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The Rhineland War, 1936-37

The Rhineland War, 1936-37 Rulebook

Table of Contents

Table of Contents

  • 1.0 INTRODUCTION
    • 1.1 The Rhineland War, 1936-37
    • 1.2 Optional Rules
    • 1.3 Scale
  • 2.0 COMPONENTS
    • 2.1 Counters
    • 2.2 Map
    • 2.3 Important Definitions
    • 2.4 Occupation & Control of Hexes
    • 2.5 Countries
    • 2.6 Counters
    • 2.7 Land Combat Units
    • 2.8 Unit Sizes
    • 2.9 Abbreviations
    • 2.10 Unit Colors & Nationalities
    • 2.11 Markers
  • 3.0 SET UP
    • 3.1 Choosing Sides
    • 3.2 Crisis Chit Pool
    • 3.3 Unit Set Up
    • 3.4 Starting & Ending Play
    • 3.5 Friendly Forces
  • 4.0 SEQUENCE OF PLAY
    • 4.1 Game Turns
    • 4.2 Sequence of Play Outline
  • 5.0 CRISES & COLLAPSE
    • 5.1 Crises Hexes
    • 5.2 Crisis Chit Outcomes
    • 5.3 General Strike
    • 5.4 Putsch
    • 5.5 Red Army Purge
    • 5.6 No Effect
    • 5.7 Crisis Chit Explanations Table
  • 6.0 REINFORCEMENTS & REPLACEMENTS
    • 6.1 Reinforcements
    • 6.2 Deployment & Reinforcement Table
    • 6.3 Scheduling
    • 6.4 Reinforcement After the Last Game Turn
    • 6.5 Replacements
    • 6.6 Replacement Points
    • 6.7 Additional RP
    • 6.8 Out-of-Supply Elimination
    • 6.9 Scheduling Reinforcements & Replacements
    • 6.10 Immediate Replacements
    • 6.11 Free Reinforcements
  • 7.0 LAND MOVEMENT
    • 7.1 Movement Allowances
    • 7.2 Procedure
    • 7.3 Restrictions & Prohibitions
    • 7.4 Zero Movement Factor Units
    • 7.5 Minimum Movement
    • 7.6 Terrain
    • 7.7 Crossing Borders
    • 7.8 Zara
  • 8.0 STACKING
    • 8.1 Unit Sizes
    • 8.2 Stacking Enforcement
    • 8.3 Friendly Nationalities
    • 8.4 Enemy Prohibition
    • 8.5 Air and Naval Stacking
    • 8.6 Information Markers
    • 8.7 Initial Set Up
    • 8.8 Fortified Zone Units
  • 9.0 ZONES OF CONTROL
    • 9.1 ZOC and EZOC
    • 9.2 Extent
    • 9.3 ZOC Negation
    • 9.4 Multiple ZOC
    • 9.5 Effects on Movement
    • 9.6 Disengagement
    • 9.7 Effects on Combat
    • 9.8 Retreating into EZOC
    • 9.9 Advance After Combat
    • 9.10 Effects on Supply
    • 9.11 Mobilization
  • 10.0 COMBAT
    • 10.1 Attacking
    • 10.2 Attrition & Mechanized CRTs
    • 10.3 Combat Procedure
    • 10.4 Which Units May Attack
    • 10.5 Attacker Flexibility
    • 10.6 Combining Attacking Units
    • 10.7 Attack Limitations
    • 10.8 Perpetual Defense
    • 10.9 Friendly Nationalities
    • 10.10 Multi-Unit & Multi-Hex Combat
    • 10.11 Final CRT Column
    • 10.12 Combat Strength Unity
  • 11.0 RETREAT AFTER COMBAT
    • 11.1 Retreat Movement
    • 11.2 Lengths
    • 11.3 Retreat Restrictions
    • 11.4 Fortified Zone Units
    • 11.5 Attacking Retreated Units
  • 12.0 PURSUIT
    • 12.1 Advance After Combat
    • 12.2 Procedure
    • 12.3 Pursuit Limit
    • 12.4 Pursuit Restriction
    • 12.5 Pursuing
    • 12.6 Stubborn Defense
  • 13.0 SUPPLY
    • 13.1 Supply Requirement
    • 13.2 Supply Sources
    • 13.3 Lines of Supply (LOS)
    • 13.4 LOS Length
    • 13.5 LOS Specifics
    • 13.6 Blocking LOS
    • 13.7 Supply States
    • 13.8 Movement Effects
    • 13.9 Starting Movement Status
    • 13.10 Combat Effects
    • 13.11 Replacement Effects
    • 13.12 Automatic Supply
  • 14.0 RAILROADS
    • 14.1 Rail Nets
    • 14.2 Supply via Railroad
    • 14.3 Procedure
    • 14.4 Restrictions
    • 14.5 Capacity
    • 14.6 Railroad Lines of Communication (RLOC)
    • 14.7 RLOC Examples
  • 15.0 FOG OF WAR
    • 15.1 Examining Pieces
    • 15.2 Reinforcements & Replacements
    • 15.3 Air Recon
  • 16.0 AIR POWER
    • 16.1 SAC, TAC, MAC
    • 16.2 Range
    • 16.3 Air Unit Missions
    • 16.4 Terror Bombing
    • 16.5 Terror Bombing Results
    • 16.6 Duration
    • 16.7 Fratricide
    • 16.8 Tactical Support
    • 16.9 Coordination
    • 16.10 Combat Air Patrol
    • 16.11 CAP Zones & Interception
    • 16.12 CAP Results
  • 17.0 NAVAL BOMBARDMENT
    • 17.1 Naval Gunfire
    • 17.2 Naval Bombardment Units
    • 17.3 Friendly Seas
    • 17.4 Gibraltar
  • 18.0 AMPHIBIOUS OPERATIONS
    • 18.1 Amphibious Movement
    • 18.2 Amphibious Capacity
    • 18.3 Ports
    • 18.4 Amphibious Assault
    • 18.5 Major Power Stricture
    • 18.6 Amphibious Markers
    • 18.7 Amphibious Markers Restriction
    • 18.8 Supply Status Irrelevant
    • 18.9 Friendly Seas & Gibraltar
    • 18.10 Inter-Sea Movement
    • 18.11 Amphibious Assault
    • 18.12 Defense Against Amphibious Assault
  • 19.0 SPECIAL UNITS
    • 19.1 Expeditionary Forces
    • 19.2 Mobilizing Expeditionary Forces
    • 19.3 Airborne
    • 19.4 SAC Airborne Transport
    • 19.5 Fifth Columns
    • 19.6 Fifth Column ZOC Exemption
    • 19.7 Alpine Units
    • 19.8 Anti-Aircraft Units
  • 20.0 WEATHER
    • 20.1 Weather Turns
    • 20.2 Thaw East
    • 20.3 Winter
    • 20.4 Storms
  • 21.0 NEUTRALS
    • 21.1 Belligerency/Neutrality
    • 21.2 Neutrality Status
    • 21.3 Becoming Belligerent
    • 21.4 Aggressive Powers
    • 21.5 Committed to War
    • 21.6 Neutral Nations
  • 22.0 THE SOVIET UNION
    • 22.1 The Soviet Union at War
    • 22.2 Soviet Sovereignty
    • 22.3 Terror Bombing
    • 22.4 Red Army Purge
  • 23.0 ARMISTICE & SURRENDER
    • 23.1 Mobilization Hexes
    • 23.2 Effects
    • 23.3 Surrender
    • 23.4 No Surrender
  • 24.0 THE SPANISH CIVIL WAR
    • 24.1 Spain Out of Play
  • 25.0 HOW TO WIN
    • 25.1 Victory Points
    • 25.2 Victory Point Schedule
    • 25.3 Final VP Difference & Level of Victory or Defeat
  • 26.0 Standard Scenario
    • 26.1 Game Length
    • 26.2 Initial Belligerents
    • 26.3 Crisis Chits
    • 26.4 Initial Deployment
    • 26.5 Reinforcements & Replacements
  • 27.0 Extended Scenario
    • 27.1 February 1937
  • Optional Rules
  • 28.0 Reich Industrial Objectives
  • 29.0 Transferring Mobilization Points
  • 30.0 Aerial Attacks on Naval Forces
  • 31.0 The Spanish Civil War
    • 31.3 Spanish Reinforcements
    • 31.4 Placing Spanish Reinforcements
    • 31.5 Spanish Replacements
    • 31.6 Restrictions
    • 31.7 Supply
    • 31.8 Spanish Factional surrender
  • 32.0 Scenario 3: Variable Preparedness
    • 32.2 Allied Variable Preparedness Table
    • 32.3 Axis Variable Preparedness Table
  • 33.0 World WAR II-Level Operations
    • 33.1 Second Wave Mechanized Combat
    • 33.2 Terror Bombing
    • 33.3 Tactical Support
    • 33.4 Combat Air Patrol
    • 33.5 Air Superiority
    • 33.6 Interception (New Aircraft Mission)
    • 33.8 Variable Mechanized Doctrine

1.0 INTRODUCTION

1.1 The Rhineland War, 1936-37

(TRW) is a strategic-level simulation of an alternative World War II in Europe, one that began in 1936. The altered assumption is, when Hitler ordered his army to march into the Rhineland, the Allied powers, instead of appeasing him, ordered their armed forces to resist. The ensuing chain of events leads to the war expanding throughout Europe. A war fought at that time would’ve found all European militaries woefully unprepared.

Central to the play of the game are its “Crisis chits” (or “markers”). They represent various diplomatic and military events that would bring other powers into the war. Players pick Crisis chits depending on the number of Crisis hexes (printed on the map) they control. The more such hexes they control, the greater the chances they have of gaining more allies. At the same time, grabbing too much territory can lead to political collapse at home, as domestic foes work to undermine your power before the conflict explodes into a wider war.

The Rhineland War is a two-player game. One player commands the Axis, controlling Germany and the countries that choose to align with Berlin. The other is the Allied player, who controls the anti-German forces.

