enemy ships, by causing damage to enemy ships, by occupying Norwegian port cities, and by Commerce Raiding ships breaking out.

16.2 Germany may gain VP from occupying Norwegian port cities only when the objective is the Invasion of Norway. That is, if the German player chooses commerce raiding, he may also occupy Norwegian ports, but only as a misdirection; he cannot gain VP from it.

Below are the points obtainable for occupying each port city:

  • Oslo, Narvik — 15 VP each
  • Kristiansand, Stavanger — 5 VP each
  • Bergen — 6 VP
  • Trondheim — 10 VP

16.3 Allied VP

The Allied player gains VP by occupying Norwegian port cities (this applies only when the German objective is the Invasion of Norway), by sinking enemy surface ships, and by causing damage to enemy surface ships.

  • Each German airborne unit lost — 1 VP
  • German TB task force annihilated — 1 VP each
  • Each German DD destroyed — 1 VP
  • Each German ML lost — 1 VP
  • Sinking Emden and Nordmark (埃姆登号, 诺德马克号) — 3 VP each
  • Each other German CL destroyed — 4 VP
  • Each German CA destroyed — 8 VP
  • Sinking Lützow — 10 VP
  • Each German BC destroyed — 20 VP
  • Sinking Graf Zeppelin — 25 VP
  • Sinking Bismarck — 30 VP

At the end of the game, German surface ships in a state of being unable to sail on the map are treated as sunk, and the Allied player gains VP as above.

  • Norwegian port cities occupied by the Allies (when the German objective is the Invasion of Norway) — VP equal to 2 times the VP of that port city in 16.2.
  • While the German player has declared an Air Emergency Scramble (EAU), each turn — 2 VP.
  • Each German independent destroyer Brummer or Richard Beitzen (布鲁默号, 理查德-贝尔茨号) committed — 1 VP each.

16.4 German VP

The German player gains VP by occupying Norwegian port cities (only when the objective is the Invasion of Norway), by sinking enemy surface ships, by causing damage to enemy surface ships, and by breakthroughs of commerce raiders.

  • Each 2 Allied DD or ML sunk — 1 VP (rounded up)
  • Sinking Penelope, Arethusa and Galatea (佩内洛普号, 林仙号, 加拉提亚号) — 1 VP each
  • Sinking 蒂维厄特银行号 (as printed) — 1 VP
  • Each other Allied CL sunk — 2 VP
  • Each Allied CA sunk — 3 VP
  • Sinking Furious, Repulse and Renown (暴怒号, 反击号, 声望号) — 10 VP each
  • Sinking Valiant and Warspite (勇士号, 厌战号) — 12 VP each
  • Sinking Rodney and the French BC (罗德尼号, 法军BC) — 15 VP each
  • Sinking Richelieu, King George V and Ark Royal (黎塞留号, 乔治五世号, 皇家方舟号) — 18 VP each
  • Sinking Hood — 20 VP
  • Sinking "HN25 Convoy" — 10 VP
  • Each designated commerce raider that successfully breaks out — 5 VP each
  • If the objective is the Invasion of Norway, Lützow breaks out — 3 VP

16.41 By the evening turn of 9 April, the Allied ML Flot 20 and DD Flot 11 must reach Scapa Flow. For each one that does not arrive, the German player gains 1 VP. Sinking these two units is scored under the usual rules above.

Note: A ship's VP are determined by combining its build date and its operational value. Allied warships of which there are many have lower VP; symbolic ships such as Hood have higher scores.

16.5 Victory Levels

16.51 To achieve a tactical victory, the Allied player must score at least 5 VP more than the German player; the German player must score at least 10 VP more than the Allied player.

16.52 To achieve an operational victory, a player must score at least 25 VP more than the opponent.

16.53 To achieve a strategic victory, the German player must occupy at least 5 of the 6 Norwegian port cities (including Oslo). The Allied player must occupy at least 3 Norwegian port cities, or sink at least 2 German BB, BC or CV. But if the Allied player's BB, BC or CV are sunk at least 3 times, the level is downgraded to an operational victory.

16.54 If a result other than those above arises, the two sides draw.

17.0 Optional Rules

Suggestion: For first-time inexperienced players, skip this section and ignore it thereafter.