1.2 Optional Rules

The optional rules follow the regular rules in this booklet.

1.3 Scale

Each hex on the map represents 62 miles (100 km) from side to opposite side. Each full game turn represents one month.

2.0 COMPONENTS

2.1 Counters

A complete game of TRW includes the following: a game map, this rules set and a sheet of 228 die-cut cardboard counters. Players will also need a six-sided die.

2.2 Map

The map shows central Europe as it was in 1936. A hexagonal grid has been superimposed on it to regularize the movement of units and delineate terrain types. Units are placed in hexes and must remain within hex boundaries at all times.

Errata: The map’s Reinforcement Table incorrectly indicates that there are two Soviet Airborne Corps. There is only (and should only be) one included in the game.

2.3 Important Definitions

Allies: At the start of the game the “Allies” include only France. Other countries may join the Allies depending on the play of Crisis chits or if the Axis invades them.
Axis: At the start of the game the “Axis” includes only Germany. Other countries may join the Axis depending on the play of Crisis chits.
Friendly, Enemy & Neutral: A “friendly” country or unit is one that’s controlled by you. An “enemy” unit or country is one controlled by your opponent. A “neutral” unit or country isn’t controlled by either player.

2.4 Occupation & Control of Hexes

You “occupy” a hex when you have a friendly unit in it. You “control” a hex if: 1) you have a unit occupying it and there is no enemy zone of control in that hex; or 2) the hex is within a country you controlled initially and you haven’t lost control of it as defined in point one; or 3) your units occupied the hex and have since moved out of it, and no enemy unit has since entered it or placed a zone of control on it, thereby “disputing” control.

A hex is “disputed” if one player’s units occupy it but the other player has a zone of control in it. In that case, neither player controls the hex. In other words—minus such zone of control disputation—you may enter a hex, thereby gaining control of it, and then move out while still retaining control of it. The idea is rear echelon security forces, not otherwise shown in the game as actual units, are taking care of your interests.

2.5 Countries

The map is divided into countries. You may have your units enter only those countries that are belligerents. Non-belligerent countries are termed “neutrals” and, in general, they may not be moved into or attacked until they enter play.

2.6 Counters

There are two basic types of counters in the game: “units,” which represent military forces, and “markers,” which are used to generate game events, record various game functions and display information.

2.7 Land Combat Units

(The source shows sample counter graphics here, with these captions: Sample Unit; Mechanized Unit Types; Aircraft Units: Tactical Aircraft (TAC, fighters), Strategic Aircraft (SAC, bombers), Military Airlift (MAC, transports); Naval Units.)

2.8 Unit Sizes

The following symbols indicate the size of each unit, printed atop the unit icon. These symbols indicate the size of the units, and determine the stacking limits in each hex (see 8.0).

XXXX = Army
XXX = Corps or Army Detachment
XX = Division
X = Brigade or Group
III = Regiment

2.9 Abbreviations

The following abbreviations are defined as follows. These designations have no direct effect on play (aside from set-up), but are provided for historical reference.

AdA: Armee d’Afrique (African Army)
Alp: Alpine (mountain)
ARGK = Artilleriyskiy Rezerv Glavnogo Komandovaniya (Artillery Reserve of the High Command)
AVG: American Volunteer Group
Bas: Basque
BEF: British Expeditionary Force
Cen: Centro (Center)
CL: Condor Legion
CMG: Cavalry-Mechanized Group
CCNN: Camicie Nere (Blackshirt Militia)
CW: Commonwealth Corps
CVT: Corpo Truppe Volontarie
DCR: Division Cuirassier Reserve (Reserve Armored Division)
DLM: Division Legere Mecanique (Light Mechanized Division)
EdA: Ejército de África (Army of Africa)
EdM: Ejército de Maniobra (Army of Maneuver)
HG: Hermann Goering
HSSPF: Hohere SS und Polizeifuhrer (Higher SS & Police Leader)
IB: International Brigades
GHQ: General Headquarters Reserve
Mtn: Mountain Corps
NKVD: Narodnyy Komissariat Vnutrennikh Del (Soviet Secret Police)
Nor: Norte
RAD: Reich Labor Service
Sch: Schnell Division
SSLS: SS Leibstandarte
SSP: SS Polizei
SST: SS Totenkopf
SSVT: SS Verfugungstruppe
Sur: Sur
TA: Territorial Army
TRGK: Tankovyy Rezerv Glavnogo Komandovaniya (Armor Reserve of the High Command)
1/B: Byelorussian Military District
1/L: Leningrad Military District
1/U: Ukrainian Military District

2.10 Unit Colors & Nationalities

The units of every country are printed with unique background colors. Distinguishing the various nationalities is also made easier by the fact each unit has its country’s name printed on it.

2.11 Markers

Function markers are used for various game activities. Certain markers are back-printed with other types of markers. Use whichever side they need for the current function. The quantity of markers in the game isn’t a design limit; if you need more, feel free to construct or acquire more.

3.0 SET UP

3.1 Choosing Sides

Players choose which scenario they will play and which side each will command.

3.2 Crisis Chit Pool

Place all Crisis chits in an opaque container, such as a coffee mug: that’s the “Crisis Pool.” Players will pick those markers during the course of play.

3.3 Unit Set Up

Players then place the units as listed under the Initial Deployment Table and in section 26.0. If a specific unit is specified by its unique historic identification, it must be the one set up in that way; otherwise, any unit of the type specified may be set up. Units may be required to be set up in specific hexes or anywhere in designated areas. Units may set up in enemy zones of control.

3.4 Starting & Ending Play

Play starts with the first turn of the scenario and continues until its final turn, or until one player wins an automatic victory, or until one player concedes the game, whichever occurs first.

3.5 Friendly Forces

Both players control more than one national contingent of forces. Except where specifically noted, all units on each side are friendly to each other, meaning their owning player may move and attack with all of them; however, see the stacking, combat and supply rules for particular restrictions.

4.0 SEQUENCE OF PLAY

4.1 Game Turns

The game is played in segments called “game turns.” Each game turn is divided into two “player turns,” one Axis and one Allied. Each player turn is further divided into sub-segments called “phases.” All actions during a game turn take place in a prescribed order called the “sequence of play.”

4.2 Sequence of Play Outline

I. Axis Player Turn
A. Axis Mobilization Phase
The Axis player brings reinforcements and replacements onto the map. Take all Axis air units in the Air Utilized Box and place them in the Air Available Box.
B. Axis Terror Bombing Phase
The Axis player may use his air units to conduct terror attacks.
C. Axis Movement Phase
The Axis player moves some, none, or all his units, as he chooses, within the strictures of the movement rules.
D. Axis Combat Phase
The Axis player conducts ground attacks.
E. Axis Rally Phase

  1. Remove Terror Bombing markers from all Axis units and Axis cities.
  2. The Allied player removes all Allied CAP from the map.
  3. The Axis player places TAC units on the map that will perform CAP.
    F. Axis Crisis Phase
  4. The Axis player picks Crisis chits and implements their effects.
  5. The Axis player makes die rolls for any Putsch and, if he controls the Soviet Union, Red Army Purge markers in the Collapse Box.

I. Allied Player Turn
A. Allied Mobilization Phase
The Allied player brings reinforcements and replacements onto the map. Take all Allied air units in the Air Utilized Box and place them in the Air Available Box.
B. Allied Terror Bombing Phase
The Allied player may use his air units to conduct terror attacks.
C. Allied Movement Phase
The Allied player moves some, none, or all his units, as he chooses, within the strictures of the movement rules.
D. Allied Combat Phase
The Allied player conducts ground attacks.
E. Allied Rally Phase

  1. Remove Terror Bombing markers from all Allied units and Allied cities.
  2. The Axis player removes all Axis CAP from the map.
  3. The Allied player places TAC units on the map that will perform CAP.
    F. Allied Crisis Phase
  4. The Allied player picks Crisis chits and implements their effects.
  5. The Allied player makes die rolls for any General Strike and, if he controls the Soviet Union, Red Army Purge markers in the Collapse Box.

III. End of Turn Phase
Move ahead the Game Turn markers one space on the Turn Record Tracks on the mapsheet. If it’s the last turn of the scenario, the game ends and the players determine who won.

5.0 CRISES & COLLAPSE

5.1 Crises Hexes

Crisis hexes are shown on the map. During both players’ Crisis Phases, the player whose turn it is checks the number of Crisis hexes his units currently occupy. He then consults the Crisis Chit Pick Table (on the mapsheet) for the number of Crisis chits he must pick. He draws them “at random” (without first looking to see what he’s drawn), one at a time, from the Crisis Pool. As each chit is picked, he checks the Crisis Explanation Table (below) and applies that result. Generally, a Crisis chit must be played and implemented as soon as it is picked; exceptions are noted on the table.

If a Crisis chit causes a neutral country to become a belligerent, and its units occupy any Crisis hexes within that country, those hexes don’t count for that turn’s total of occupied Crisis hexes. That is, only Crisis hexes occupied at the start of each Crisis Phase count for determining that turn’s picks.

5.2 Crisis Chit Outcomes

Crises chit outcomes are explained in detail below, but the general guidelines are as follows.

Special Action (“A”) Chits: Those with an asterisk are held (face down) by the player and played at the time indicated by the Crisis Chit Explanation Table (for example, Shock). Such asterisked chits are returned to the pool at the time of their delayed implementation. All other Special Action Chits must be played immediately and then set aside, out of play for the rest of the game (for example, Agitation Among Volksdeutsch).
Country Belligerency (“B”) Chits: Some chit outcomes will cause a country to become a belligerent on one side or the other. Sometimes there will be a special pre-condition required for that to occur. If a country is already a belligerent, the chit outcome effects are ignored, no substitute chit is picked, and it remains a belligerent. Once a Belligerency chit is played, it’s set aside for the rest of the game. That country remains a belligerent for the remainder of the game.
Collapse (C”) Chits: General Strike, Putsch and Red Army Purge chits are placed in the Collapse Box, printed on the mapsheet, where they remain for the remainder of the game.

5.3 General Strike

During each Allied Crisis Phase that there are any General Strike markers in the Collapse Box, the Allied player must roll a die. If the number rolled is less than or equal to the number of General Strike markers in the Collapse box, the Allied player may not receive any replacements or reinforcements for the remainder of the game.

5.4 Putsch

During each Axis Crisis Phase that there are any Putsch markers in the Collapse Box, the Axis player must roll a die. If the number rolled is less than or equal to the number of Putsch markers in the Collapse Box, the Axis player may not receive any replacements or reinforcements for the remainder of the game.

5.5 Red Army Purge

During each crisis phase that the Soviet Union is a belligerent and there are Red Army Purge markers in the Collapse Box, the player controlling the Soviet Union must roll a die. If the number rolled is less than or equal to the number of Red Army Purge markers in the Collapse Box, all Soviet units are immediately withdrawn from the map and the game. Soviet units may not reenter play in any way. If the Soviet Union hasn’t entered play and there are Purge markers in the box, the Allied player rolls. If the Purge occurs then, the USSR simply never enters play. Red Army purge is always rolled for last.

5.6 No Effect

Don’t pick a substitute chit.

5.7 Crisis Chit Explanations Table

(See tables on following pages.)

Transcriber note: the Crisis Chit Explanations Table and the other tables referred to (Crisis Chit Pick Table, CRTs, Terrain Effects Chart, Terror Bombing Table, CAP Table, Airborne Landing Table, Initial Deployment & Reinforcement Table) are not part of the text file of the rules and are therefore not reproduced here; the rules text is otherwise complete.

6.0 REINFORCEMENTS & REPLACEMENTS

6.1 Reinforcements

Players enter new units into play during the mobilization phases of their own player turns. Such units are called reinforcements.

6.2 Deployment & Reinforcement Table

The Initial Deployment & Reinforcement Table, printed on the mapsheet, provides a list of reinforcements for each country. A country receives reinforcements only if it’s belligerent.

6.3 Scheduling

Reinforcements appear in the friendly mobilization phase the number of turns indicated after the country has become a belligerent. For countries that start the game as belligerent, count from game turn one. Reinforcements schedules are be given as follows.

M+0: The unit is received the same turn that country becomes belligerent.
M+1, 2, etc: The unit is received the number of turns later. For example, if a country became belligerent on Game Turn 2, and it’s supposed to receive a reinforcement on M+1, it would receive that reinforcement on Game Turn 3.
M+DR: Roll a die for each such unit. The unit is received that number of turns after belligerency (M, or mobilization) has taken place. If more than one unit is to be received that way, roll individually for each unit.

6.4 Reinforcement After the Last Game Turn

If a unit is finally scheduled to be received after the last turn of the game, it isn’t received.

6.5 Replacements

Units that are eliminated during play may be returned to play as “replacements.” Place eliminated units in the Replacement Boxes printed on the mapsheet for both sides. In each of your own side’s Mobilization Phases, you may replace eliminated units by expending “replacement points” (see below). For each such unit, roll a die to get a number from one to six. It’s received that number of game turns later.

6.6 Replacement Points

Each country receives a number of replacement points (RP) equal to the total of friendly controlled mobilization hex values in its own territory. One country may not use the RP of another country, even if on the same side, unless an exception is stated. RP may not be saved from turn to turn; if they’re not used the turn they’re received, they’re lost.

6.7 Additional RP

The following countries receive additional RP for mobilization centers off the map. They are used normally, but replaced units are placed on the map.

Great Britain: three additional RP per game turn.
Soviet Union: four additional RP per game turn.
USA: If the US is belligerent, the Allied player rolls a die each game turn
and receives that number of RP, which he may use to replace any US,
British or French units.

6.8 Out-of-Supply Elimination

Land units that were out of supply (see section 13.0) when they were eliminated may never be replaced; place them back in your storage container. Eliminated air units may always be replaced.

6.9 Scheduling Reinforcements & Replacements

Players should place reinforcements and replacements in the appropriate boxes of their own side’s Turn Record Track.

6.10 Immediate Replacements

Certain units will begin the game in the Replacement Box. Their owning player may bring them onto the map by expending RP during his mobilization phase (on Game Turn 1 or later).

Note: Units left over after set-up are to be placed into the Replacement Box.

6.11 Free Reinforcements

Players don’t expend RP to bring on reinforcements; they’re received “for free.”

6.12 Placement

Reinforcements and replacements are placed in any friendly controlled mobilization hex of their own country. Such hexes may not be occupied by enemy units or in an enemy zone of control (and friendly units don’t negate such enemy zones of control). No more than one reinforcement or replacement unit may be placed per mobilization hex per game turn. If there are no eligible hexes for the entry of a reinforcement or replacement, those units are pushed back on the track until the next game turn.

6.13 Withdrawals

Certain events may call for units to be withdrawn. In such cases, simply pick up the specified units and remove them from the map. They are permanently out of play. Withdrawn units must come from on-map forces if possible; if not, they must come from replaceable units or units on the Game Turn Tracks. If none are available, there is no further or carry over effect.

6.14 Collapse

If a side suffers a collapse, all its reinforcements and replacements on the Turn Record Track are removed from play. That side may not receive any new reinforcements or replacements for the rest of the game. This does not affect units on the map.

7.0 LAND MOVEMENT

7.1 Movement Allowances

During each of your own side’s movement phases you may, in general, move as many or as few of your land units as you want. Naval and air units are only temporarily placed on the map during the combat phases. Units may be moved in any direction or combination of directions within the pattern of the hex grid. There are three types of land movement: 1) normal movement, which is governed by each unit’s printed movement factor; 2) railroad movement, which is conducted according to rule section 14.0; and 3) naval transport, which is conducted according to rule section 18.0.

7.2 Procedure

Units are moved one at a time, tracing a path of contiguous hexes through the hex grid. As each unit enters a hex it expends one or more movement points (MP) from its movement allowance (MA). Different types of units have different movement rates and are affected differently by terrain. Consult the Terrain Effects Chart (TEC), printed on the mapsheet, for further details.

7.3 Restrictions & Prohibitions

Your units may conduct land movement only during you own Movement Phases. Once you’ve moved a unit and removed your hand from it, it may not be moved again that phase unless your opponent agrees to allow it. Advance and retreat after combat aren’t regular land movement and therefore don’t consume MP (see sections 11.0 & 12.0). A unit may expend all or just some of its MP before coming to a halt during any friendly movement phase. Unused MP may not be accumulated from phase to phase or turn to turn, nor may they in any way be transferred from unit to unit.

7.4 Zero Movement Factor Units

Zero Movement Factor Units are static. That is, once placed on the map they never move except to go into the dead pile.

7.5 Minimum Movement

All units with a printed MA of “1” or more may generally move a minimum of one hex per friendly movement phase by expending all their available movement points at the very start of their move. That guarantee doesn’t mean, however, that units may use it to move into an enemy occupied hex, from one enemy zone of control directly into another, or into prohibited terrain.

7.6 Terrain

A unit must expend one MP to enter a clear terrain hex. To enter other types of hexes a unit may have to expend more than one MP. When the TEC calls for an MP expenditure to cross a hexside, that cost is in addition to the cost for entering the hex.

7.7 Crossing Borders

Major Power Units: Germany, Italy, France, Great Britain, the Soviet Union and the US are all major powers. Major powers’ units may potentially enter all countries on the map (exception: see below).
Soviet Union: only Soviet units may enter the Soviet Union; see section 22.0.
Minor Power Units: all other countries are minor powers. Their units may enter only their own country and countries adjacent to them, and they may not use naval movement.
Neutrals: Units of other countries may generally not move into neutral countries, but see rules section 21.0 for exceptions. As soon as a neutral becomes belligerent, other countries’ units may enter it.

7.8 Zara

Italian land units, only, may be transported across the Adriatic Sea automatically (i.e., no naval contigent is required) from Zara (3011) to Venice (3313), or vice versa, expending one total MP to do so. This sea movement cannot be interrupted by any enemy units, unless one location or the other is actually occupied by any enemy unit(s).

8.0 STACKING

8.1 Unit Sizes

Having more than one unit in the same hex at the same time is called “stacking.” Stacking limits are follows: 1) one army-sized unit; or 2) up to three corps-sized units; and 3) an unlimited number of division, brigade or regiment sized units. For example, you could have one army or three corps in a single hex, but you couldn’t stack an army and a corps.

Note: Fortifications do not count towards stacking; however, no hex may ever contain more than one fortification.

8.2 Stacking Enforcement

Stacking limits for both sides apply at the end of every movement and combat phase, friendly and enemy. Friendly units may move through hexes stacked or over-stacked by other friendly units at no extra cost or penalty. There’s no limit on the number of friendly units that may enter and pass through a single hex in one phase. If, however, at the end of any movement or combat phase a hex is found to be over-stacked, the excess units are eliminated by the owning player (his choice). Note that stacking limits don’t apply during mobilization phases; so you may over-stack to place reinforcements and replacements, but you would then have to meet the stacking limit by the end of the following movement phase.

8.3 Friendly Nationalities

Friendly units of different nationalities may generally not end a movement or combat phase stacked with units of other friendly nationalities. For example, say the Axis player controls Germany and Italy as belligerents. A German unit couldn’t stack with an Italian unit, and vice versa. Exception: units marked as “Expeditionary” may always stack up to normal limits with friendly units of any nationality. For example: the Axis player could stack the Condor Legion with an Italian corps, assuming he also controlled Italy as a belligerent.

8.4 Enemy Prohibition

Your units may never enter hexes containing any enemy unit(s).

8.5 Air and Naval Stacking

Air and naval units use different stacking rules; see sections 16.0 through 18.0.