17.1 Additional Aircraft and Ground Units

17.11 As of the morning of 9 April 1940, the Norwegian 1st Fighter Squadron (Første Jagevingen) has 7 Gloster Gladiator fighters (plus 4 aircraft of other types, and 11 Gladiators not yet delivered). The 谢勒机场 (J16) is home to the 2nd Fighter Squadron (Sekund Jagevingen), equipped with a few new American fighters, the Curtiss P-36 (mediocre performance but long operating range). The 1st and 2nd Norwegian fighter squadron units enter play on the German invasion turn, and 谢勒机场 is treated as snow-cleared. But historically, because the support system was incomplete and snow was not cleared, aircraft landing at this airfield suffered crashes (the source reads 芬兰军, "Finnish", which appears to be an error for Norwegian; it is transcribed as printed). When Oslo was occupied, aircraft also crashed at this airfield, both German surface ships and German land forces (see 17.15) being involved.

The following 2 rules are optional:

  1. Place the Norwegian 2nd Fighter Squadron (Sekund Jagevingen) at 谢勒机场.

Historically the additional Gladiators that had been ordered were not delivered at this time, so the following options are hypothetical settings.

  1. Place the Norwegian 1st Fighter Squadron (Første Jagevingen) at Fornebu (福尼布) airfield.

17.12 "Weserübung" Day (威瑟堡演习日) (the German invasion turn). Germany acts according to the following conditions:

  1. If the Norwegian 2nd Fighter Squadron enters play, Germany receives 1 Me 110 ×1 as reinforcements.
  2. If the Norwegian 1st Fighter Squadron enters play, Germany places 1 (the 4th) airborne troop marker and 1 Ju 52 at Aalborg airfield (C16).

From the turn after the Norway invasion begins, Germany may use occupied Norwegian airfields for rebasing its fighters. As with other aircraft, the Ju 52 and airborne troops may move to occupied airfields within the operational radius of the Ju 52 and drop by airborne landing.

After this airborne landing, the Ju 52 is removed (a bit part).

17.13 A hex containing Norwegian fighters may not be used for airborne landing. When Norwegian fighters change base, their operational radius may not be expanded to 2 times (this represents the incomplete Norwegian support system).

17.14 Players may add the Gladiator fighters to the carrier aircraft of Furious.

17.15 Wehrmacht Inf. (German Wehrmacht infantry): At the start of turn 14 or turn 16, if German surface ships are in Oslo, the Oslo outer fortress or Kristiansand, the German player may place a Wehrmacht infantry marker in any one of these cities. A city in which a Wehrmacht marker is placed is occupied by Germany.

When choosing the optional rules of 17.11, or when the German player is unfamiliar with the game, use this rule.

17.2 King George V

Before 1943, the main armament of King George V had persistent problems. In the game, the main armament of King George V may be treated as having fully performed its original capability: the front-side gunnery value of the unit is treated as 11 and the back-side gunnery value as 5. The game includes this replacement counter.

17.3 The Danish Forces

When Germany invades Norway, the Allied player rolls 1 die. If the result is 1, announce to the German player that Denmark resists strongly, and use the following rules.

Immediately place the Danish naval unit at Frederikshavn (腓特烈港, D16). From the start of the following turn, the Danish naval unit is treated as an Allied unit. Unlike the Norwegian port cities, Frederikshavn has no fortresses or mines, so German surface ships may enter Frederikshavn freely and attack the Danish ships.

17.31 When Danish naval ships enter play, the German player chooses 1 of the following 2 options:

  • Option 1: The German player takes the pre-dreadnought Schlesien (西里西亚号), immediately places it at Frederikshavn, and fights 1 round of surface gunnery with the Danish ships. Danish ships that survive from this turn on are freely controlled by the Allied player.
  • Option 2: The Danish ships placed at Frederikshavn may not move on the turn of the German invasion. From the turn after the German invasion begins, they may be freely controlled by the Allied player.

The Danes had almost no possibility of resistance. Before the German invasion, the Danish naval commander received notice from the government not to oppose the Germans, and ordered his sailors to go home and stay put. The 67-year-old Danish admiral 希加尔玛·里希尼查提 (name as printed) wrote a short note: "Wretched, in tears. Sorrow without bounds; it weighs on my heart."

17.4 Additional Ships

"That ship is still waiting for its gun turrets to be fitted."

— Dr. 奥斯卡·帕克斯 (as printed)

The German player may choose optional ships to enter play under the rules of 4.5. If the German player's optional ships enter play, the Allied player may also bring in the corresponding ships.

If both players agree, when the Allies choose the French Strasbourg (斯特拉斯堡号) and Dunkerque (敦刻尔克号) to enter, then Suffren (絮弗伦号) and the French DD Flot 2 may also enter together.