8.6 Information Markers

Informational markers don’t count for stacking.

8.7 Initial Set Up

Players must observe stacking limits during initial set up.

8.8 Fortified Zone Units

Fortified zone units don’t count for stacking; however, there may never be more than one such unit per hex.

9.0 ZONES OF CONTROL

9.1 ZOC and EZOC

The six hexes immediately surrounding a land unit’s hex constitute its zone of control (ZOC).All units with a printed movement factor (MF) of “1” or more have a ZOC. ZOC put limits on movement, retreat and tracing lines of supply. An enemy zone of control is abbreviated EZOC.

9.2 Extent

Except as explained below, ZOC and EZOC are generally never negated by the presence of other units, friendly or enemy. ZOC and EZOC extend into and out of all terrain. All non-static land units of both sides exert ZOC at all times, regardless of the phase or player turn. Naval and air units never exert ZOC.

9.3 ZOC Negation

ZOC and EZOC don’t extend into hexes occupied by the opposing side’s fortified zone units. ZOC and EZOC don’t extend across all-sea hexsides. ZOC and EZOC don’t extend into neutral countries. Neutral countries’ units don’t have ZOC; however, they gain them the instant they become belligerent. Static units never exert ZOC (see 7.4).

9.4 Multiple ZOC

Both friendly and enemy units may exert ZOC into the same hexes at the same time. There are no additional effects if more than one unit, friendly or enemy, projects its ZOC into the same hex at the same time. If one of your units is in an EZOC, the enemy unit projecting that EZOC is also in the ZOC being projected by your unit. The two units (or stacks) are equally and mutually affected.

9.5 Effects on Movement

Units must stop moving when they enter an EZOC. They may move no farther during that phase. Units may exit EZOC in two ways: 1) due to combat results that call for retreat or pursuit; or 2) by disengagement; see below.

9.6 Disengagement

Disengagement is the act of moving out of an EZOC. To do so, the exiting unit must enter a hex that contains no EZOC. Such units may enter another EZOC later during the same move, as long as the first hex they enter doesn’t contain an EZOC. Disengagement may take place only at the very start of a unit’s movement. Remember: fortified zone units negate EZOC for movement.

9.7 Effects on Combat

Attacking is voluntary; you don’t have to attack simply because you have units in EZOC.

9.8 Retreating into EZOC

Units may not retreat after combat into any hex containing un-negated EZOC.

9.9 Advance After Combat

Units may advance after combat (pursue) into or through EZOC; EZOC never block pursuit (see section 12.0).

9.10 Effects on Supply

Supply lines may be traced into but not through hexes containing un-negated EZOC.

9.11 Mobilization

You may not mobilize units in EZOC.

10.0 COMBAT

10.1 Attacking

The player can initiate combat (“attack”) during his Combat Phases between his units and adjacent enemy units. Combat is always voluntary. Attacking units must be immediately adjacent to the defending enemy units they will attack.

10.2 Attrition & Mechanized CRTs

The player whose player turn it is is termed the “attacker,” and the other player is the “defender,” regardless of the overall situation across the map. There are two different combat results tables (CRT), “Attrition” and “Mechanized”; both are printed on the mapsheet.

10.3 Combat Procedure

To resolve each attack, go through the following steps.

  1. The attacker declares which attacking units will be attacking which defending units. To determine which CRT will be used, see 10.20.
  2. Total the combat strengths of all attacking units involved in the battle. Make any modifications for supply status and concentric attack.
  3. Total the defense strengths of all defending units in the battle. Make any modifications for terrain and fortifications.
  4. Divide the attacker’s strength by the defender’s strength and multiply that result by 100. That gives a percentage. Consult the selected CRT under the appropriate percentage column.
  5. Shift the percentage column to the right for any naval and/or air support.
  6. Roll a die and cross-index that result within the selected percentage column.
  7. Apply the combat result, including retreats and pursuits.
  8. Proceed to the next attack, if any.

10.4 Which Units May Attack

A unit must have a printed attack strength of “1” or more in order to be able to attack.

10.5 Attacker Flexibility

The attacking player may resolve his attacks in any order he chooses. He doesn’t have to declare beforehand all the attacks he will launch during that phase. Also, the attacker doesn’t have to commit air and naval support until step five of the attack resolution procedure given above.

10.6 Combining Attacking Units

A defending unit or stack may be attacked from as many as six adjacent hexes at the same time, combining total attack strengths into one attacking force.

10.7 Attack Limitations

In general, no unit may attack more than once per friendly combat phase.

10.8 Perpetual Defense

A defending unit may be attacked more than once per enemy combat phase, as long as each attack is made by enemy units that haven’t previously attacked during that phase.

10.9 Friendly Nationalities

Units of different nationalities on the same side may generally not be combined in the same attacking force. Exception: expeditionary units may be combined with units of different friendly nationalities in the same attack. Units of different nationalities may be attacked as a combined defense force in cases where an expeditionary unit is stacked with a unit of a different nationality.

10.10 Multi-Unit & Multi-Hex Combat

If an attacking force is adjacent to more than one hex of enemy units, it may attack only one of those hexes. No single attack may have as its objective the enemy units in more than one hex. An attacking force in two or more hexes must combine their combat strengths and attack as a single force into their target hex. Within those limits attacks may potentially involve any number of attacking or defending units.

10.11 Final CRT Column

A player may never voluntarily reduce (shift left) the percentage column of any attack.

10.12 Combat Strength Unity

A given unit’s attack and defense strengths are always unitary. That is, no unit’s combat strengths may be divided among different combats on attack or defense.

10.13 Combining Attacks

Units stacked in the same hex may be combined for an attack, or they may attack separately, or some might simply not attack at all.

10.14 Combined Defenses

Units defending in the same hex must be attacked as a single combined total; they may not be attacked separately or in small groupings.

10.15 Attack Bonuses

The following attack bonuses may be applied to an attack, if available and eligible.

Air support. The attacker may add one friendly air unit of the same nationality as the attacking units. That shifts the percentage column one to the right.
Naval Bombardment. The attacker may add one friendly naval bombardment unit of the same nationality as the attacking units. That shifts the percentile column one to the right.

The attacker is eligible to combine one air support and one naval support for two shifts.

10.16 Concentric Attack

In any attack, if the involved attacking units and/or their ZOC are in all six hexes surrounding a defending hex, the attack strengths of all those attacking units are doubled.

10.17 Supply

Any attacking units that are out of supply (see section 13.0) have their attack strengths halved. If a unit is both halved for supply and doubled for concentric attack, it uses its printed attack strength. Note that defending units are not halved for being out of supply.

10.18 Defensive Bonuses

The following defense bonuses may be applied to a defense, if available and eligible.

Terrain. Defending units benefit from the terrain in the hex they occupy or running along that hex’s sides. Terrains in hexes occupied by attacking units have no effect on combat. The effect of terrain on combat is reflected by doubling the defender’s printed combat strength. The TEC lists those defensive multiples.
Hexsides. A force receives the benefit for defending behind a hexside only if all attacking units are attacking across such hexsides.

Terrain benefits aren’t cumulative; if there’s more than one type of terrain bonus available in a hex, the defending force receives only one multiple. No defender may ever be more than doubled for any reason or combination of reasons.

10.19 Fortified Zone Units

Fortified Zone Units don’t generate multiples of defensive strength. See 11.3 for their effects on retreating.

10.20 CRT Selection

The attacker always chooses which of the two CRTs will be used in each attack. The attacker may always use the Attrition CRT. To use the Mechanized CRT, the attacher must have at least one supplied mechanized unit in the attack. Additionally, the Mechanized CRT may not be used if any defending units are in fortifications.

10.21 Combat Resolution

The combat percentage is determined by dividing the attacker’s strength by the defender’s strength and then multiplying it by 100. Use the column corresponding to that percentage on the CRT when rolling the die. Example 1: The attacker has 20 combat factors and the defender 13 Thus 20/13x100=153; so that combat is resolved on the 150-199% column of either CRT. Example 2: The attacker has 10 combat factors and the defender 12. Thus 10/12x100 = 83; so that combat is resolved under the 100-99% column of either CRT.

10.22 Eliminations

A player eliminates a unit by completely removing it from the map. The combat results explain the priority of units to be eliminated, if any. In all other cases the choice of units to be eliminated is up to the owning player. Air and naval units are never affected by combat results.

10.23 Combat Results Explanations

AE: Attacker Eliminated

  1. Eliminate all involved attacking units.
  2. Defending units may pursue one hex.

AD: Attacker Defeated

  1. Eliminate the involved attacking unit with the highest printed attack strength.
  2. Surviving attacking units retreat one hex.
  3. No pursuit.

AP: Attacker Panics

  1. All attacking units retreat two hexes.
  2. Defending units may pursue one hex.

AT: Attacker Trounced

  1. Eliminate attacking units with total printed attack strengths equal to at least half of that attacking force’s total printed attack strength.
  2. Surviving attacking units retreat three hexes.
  3. Defending units may pursue one hex.

AW: Attacker Withdraws

  1. All attacking units retreat one hex.
  2. No pursuit.

BB: Bloodbath

  1. Eliminate the defending unit with the highest printed defense strength.
  2. Eliminate the attacking unit with the highest printed attack strength.
  3. No retreat or pursuit.

BK: Blitzkrieg

  1. Eliminate all defending units.
  2. Attacking mechanized units may pursue three hexes.
  3. Attacking non-mechanized units may pursue one hex.

DD: Defender Defeated

  1. Eliminate the defending unit with the highest printed defense strength.
  2. Surviving defending units retreat one hex.
  3. Attacking units may pursue one hex.

DE: Defender Eliminated

  1. Eliminate all defending units.
  2. Attacking units may pursue one hex.

DP: Defender Panics

  1. All defending units retreat two hexes.
  2. Attacking mechanized units may pursue two hexes.
  3. Attacking non-mechanized units may pursue one hex.