17.5 If German Torpedoes Worked as Advertised

If the German player is the weaker side, use this rule. When U-boats make torpedo attacks, they also use the "Allied Submarine Torpedo Attack Table" to determine results.

17.51 When German surface ships make torpedo attacks, treat them as Allied surface ships, and disregard the notes under the "Surface Ship and Fortress Torpedo Attack Table".

17.6 Bergen's Secret Torpedo Tubes

The Bergen fortress was equipped with torpedo tubes similar to those of the Oslo fortress that sank Blücher, but by the time of the German invasion those tubes had already failed. When this rule is chosen, use the Bergen fortress unit that has torpedo attack strength (there is a replacement optional counter).

17.7 German Q-Ships

Germany has 2 UF Q-ships (combined into 1 unit in the game) operating in the sea near Bergen. These 2 Q-ships are called "U-boat traps" (U型陷阱), equipped with powerful radio communications, sonar, torpedoes and hidden 88 mm guns. When Germany's objective is the Invasion of Norway, or the German Target Determination Table includes a particular support unit, the German player may use the UF Q-ship unit.

A UF Q-ship cannot be discovered by search, but it can search its own hex. In addition, when an enemy surface ship is in the same hex as a UF Q-ship, the German player may report the UF Q-ship's position and conduct surface gunnery.

At the start of turn 4 (as marked on the turn record track), place the UF Q-ship on any Norwegian coastal hex within 2 hexes of Bergen, Stavanger or Kristiansand. (A UF Q-ship may enter coastal hexes and need not report its position.)

17.8 Ark Royal and the Skua

Although the Skua was used as a fighter, it could also carry out dive bombing. If both players agree before the game, the Skua may sortie either as a fighter or as a dive bomber. Although the Skua did not have outstanding airframe performance, it could take on both the fighter and the dive bomber roles. That said, as an opponent of the Me 109 it is a rather heavy burden.

Designer's Notes

On the evening of 9 April, Admiral 戴森 (name as printed) issued a clear order: "Hold the fortresses to the last if possible. If the guns are destroyed, then abandon the fortresses." But for the front-line soldiers the situation was desperate. For this reason the coastal batteries did not play a great role in this great war.

— 德怀特·G·汤普森 (as printed)

This game was originally Norway 1940 (《挪威1940》), the second product from Quarterdeck Games, published in 1981; Hobby Japan published the Japanese edition in 1982. Afterwards I took part in writing books about the Norwegian invasion campaign, and in 2005 I visited the important sites where that campaign was fought. Although this game uses Norway 1940 as its template, it incorporates relevant data and knowledge from my many years of field study, such as aircraft and ship figures. This game has revised the operational radii of the aircraft and the various values of the ships.

Players may have doubts about the favourable modifier that Graf Zeppelin has against dive bombers, because Graf Zeppelin, like British carriers of the late war, was fitted with an armoured flight deck. In the original, the rating of Rodney was low; this game repositions her and revises some values. Compared with the 14-inch guns of the newer battleships, Rodney's 16-inch guns are more powerful. Furthermore, she was fitted with radar (the German Blücher and the 2 battlecruisers were also fitted).

A large ship's firepower is determined jointly by factors such as the number of guns, the rate of fire of the guns, the weight of the shells, gunnery radar, the degree of combat training, and special abilities such as the leadership of the commanding officer. The 2 French battlecruisers fire less often than the German battleships, but they use heavier shells than the German 11-inch shells, so in this game these 2 battlecruisers receive a favourable modifier when firing. King George V has some problems with combat readiness and rate of fire, but if everything works well she will certainly display combat power not inferior to Warspite.

From the existence of small ships and the game's victory conditions it can be seen that the German navy is a tactical navy. In this game the ship "青岛号" (name as printed) appears as a single unit, although in reality it should be one of the small vessels that could not be made into a counter by itself. This is the designer's personal "added factor". Another "added factor" is the 5th destroyer of the British 2nd Destroyer Flotilla, which was actually brought in from another flotilla just as the attack on Narvik was about to begin.

In this Arctic theatre the German torpedoes suffered from mechanical faults. So there were farcical incidents in which fired torpedoes did not explode, ran too deep, and passed straight under the target's hull. For fuller details, see the book I co-wrote.