DW: Defender Withdraws

  1. All defending units retreat one hex.
  2. Attacking units may pursue one hex.

MD: Mobile Defense

  1. Eliminate one attacking mechanized unit.
  2. All defending units retreat one hex.
  3. Surviving attacking units may pursue one hex.

MA: Mobile Assault

  1. Eliminate one defending unit.
  2. Surviving defending units retreat one hex.
  3. Attacking mechanized units may pursue two hexes.
  4. Attacking non-mechanized units may pursue one hex.

OR: Overrun

  1. Eliminate defending units with total printed defense strengths equal to at least half of that defending force’s total printed defense strength.
  2. Surviving defending units retreat three hexes.
  3. Attacking mechanized units may pursue three hexes.
  4. Attacking non-mechanized units may pursue one hex.

11.0 RETREAT AFTER COMBAT

11.1 Retreat Movement

When a combat result requires a player’s units be retreated, the player designated by the result must immediately move those units the indicated number of hexes away from their combat position. If the combat result doesn’t specifically designate one player to conduct a retreat, the owning player conducts it. Retreat isn’t normal movement; it’s counted in terms of hexes, not MP, and units retreat the number of hexes indicated regardless of their printed MA.

11.2 Lengths

A retreat may be one, two or three hexes, as specified by the result.

11.3 Retreat Restrictions

Retreat is subject to the following restrictions:

  1. Units may never retreat into hexes containing enemy units.
  2. Units may not retreat into hexes containing EZOC. Remember: fortified zone units negate EZOC; other units don’t do so.
  3. Units may not retreat off the map or into terrain or across hexsides that can’t normally be entered by them, nor may they retreat into neutral countries. (You may not violate neutrality as part of a retreat.)
  4. Units may retreat into and through hexes containing friendly units, even if they’re of different friendly nationalities. That doesn’t affect the units retreated through. Remember, though, units must be within stacking restrictions at the end of the Combat Phase.
  5. A retreating unit must terminate its retreat the indicated number of hexes away from its former position. If it can’t do that, and can retreat only a portion of the number of the hexes called for, it’s eliminated in the last hex into which it was able to retreat.
  6. Units may be retreated together or separately.
  7. A unit may not be retreated into a hex that would cause it to be eliminated or over-stacked if other retreat paths are available.
  8. Static units are generally eliminated if forced to retreat, but see below.

11.4 Fortified Zone Units

Fortified Zone Units (a.k.a. fortress units) ignore retreat results. Units attacking out of, or defending in, the same hex as friendly fortresses may (at the owning player’s option) ignore all retreat results. If some units in the same attack are attacking out of fortresses and others aren’t, only those attacking out of the fortresses may ignore retreats. If a fortress is eliminated as another part of a combat result, other units in its hex must then retreat if called on to do so. A unit that retreats into a friendly fortress may cease its retreat in that hex.

11.5 Attacking Retreated Units

Units that retreat into a hex that’s attacked later that same phase generally contribute their defense strength to the defense of the new hex. If, however, the retreated units cause their new hex to be over-stacked, they contribute nothing to the defense of that hex, though they would be subject to any combat results inflicted there.

12.0 PURSUIT

12.1 Advance After Combat

“Pursuit” is a special form of movement that may occur after combat. Pursuit is more or less what’s termed in other wargames as “advance after combat.”

12.2 Procedure

If a combat result calls for a player to conduct pursuit, he may immediately move the number of hexes indicated with one, some or all of his eligible units involved in that attack. Generally, pursuit is one hex. Certain results will allow supplied mechanized units to advance more than one hex. In such cases, the first hex entered must be the hex the defending enemy units occupied. Further hexes (if allowed) may be in any directions. A combat result must specify “pursuit” for it to occur. For example, if a Bloodbath result causes all units to be eliminated from a hex, surviving attackers couldn’t enter it since no pursuit is specified by the result.

12.3 Pursuit Limit

Unless otherwise specified in a particular combat result, eligible units may move a maximum of one hex when pursuing.

12.4 Pursuit Restriction

Attacking units with printed MF of “0” may never pursue.

12.5 Pursuing

Pursuit doesn’t expend MP; however, it may be made only into hexes the pursuing units could normally enter. Pursuing units may ignore EZOC, but they may not enter hexes containing enemy units or prohibited terrain. If a total pursuit is longer than one hex, some units may stop in the first hex, others in the second hex.

Note: A pursuing unit may not pursue into
a neutral country.

12.6 Stubborn Defense

If the attacked enemy hex isn’t cleared of units, no pursuit may be conducted. For example, say a result of DW was inflicted on an enemy fortress; since the fortress ignores retreats, it remains in its hex and that blocks any pursuit.

13.0 SUPPLY

13.1 Supply Requirement

Units must be in supply to move and attack at full effectiveness.

13.2 Supply Sources

In order to have supply, a unit must trace a “line of supply” (LOS) back to a friendly supply source. Supply sources include the following:

  1. Mobilization hexes of the same country as the unit tracing the LOS. For example, German units could trace LOS to Berlin, but German-controlled Italian units could not do so.
  2. All ports controlled by friendly units if located in a sea in which the player could other wise conduct amphibious operations (see section 18.0). For example, British units could trace LOS to Athens if Allied controlled.

13.3 Lines of Supply (LOS)

Players trace supply from a unit back to a supply source through paths of contiguous hexes. LOS start with the tracing unit and go to either one of the following: 1) directly to a supply source, as described above; or 2) to friendly occupied city* that can in turn trace a rail line of communication (RLOC) back to a supply source. That city doesn’t have to be in a friendly country.

*Presently occupied by any unit friendly to
the supplied unit.

13.4 LOS Length

A unit may trace an LOS a number of hexes equal to its printed MF. Each unit traces LOS independently. For example, a hex contains a unit with an MF of “4” and another unit with an MF of “3”; the first unit could trace LOS up to four hexes and the second up to three.

13.5 LOS Specifics

LOS is counted in terms of hexes, not MP. For example, tracing through mountains is the same as tracing through clear terrain.

13.6 Blocking LOS

LOS are blocked by enemy units, terrain prohibited to land movement, and EZOC. Remember: EZOC are negated by the presence of fortified zone units.

13.7 Supply States

A unit that can trace a complete LOS is “in supply.” A unit that can’t trace a complete LOS is “out of supply” (or “OOS”).

13.8 Movement Effects

Supply for movement is checked at the start of each movement phase for all friendly units. An OOS unit: 1) has its MA halved [round up]; and 2) may not use rail movement.

13.9 Starting Movement Status

A unit that starts its side’s movement phase in supply may move into an OOS position, and vice versa. Each moving unit retains the MA determined for it at the start of the phase. Markers are provided to designate OOS forces.

13.10 Combat Effects

Supply for combat is checked at the start of each combat phase for all attacking units. Any attacking unit found to be OOS at that time has its attacked strength halved. Retain all remainders. Note that some units in an attack may be in supply while others are OOS. The defender isn’t affected by being OOS, except per 13.11 below.

13.11 Replacement Effects

A unit OOS at the instant it’s eliminated is placed in the permanent dead pile and may never be replaced.

13.12 Automatic Supply

The following units are always automatically in supply: 1) all static units; 2) units in the same hex as a friendly fortified zone unit; 3) units in mobilization hexes of the their own country. Note that fortified zone units don’t serve as supply sources for units outside them, they simply provide in-hex supply.

13.13 Air & Naval Supply

Air and naval units are always in supply, and also see also Air Supply (16.8) and Amphibious Supply (18.10).

13.14 Collapse

A collapse event does not affect mobilization cities for purposes of providing supply.

14.0 RAILROADS

14.1 Rail Nets

The rail net isn’t shown on the map. Rather, countries are divided into rail zones depending on the density of their rail net:

Zone 1: Great Britain, France, Belgium, Netherlands, Luxembourg, Germany, Austria, Czechoslovakia, Denmark, Switzerland.
Zone 2: all other countries on the map.

14.2 Supply via Railroad

Players may use railroads to conduct rail movement and trace LOS.

14.3 Procedure

Any non-static land unit may use rail movement. The unit starts its rail move in a city. It then moves through up to 15 contiguous land hexes and ends its move in another city. Rail movement is counted in terms of hexes, not MP. Rail movement uses up all of a unit’s movement for that phase.

14.4 Restrictions

  1. A unit must start and end its movement phase in supply in order to be able to make a rail move. It may only move into and through hexes that are in supply.
  2. Units using rail movement may not start or enter hexes containing enemy units or EZOC. Remember: fortified zone units negate EZOC.
  3. A given unit may use rail movement only once per movement phase. In each movement phase, conduct all rail movement prior to starting any other movement.
  4. If the rail move is made entirely through friendly countries, the destination city doesn’t have to be friendly occupied. If any part of the rail move is in an enemy country, the destination city must be occupied by other friendly units. For example, a German unit begins a rail move in Berlin and it moves to Prague (assuming Czechoslovakia is Allied controlled). Since Czechoslovakia is an enemy country, Prague would have to be occupied by another Axis unit in order for the German unit to move to it by railroad.

14.5 Capacity

You may conduct an unlimited number of rail moves if such movement is entirely within Zone 1. In Zone 2, you may conduct a maximum of three rail moves per game turn per country. Zone 1 and Zone 2 rail moves may be combined, but the Zone 2 move counts against the total for that country.
For example, a German unit starting in Berlin moves via Czechoslovakia to Poland. After that move, the Axis player could still conduct unlimited rail movement in Germany and Czechoslovakia (Zone 1), but that counts as one rail move against Poland, since it is a Zone 2 country.

14.6 Railroad Lines of Communication (RLOC)

As described in the supply rules, you may trace a line of supply to a city hex that can in turn trace an RLOC back to a supply source. The RLOC may be traced through a number (See 13.4) of contiguous land hexes back to the supply sources listed in 13.3. RLOC are blocked by enemy units and/or EZOC. The length of an RLOC depends on the rail zone of the city to which the unit is tracing its LOS. Zone 1: unlimited length.
Zone 2: 15 hexes.

14.7 RLOC Examples

An RLOC may be traced through more than one rail zone, but the provisions of 14.6 apply.

Example 1: A German unit adjacent to Warsaw (which is also German occupied) could trace an LOS to Warsaw, and from there back to Berlin, as long as the path is no more than 15 hexes.

Example 2: A British unit within three hexes of Paris could trace an LOS to Paris, and from there an RLOC back to Dunkirk, since it is a friendly port.

15.0 FOG OF WAR

15.1 Examining Pieces

You may only look beneath the top unit of enemy stacks during combat. That is, all the stacks involved in any one battle should be mutually examined by both players at the start of each individual battle’s resolution. Once stacks have been examined in that way, the attacker may no longer call off that battle.

15.2 Reinforcements & Replacements

You may not examine units on the opposing player’s Turn Record Track.

15.3 Air Recon

You may always examine enemy units in the same hex, or adjacent to, any TAC or SAC unit you place on the map for any mission.

16.0 AIR POWER

16.1 SAC, TAC, MAC

Airpower is represented by SAC, TAC and MAC markers. When available, they’re placed in the Air Available Box. When you have air-power available, you may use the markers for the purposes described below by placing them on the map. After an air marker has been used, place it in your side’s Air Utilized Box. An air marker may be used once per game turn. At the start of each friendly mobilization phase, you transfer all your air units in the Utilized Box to the Available Box.

16.2 Range

Air units have a range factor printed on them. That’s the number of hexes they may “fly.” Their start hex is any city that’s either a friendly supply source or to which a friendly RLOC can be traced. Note that air units aren’t based on the map as such; they are placed on the map only when flying missions.

16.3 Air Unit Missions

Air units may conduct terror bombing, tactical support, combat air patrol, air superiority, and aerial supply missions.

16.4 Terror Bombing

Terror Bombing is done during the Terror Bombing Phases. You may use your TAC and SAC units to make terror attacks against any in-range city or hex with enemy units during your own side’s Terror Bombing Phases. Place your air units on all hexes to be attacked. No more than one air unit may be used per hex. Roll one die per terror attack, consult the Terror Bombing Table, then apply the result. After all your terror bombing attacks have been made, remove your involved air markers from the map and place them in your Air Utilized Box. If there’s both a city and enemy units in a bombed hex, you must declare if you’re going to attack one or the other; you may not do both during the same phase.

16.5 Terror Bombing Results

If a Terror marker is to be placed on a city, that city may not be used as a supply source or a mobilization hex; reduce its mobilization value to zero. Also, defenders aren’t doubled for defending in terrorized cities. If a Terror marker is placed on a unit or stack, that force loses its ZOC and it’s OOS regardless of its location or type. For example, a Terror marker would even render OOS a fortified zone unit.

16.6 Duration

Terror markers remain on a city or unit until the next rally phase for its side, at which time the marker is removed.

16.7 Fratricide

You may not terror bomb a friendly city. See 21.4 for the rules governing attacking neutral cities and units.

16.8 Tactical Support

Only TAC markers conduct tactical support. The attacker may add one TAC when he makes an attack. That causes the combat percentage to be shifted one column right. The defender may never add air power to a battle. At the end of a supported battle, TAC markers are placed in your Air Utilized Box.

16.9 Coordination

Generally, you may only use TAC of the same nationality as the attacking land units for tactical support; however, you may use expeditionary air units of any country to support any friendly attack. Conversely, expeditionary land units may also be supported by air units of any friendly nationality.

16.10 Combat Air Patrol

Only TAC conducts combat air patrol (CAP). Place TAC on CAP during the friendly rally phase (showing their CAP side). CAP units may be placed over any friendly unit or city to which an LOS can be traced at that time.

16.11 CAP Zones & Interception

The hex containing a CAP unit and all adjacent hexes form a CAP zone. Whenever an enemy air unit is placed in a CAP zone, interception occurs. Both the moving (intruding) air unit and the CAP (intercepting) unit “fire” at each other, using the CAP Table. Only TAC and SAC can fire, not MAC. Both players roll a die and find that result on the CAP Table. This will give two outcomes, which are applied immediately and simultaneously (which means both sides may shoot each other down).

16.12 CAP Results

Eliminate: one enemy air unit is eliminated. Any mission that air unit was conducting isn’t completed.
Abort: one enemy air unit is placed in the Air Utilized Box without completing its mission.

16.13 CAP Interception

CAP may only intercept enemy air units conducting missions in hexes within its zone. CAP may not intercept air units moving through its CAP Zone in order to conduct missions elsewhere. Each CAP may potentially conduct any number of interceptions in the course of a turn, as long as it isn’t shot down or aborted; however, it may fire at (and be fired on) only once per individual enemy air unit per phase. Within that stricture, CAP may fire at any kind of enemy air unit performing any mission in its zone, but does so only during the enemy player turn. CAP may not shoot at CAP.

16.14 Target Limit

If more than one CAP can seemingly shoot at an intruding air unit, only one may actually do so. Each intruder air unit may fire once at a particular CAP.

16.15 Mission

Shooting back at a CAP doesn’t otherwise preclude an intruding air unit from performing its assigned mission.

16.16 CAP Restriction

CAP doesn’t have any effect on land movement or tracing LOS or RLOC.

16.17 Air Utilized Box

All Axis CAP are placed in that side’s Air Utilized Box at the start of the Allied Rally Phase. All Allied CAP are placed in that side’s Air Utilized Box at the start of the Axis Rally Phase.

16.18 Air Superiority

A player may intentionally move TAC and SAC units into an enemy CAP zone during the friendly terror bombing phase simply to gain the opportunity to shoot at that CAP. Such aircraft don’t actually then have to perform terror bombing, though they could.

16.19 Aerial Supply

You may place a MAC marker in a hex to provide supply for friendly land units in that hex.

16.20 Movement Supply

Place the MAC in the hex at the start of a friendly movement phase. All friendly units in that hex are in supply for movement. At the end of that phase, place the MAC in your Air Utilized Box.

16.21 Combat Supply

Place the MAC in the hex at the start of a friendly Combat Phase. All friendly units in that hex are in supply for combat for that phase. At the end of that phase, place the MAC in your Air Utilized Box.

16.22 Aerial Supply

Aerial supply affects only the units in its hex. LOS may not be traced to an Aerial Supply marker from other hexes. Aerial supply may be used only for movement and combat supply, not other functions for which supply is required.

16.23 Aerial Transport

MAC units may conduct aerial transport during the friendly movement phases. The MAC unit flies the land unit to be transported from one friendly supplied city to another friendly supplied city hex within the MAC unit’s range. Then place the MAC in the Utilized box. That consumes the entire movement of the transported unit for the phase.

16.24 Transport Capacity

Each MAC unit may transport one non-mechanized unit of corps size or smaller. The take off and landing hexes may not be in EZOC. The transport path may be flown over enemy units, EZOC, and otherwise forbidden terrain at no penalty. It may not be over neutral countries. Air Transport may be intercepted by CAP over the landing hex. If an Abort results, place the land unit back in its start hex. If an elimination occurs, eliminate the land unit (it may be replaced).

16.25 Air Markers

Air markers otherwise have no effect on play. That is, they have no ZOC; they don’t count for stacking; they don’t block the movement of enemy units, LOS, RLOC, etc. Friendly and enemy air units may occupy the same hexes, and they don’t affect each other except within the bounds of the CAP rules.

16.26 Air Unit Printed Ranges

The ranges printed on the aircraft counters are one-way lengths. For example, a unit with a printed range of “4” could “fly out” up to that number of hexes.

17.0 NAVAL BOMBARDMENT

17.1 Naval Gunfire

Naval bombardment markers represent gunfire support from fleets off the coast. You place naval gunfire markers during your combat phases in all-sea hexes. They may then support land attacks in adjacent coastal hexes. That may be done only if friendly land units are attacking the same coastal hex, and those land units may themselves be inland or on a coastal hex. Shift one column to the right for naval gunfire support.

17.2 Naval Bombardment Units

Naval bombardment units are on the map only during the one attack they support per friendly combat phase. They are otherwise not treated as units, have no ZOC, etc. They may never be used defensively.

17.3 Friendly Seas

A naval bombardment unit may be used only in “friendly seas,” as defined below:
British: North Sea, Atlantic & Mediterranean
French: Mediterranean
German: Baltic
Italy: Mediterranean

17.4 Gibraltar

If Axis units occupy Gibraltar, British bombardment may not be made in the Mediterranean until such time as that hex is again Allied controlled.

18.0 AMPHIBIOUS OPERATIONS

18.1 Amphibious Movement

You may use amphibious movement to move land units from one coastal hex to another.

18.2 Amphibious Capacity

You may move a maximum of one corps or three smaller units per amphibious marker per friendly movement phase. Armies may not be moved amphibiously. The unit(s) to be transported must begin the phase on a coastal hex. They’re picked up and placed on any other coastal hex that’s not enemy occupied. The presence of EZOC doesn’t affect that movement. Units must disembark at the end of the move; they may not remain at sea. Static units may not make amphibious moves.

18.3 Ports

If an amphibiously moving unit starts its move in a port, it may end it on any other port or coastal hex. If the unit starts its move on a coastal hex that’s not a port, it must end it in a port hex.

18.4 Amphibious Assault

Amphibious movement consumes all that unit’s movement for the phase. Such units may potentially still attack normally.

18.5 Major Power Stricture

Only major power units may make amphibious moves.

18.6 Amphibious Markers

Amphibious markers are just that, markers. They’re nothing more than a mnemonic for amphibious movement, and they otherwise have no effect on play.

18.7 Amphibious Markers Restriction

Amphibious markers of one country may be not used to conduct amphibious operations for other countries on the same side, with the exception of expeditionary forces.

18.8 Supply Status Irrelevant

Supply status is irrelevant for amphibious movement.