The Norwegian submarines in this game have changed greatly from the original. The A-class submarine (the oldest submarine in the Norwegian navy) had not been properly overhauled in either war, and its batteries were almost worn out. Furthermore, each submarine carried only 4 torpedoes. The B-class submarine is the product of imported American-built L-class submarines (old stock from the First World War). Here I also used an "added factor": although more than 3 Norwegian submarines were dispatched to the various ports, because they had no real combat power I merged them into 2 counter units.

As for ships: being struck by a torpedo in the stern, as happened to Bismarck and Glowworm (萤火虫号), is not a welcome thing. The reason Prince of Wales could not sail or manoeuvre was also that her stern was struck by an aerial torpedo. In addition, the armoured deck fitting of the German large ships was not very well arranged; and considering the damage to the electrical systems and hull connections when ships are attacked, when they take moderate damage their capabilities fall considerably.

Aircraft operational radius has always been an interesting topic. Aircraft combat range covers transfer range, combat range within friendly-occupied territory, and combat range over enemy-occupied territory. When the Me 110s landed at Værnes and Sola airfields, their fuel had nearly run out. But the Skua could fly to Bergen and then return. On the basis of these historical facts, this game reset the aircraft operational radii, so the numbers differ from the original. In setting the Ju 88 and He 111 radii I also met some difficulty. I used data from 1940 to set their radii; if friends find more accurate and credible data, they may revise them. As the game designer, all I can say is that the operational radii of all aircraft in this game are, in the end, only my personal judgement.

Ship speed is premised on sailing while conserving fuel. Some ships, especially German destroyers, consume a very large amount of fuel at full speed. Therefore, compared with the actual data, this game limits unit speeds. Nevertheless, these speeds still guarantee that they can reach the places they historically reached.

In fact the unsung heroes of the German invasion of Norway were entirely dozens of transport ships and support ships. They brought reinforcements and supplies to the first landing forces, enabling the landing troops to advance smoothly on Stavanger and Bergen. Although Germany also dispatched small convoys to Trondheim and Narvik, almost all of them were destroyed. This historical fact is represented by the German Wehrmacht rules of 17.15.

What about the minefield situation? The Norwegian navy had not laid mines before the war. When the German invasion began, the Norwegian navy also received orders to lay mines, but by then it was already too late. Germany also tried to shift mines to the Norwegian theatre, but the timing was not within the time range set for this game. The British laid 1 small minefield (another was a decoy minefield), but this game omits this element. In addition, the minelayer "蒂维厄特银行号" (name as printed), which had carried out this minelaying, had also already been ordered home.

Finally, let me add a note for the wargaming world. The original Norway 1940 went on sale right after Iron Bottom Sound (《铁底湾之声》) began to sell. At that time I was still working at my regular job. Out of the earnings from Iron Bottom Sound, I took the small amount of money I had and made Norway 1940. Soon I received an order paid by Hobby Japan, and later Grant Moves South (Quarterdeck, 1983, an American Civil War game) also benefited from this.

The art team suggested distinguishing unit counters that have been reduced in combat by using different colours along diagonal lines from normal unit counters. I wrote this idea on a small piece of paper, and 3 years ago sent it to the art team by courier; but because the envelope had no seal, the paper was lost. (Sorry, our courier was a pigeon.)

Speaking of which, my earlier counter design for Norway 1940 was a failure. I originally wanted to use 5/8-inch square counters, but when Quarterdeck published it they somehow became 3/4-inch square counters (in fact my mistake). Then Hobby Japan's imported edition became 1/2-inch square counters. They printed 2000 counters, of which 600 circulated in the English-speaking market. This time, in Hitler Strikes North, I have at last been able to use 5/8-inch square counters.

Ship Damage Record Sheets

Printed note on both record sheets: A ship that has lost half of its allowed flooding capacity (the grey boxes) is turned over to its damaged side. At the same time it also loses half of its allowed hit capacity, and its gunnery is halved (see 8.62). The numbers in the boxes below are the current gunnery values.

Transcription note: The numeric tracks printed in the boxes of the two sheets (allowed flooding and hit capacity, current gunnery and torpedo circles) are not reproduced in this text. The ship names, types and victory point values printed on the sheets are given below.

Allied Ship Damage Record Sheet (盟军舰艇损伤记录表)

Figures in brackets are the VP the German player gains when the ship is sunk.