18.9 Friendly Seas & Gibraltar

Rules 17.4 and 17.5 also apply to amphibious movement.

18.10 Inter-Sea Movement

The Allied player may make amphibious moves from any one friendly sea to any other friendly sea. For example: an amphibious move could be made from the North Sea to the Mediterranean. The Axis player may not do that.

18.11 Amphibious Assault

An amphibious assault is conducted the same way as amphibious movement, except the assaulting unit ends the move on a sea hex adjacent to an enemy occupied hex. That moved unit must attack that hex. If it clears the enemy hex and gets a pursuit result, it may land. Any other result causes all assaulting units and the Amphib marker to be eliminated. Air and naval support may be added. Units making an amphibious assault are considered to be in automatic supply all during that player turn.

18.12 Defense Against Amphibious Assault

Enemy units being amphibiously assaulted have their defense strength doubled if in terrain that would otherwise not increase their defense.

18.13 Amphibious Supply

A player may use Amphib markers to provide supply to units in coastal hexes. That must be in a coastal hex of a friendly sea. Place the marker in the coastal hex containing the friendly units to be supplied. Only the hex itself is supplied, LOS may not be traced to it from the marker to any other hex.

19.0 SPECIAL UNITS

19.1 Expeditionary Forces

Expeditionary Forces include: the American Volunteer Group (USA), the BEF (Great Britain), the Condor Legion (German), the CVT (Italy), the International Brigades (Soviet Union). They’re allowed exceptions to certain rules, as follows. They may stack with units of any friendly nationality up to normal limits. They may be combined in attacks with units of any friendly nationality. They may utilize and provide air and naval support and transport from/for any friendly nationality. They may draw supply from any friendly nationality supply source. Expeditionary air units may base from any friendly base hex.

19.2 Mobilizing Expeditionary Forces

Certain expeditionary forces are received as normal reinforcements. Others begin the game in the replacement box and may be built using the replacement procedure.

19.3 Airborne

Each airborne unit may make one airborne landing per scenario. That’s done in the same manner as an air transport, except the airborne unit may land on any clear or city hex regardless of control or supply state. The target hex may be in an EZOC, but it may not be enemy occupied. Upon landing, roll on the Airborne Landing Table.

19.4 SAC Airborne Transport

SAC units may be used to air transport airborne units. Treat the SAC as a MAC for such missions. SAC may not perform other air transport or air supply missions.

19.5 Fifth Columns

Fifth Column units enter the game via the play of Fifth Column Crisis chits. The player picks one of his Fifth Column units at random and places it in most any belligerent country, friendly or enemy, anywhere on the map. It may not be placed in the same hex as an enemy unit, but may be placed in an EZOC. Fifth Columns may not be placed in the USSR or Great Britain.

19.6 Fifth Column ZOC Exemption

Fifth Columns have no ZOC, and they ignore EZOC for all purposes. Fifth Columns may never move once placed except to go into the dead pile. They may not attack across borders, but are always in supply. Fifth Columns may stack with any friendly units up to normal limits (they’re considered corps equivalents). They may not be combined in attacks with other units.

19.7 Alpine Units

If an alpine unit is attacking into a rough or mountain hex, that attack’s percentage column is shifted one to the right.

19.8 Anti-Aircraft Units

Anti-aircraft units provide a -1 die roll modifier when a Terror Attack is being conducted against the hex they occupy or an adjacent hex.

20.0 WEATHER

20.1 Weather Turns

Game Turns marked on the Turn Record Tracks, printed on the mapsheet, as “Thaw East,” “Winter” and “Storms?” are “weather turns.”

Errata: The Axis Game Turn Chart should be printed with “Thaw East”.

20.2 Thaw East

Thaw East affects only hexes in Poland and the Soviet Union. On thaw turns all the following pertain in that area.

  1. It costs two MP to enter each clear hex. Cities still cost only one MP. Rail movement isn’t affected.
  2. When tracing LOS, each hex in Poland and the Soviet Union counts as two hexes. RLOC aren’t affected.
  3. Units may pursue only one hex in Poland and the Soviet Union. If the pursuit starts outside of those countries and moves into it, it must stop in the first Polish or Soviet hex.

20.3 Winter

The following are in effect for the entire map.

  1. The instant a player places an air unit on the map, roll a die. On a 1-3, place it in the Air Utilized Box without actually using it; on a 4-6, conduct its mission normally.
  2. When tracing LOS, each hex counts as two hexes. RLOC aren’t affected.
  3. Units may pursue only one hex.

20.4 Storms

At the start of a game turn with “Storms?” the Axis player rolls a die. On a 1-4, there’s no effect; on a 5-6, that game turn has the same effects as Winter.

21.0 NEUTRALS

21.1 Belligerency/Neutrality

Countries are either belligerent or neutral. A belligerent country is controlled by a player; a neutral country is not controlled by any player. At the start of the game, the only belligerents are Germany and France; all others are neutral. Belligerent countries and their units perform according to the normal rules.

21.2 Neutrality Status

Except as stated below, no units or markers may enter any hex of a neutral. Air units may not fly over them. Supply may not be traced into or through them.

21.3 Becoming Belligerent

A neutral may become belligerent in the following ways.

  1. Crisis Chit. A Crisis chit may call for a country to become belligerent. It will also state which player gains control of it. At that instant that neutral becomes belligerent and is controlled by the player designated by the chit.
  2. Invasion. A player may invade a neutral by moving units of a friendly controlled country into it, or having his air units attack into it, or by placing a Fifth Column unit in it. At this instant, the neutral becomes belligerent and is controlled by the other player.

21.4 Aggressive Powers

Only the following countries may conduct an invasion of a neutral: any country controlled by the Axis, and the Soviet Union regardless who controls it.

21.5 Committed to War

Once a country becomes belligerent, it may never again be neutral.

21.6 Neutral Nations

The following countries have no Belligerency chits. They become belligerent only if invaded: Portugal, the Netherlands, Luxembourg, Switzerland, Denmark, the Baltic States and Albania.

22.0 THE SOVIET UNION

22.1 The Soviet Union at War

The Soviet Union begins the game as neutral. It may enter belligerency only via the play of Crisis chits. Once a belligerent, the Soviet Union is controlled by the designated player. If the Allied player picks the Soviet Belligerency chit, the Soviet Union becomes Axis controlled, and vice versa.

22.2 Soviet Sovereignty

Only Soviet units may enter the Soviet Union. No other country’s land units may enter or attack into it. Soviet units may attack across the border, and ZOC extend across the border, once the USSR is belligerent.

22.3 Terror Bombing

Air units of countries enemy to the belligerent Soviet Union may enter Soviet territory and conduct terror bombing there.

22.4 Red Army Purge

If the Red Army Purge goes into effect (via Crisis marker play), all Soviet units are permanently withdrawn from the map, including reinforcements and replacements. If the Soviet Union enters belligerency after the Red Army Purge is declared, treat that marker as “No Effect” and set it aside.

23.0 ARMISTICE & SURRENDER

23.1 Mobilization Hexes

During any Crisis Phase in which a player’s units occupy all mobilization hexes of an enemy country, that country will surrender (declare an armistice).

23.2 Effects

For a country that has surrendered, all the following pertain.

  1. Withdraw all its units. They may never reenter play, nor does the surrendered receive any further reinforcements or replacements.
  2. Its mobilization hexes no longer provide supply, except when occupied by a friendly unit per 13.3.
  3. Units of other countries may still enter the territory of a surrendered country and conduct game functions there.

23.3 Surrender

Surrender of individual countries is separate and apart from the general collapse of a player’s side caused by a successful Putsch or General Strike.

23.4 No Surrender

Great Britain and the USSR never surrender.

24.0 THE SPANISH CIVIL WAR

24.1 Spain Out of Play

Unless using optional rules section 31.0, Spain is, for all intents and purposes, out of the game. Units may not enter Spain, and remove the following units from the counter-mix: the CL, IB and CVT land and air units.

25.0 HOW TO WIN

25.1 Victory Points

Players gain victory points (VP) for occupying or controlling certain hexes on the map. At the end of the game, players check their VP. Subtract the smaller total from the higher total. The side with more VP may win.

25.2 Victory Point Schedule

Each Crisis hex occupied = 10 VP.
Each Mobilization hex controlled = the number of mobilization points.

25.3 Final VP Difference & Level of Victory or Defeat

0-25 Draw. The issue will be determined only after the war has dragged on for years and has expanded in unforeseeable and dangerous ways.
26-50 Marginal Victory. Your side has gained the advantage, but the issue will only finally be determined after the war has dragged on for years and expanded in unforeseeable and dangerous ways.
51-75 Major Victory. Your side has won a general settlement that brings with it major concessions by the other side.
76-100 Decisive Victory. You are the master of Europe.

26.0 Standard Scenario

26.1 Game Length

The game lasts from March 1936 through October 1936.

26.2 Initial Belligerents

Axis = Germany
Allies = France
Neutrals = All other countries

26.3 Crisis Chits

The German player starts with one Shock Effect and one PSYWAR chit. Place all remaining Crisis chits in the pool.

26.4 Initial Deployment

See the Initial Deployment and Reinforcement Table printed on the mapsheet. Units must generally be set up in city hexes within their own country. Exceptions will be stated on the chart. Fortified zones are set up on the border hexes specified. Air and naval units are placed in the Air/Naval Available Boxes. All units are deployed in the order of countries listed below. The Allied player sets up first, then Axis.

Deployed by Allied Player
France Poland
Britain Hungary
Belgium Greece
Netherlands Albania
Denmark Switzerland
Czechoslovakia USA

Deployed by Axis Player
Germany Romania
Austria Bulgaria
Italy Baltic States
Yugoslavia Soviet Union

26.5 Reinforcements & Replacements

See the Initial Deployment & Reinforcement Table printed on the mapsheet.

27.0 Extended Scenario

27.1 February 1937

This is the same as the Standard Scenario, except the game continues through February 1937.