  • CV Ark Royal (皇家方舟号) (18); Furious (暴怒号) (10)
  • BB King George V (乔治五世号) (18)
  • BC Hood (胡德号) (20); Renown (声望号) (10); Repulse (反击号) (10); Rodney (罗德尼号) (15); Valiant (勇士号) (12); Warspite (厌战号) (12)
  • CA Devonshire (德文郡号) (3); York (约克号) (3)
  • CL Birmingham (伯明翰号) (2); Berwick (贝里克郡号) (2); Glasgow (格拉斯哥号) (2); Southampton (南安普顿号) (2); Manchester (曼彻斯特号) (2); Sheffield (谢菲尔德号) (2); Penelope (佩内洛普号) (1); Arethusa (林仙号) (1); Galatea (加拉提亚号) (1)
  • DD Flot 4 (第4驱逐舰编队) (0.5); Flot 12 (第12驱逐舰编队) (0.5); Flot 7 (第7驱逐舰编队) (0.5); Flot 6 (第6驱逐舰编队) (0.5); Flot 2 (第2驱逐舰编队) (0.5); Flot 3 (第3驱逐舰编队) (0.5); Flot 5 (第5驱逐舰编队) (0.5); Flot 1 (第1驱逐舰编队) (0.5); Glowworm (萤火虫号); Gurkha (廓尔喀人号); Fearless (大胆号)
  • ML Flot 20 (第20水雷敷设编队) (0.5)
  • Polish DD Flot 1 (第1驱逐舰编队) (0.5)
  • French BB Richelieu (黎塞留号) (18); BC Dunkerque (敦刻尔克号) (15); BC Strasbourg (斯特拉斯堡号) (15); CA Suffren (絮弗伦号) (3); CL Emile Bertin (埃米尔·贝尔坦号) (2); DD Flot 1 (第1驱逐舰编队) (0.5); DD Flot 2 (第2驱逐舰编队) (0.5)
  • Norwegian ACD Norge (挪威号) (0); Eidsvold (埃斯沃尔德号) (0); Tordenskjold (雷霆号) (0); Harald Haarfagre (金发王哈拉尔号) (0)
  • Danish ACD Peder Skram (彼得·斯卡姆号) (0); TB Flot 1 (第1水雷编队) (0)

German Ship Damage Record Sheet (德军舰艇损伤记录表)

Figures in brackets are the VP the Allied player gains when the ship is sunk.

  • CV Graf Zeppelin (格拉夫·齐柏林号) (25)
  • BB Bismarck (俾斯麦号) (30)
  • BC Scharnhorst (沙恩霍斯特号) (20); Gneisenau (格奈森瑙号) (20)
  • AS Lützow (吕佐夫号) (10)
  • CA Hipper (希佩尔号) (8); Blücher (布吕歇尔号) (8)
  • CL Königsberg (柯尼斯堡号) (4); Köln (科隆号) (4); Karlsruhe (卡尔鲁厄号) (4); Emden (埃姆登号) (3)
  • PD Schlesien (西里西亚号) (0)
  • AO Nordmark (诺德马克号) (3)
  • DD Flot I (第1驱逐舰编队) (1*); Flot II (第2驱逐舰编队) (1*); Flot III (第3驱逐舰编队) (1*)
  • TB Flot I (第1水雷艇编队) (2*); Flot II (第2水雷艇编队) (2*); Flot III (第3水雷艇编队) (2*)
  • DD Hans Lüdemann (汉斯·吕德曼号); Bernd v. Arnim (贝恩德·冯·阿尔尼姆号); Richard Beitzen (理查德-贝尔茨号)
  • PT S-Boat Flot I (第1鱼雷艇编队) (0); S-Boat Flot II (第2鱼雷艇编队) (0)
  • UF Q-Ships (Q船) (0)

Special Search Hexes (特殊索敌格子)

These are the passive detection rules of 6.37.

When Allied surface ships:

  • Entering or passing through a hex within 3 hexes of a hex marked with an arrow: detected.
  • Entering or passing through a coastal hex of Sweden, Denmark or Norway: detected.

Note: Allied ships may enter the coastal hexes of Sweden and Denmark. Norwegian coastal hexes may be entered only 2 turns after the German invasion of Norway. However, when Allied units are on Norwegian coastal hexes in column S and north of it, they are automatically treated as not detected.

When German surface ships:

  • Entering or passing through a hex within 3 hexes of Scotland: detected.
  • Entering or passing through a coastal hex of the Orkney Islands or the Shetland Islands: detected.
  • Entering or passing through a coastal hex of Sweden, Denmark or Norway: detected.

Note: As long as Germany has not invaded Norway, German surface ships other than fleet oilers may not enter Norwegian coastal hexes.