Optional Rules

28.0 Reich Industrial Objectives

28.1 Historically the Germans took over major industrial and resource areas and used them to support their own industry. Therefore, if German units occupy any mobilization centers outside Germany that have mobilization values of two or more, they can utilize those points as if they were generated by centers within Germany.
28.2 To utilize such points, the Axis player must, in addition to occupying the generating hexes, be able to trace an RLOC from them back to any mobilization center(s) in Germany.

29.0 Transferring Mobilization Points

29.1 Any major power may provide mobilization points to minor powers on their side. To be able to do so, there must be an RLOC from at least one mobilization center in the major power leading to a mobilization center inside the minor power receiving the aid. Additionally, if a port in the minor power is friendly controlled, the major power could transfer the points if that side can otherwise conduct naval operations in that sea. The major power would have to control at least one port at home to do that, and that port would have to be a mobilization center or be able to trace a RLOC to a mobilization center within its own territory.

29.2 In a single turn, a major power may transfer a number of mobilization points to a minor power equal to no more than twice the minor power’s total printed mobilization center values. For example, Greece has one mobilization center, which generates one point. Let’s say Greece is allied with Britain. The British could transfer up to two points via Athens in one turn. That would give Greece three points, which is enough to replace an eliminated infantry army.

30.0 Aerial Attacks on Naval Forces

30.1 Whenever a naval bombardment or amphibious marker is placed within a CAP zone, the player with the CAP may use it to attack that naval marker. Roll a die. On a five, the naval unit is removed from the map and placed in the Utilized Box without completing its mission. Any transported unit is returned to its start hex. On a six, the naval marker is eliminated. Any transported unit is also eliminated (considered in supply for replacement purposes).

30.2 Each CAP unit may attack each naval marker entering its CAP zone a maximum of once per turn.

30.3 Eliminated naval markers may be replaced. Naval bombardment markers cost six points. Amphibious markers cost three points.

30.4 The first time any player eliminates an enemy naval bombardment marker via aerial attack, the player who succeeded in that attack picks a Crisis chit (as airpower has proven its revolutionary potential).

31.0 The Spanish Civil War

31.1 Spain is neutral until the Spanish Civil War Crisis chit is picked. At that time the Allied player takes control of all Spanish Republican units and the Axis player takes control of all Spanish Nationalist units.

31.2 The instant the Spanish Civil War breaks out, play temporarily stops and the players deploy the starting Republican and Nationalist units as listed below.

Republican Deployment (set up first)
Madrid, Barcelona, Valencia, Guernica (no more than one unit per hex): 2 x 2-3-2, 2 x 0-2-0

Nationalist Deployment (set up second)
Cadiz, Salamanca, Burgos, La Corunna (no more than one unit per hex): 1 x 3-3-4, 2 x 3-4-3, 1 x 0-2-0.

31.3 Spanish Reinforcements

Republican Reinforcements
M+DR: 1 x 3-4-3
M+DR: 1 x 2-3-2

Nationalist Reinforcements
M+DR: 1 x 3-4-3

31.4 Placing Spanish Reinforcements

Spanish reinforcements are placed on any Spanish cities occupied by another unit of their faction or by a friendly expeditionary force.

31.5 Spanish Replacements

Both players may replace one Spanish infantry unit per turn of the faction they control if they control at least one Spanish city. That costs no points. Roll a die for each such unit. It’s received that number of turns later. They appear by being placed in a Spanish city controlled by their side

31.6 Restrictions

Spanish units never leave Spain; however, they may attack across its border.

31.7 Supply

Spanish units in Spain are in supply if they can trace supply to any Spanish mobilization center controlled by their own side. Expeditionary units and air units may use any Spanish city occupied by a friendly unit as a supply source.

31.8 Spanish Factional surrender

If Axis units occupy all mobilization centers and crisis hexes in Spain, the Republicans surrender. If Allied units occupy all mobilization centers and crisis hexes in Spain, the Nationalists surrender. When one faction surrenders, the other faction remains on the map. To clarify: “Axis” includes Spanish Nationalists and the forces of all other Axis-controlled countries, while “Allied” includes Spanish Republicans and the forces of all other Allied controlled countries.

31.9 Collapse.
A collapse event doesn’t affect Spanish forces. Spanish reinforcements and replacements are received normally.

32.0 Scenario 3: Variable Preparedness

32.1 This scenario assumes both sides were better prepared for war in 1936. Prior to initial setup, each player rolls a die and cross-indexes that result on the Variable Preparedness Tables below.

32.2 Allied Variable Preparedness Table

Die Roll / Result:
1 Better French Mobilization. The French begin the game with all their M+0 and M+1 units set up anywhere in France. Other reinforcements are received normally.
2 French Build Offensive Army. The French begin the game with an additional TAC plus the 1st and 2nd Armored Divisions and the 5th Mech Infantry Corps anywhere in France. The mech cavalry division normally received as a reinforcement is instead placed during initial deployment anywhere in France. Remove all French fortifications from the initial deployment; they are never received.
3 Poland Active. Poland begins the game as an Allied belligerent. Remove the Poland Crisis chit from the pool.
4 Czechoslovakia Active. Czechoslovakia begins the game as an Allied belligerent. Remove the Czechoslovakia Crisis chit from the pool.
5-6 Great Britain Active. Great Britain begins the game as an Allied belligerent. Remove the Great Britain Crisis chit from the pool and roll a second die to determine the state of British preparedness.
1-2: BEF Prepared. During initial deployment place the BEF unit in Britain.
3: Armor Advocates. During initial deployment, the British receive 1 x armored division. British armored division reinforcement is received on M+1 instead of M+DR.
4: RAF Buildup. During initial deployment, the British receive an anti-aircraft unit (deduct it from reinforcements), plus 1 x SAC (in addition to their reinforcement SAC).
5-6: No additional British forces.

32.3 Axis Variable Preparedness Table

Die Roll / Result:
1 German Early Mobilization. German units may be set up anywhere in Germany except Crisis hexes. Add the “RAD” corps to German initial deployment. The infantry corps that appears on M+1 is now part of initial deployment. The four motorized divisions that appear on M+DR appear on M+1.
2 Advanced Panzer Production. Germans receive 4th and 5th Panzer Divisions on M+1.
3 Douhet Strategic Airpower. Germans add to initial deployment 3 x SAC. If Italians enter on either side, they receive an additional 1 x SAC.
4 More SS. During initial deployment, Germans receive SSLS, SST and SS Pol. Germans don’t receive the usual infantry corps reinforcement on M+1.
5-6 Nazi Putsch in Austria Succeeds. Austria begins the game as an Axis belligerent. Remove the Austria Crisis Chit from the Pool.

33.0 World WAR II-Level Operations

33.1 This rule is entirely unhistorical. The idea is to show how much warfare advanced between 1936 and 1939. It assumes the advances made in those years in command control, weapons technology and doctrine were in place in 1936. Of course, this is entirely hypothetical, since those advances came about in large part due to the post-1936 experiences of the Spanish Civil War, the panzer “dry runs” in the Austrian Anschluss and Sudetenland occupations, as well as the bringing online of technologies such as radar, tank radios and monoplane fighters in the late 1930s. But still – what if?

33.1 Second Wave Mechanized Combat

Change the combat phase as follows.

D.1) First Wave Combat Phase. This is executed as per the normal rules of combat.

D.2) Second Wave Combat Phase. The phasing player may now attack with his mechanized units. This is executed as normal ground combat, but only mechanized-class units may participate. Mechanized units may participate in both first and second wave combat phases. Attacks in the second wave must be resolved on the Mechanized CRT. TAC may be committed as support; however, such TAC may not have been used in the first wave combat phase. Naval bombardment may not be used to support second wave combat.

33.2 Terror Bombing

You may now place up to two TAC or two SAC units in a hex for terror bombing instead of one (but not one TAC and one SAC). They conduct one combined attack. If two TAC units are conducting the attack, add an additional +1 to the die roll. If two SAC are attacking, they get a total +2 die roll modifier, one for being SAC (see the Terror Bombing Table) and one for the two units.

33.3 Tactical Support

You may now place up to two TAC in a hex to provide support to ground forces. That provides a two column rightward shift to the land attack instead of one.

33.4 Combat Air Patrol

CAP stacking maximum is still one unit per hex; however, if more than one enemy air unit enters a hex in a CAP Zone, the CAP may shoot at both of them. Each fire is resolved individually.

33.5 Air Superiority

You may move two air units into a hex to conduct an air superiority mission.

33.6 Interception (New Aircraft Mission)

You may use TAC to attack intruder air units without having to go through the CAP procedure (though you may still conduct CAP).

Procedure
Whenever the opposing player moves an air unit into a hex to execute terror bombing, tactical support, aerial supply or aerial transport missions, you may declare interception. The air unit to be intercepted must be in or adjacent to a hex to which the intercepting player could trace a LOS. The intercepting player takes one TAC unit from his Available Box and places it in the hex to be intercepted. Both the intercepting and intruding air units fire at each other as per the CAP procedure. If there are any friendly CAP Zones in the hex, that CAP may be added. At the conclusion of the air-to-air combat, surviving intercepting units are placed in the Utilized Box. A maximum of one unit may conduct an interception per hex per phase.

Note: the difference between interception and CAP is that interception is more flexible, since it may be placed as enemy intruders enter your air space. On the other hand, intercepting units are useful for only one shot.

33.8 Variable Mechanized Doctrine

At the instant a country with mechanized units becomes belligerent, the player controlling that country must check to determine the state of its mechanized doctrine. Roll a die and cross-index that result on the Variable Mechanized Doctrine Table below. The outcome is applied to that nation’s mechanized units for the remainder of the game.

Variable Mechanized Doctrine Table

Die Roll / Result:
1-2 Mechanized units may attack in the first wave combat phase but not in the second.
3-5 Mechanized units may attack in either the first wave or second wave combat phase, but not both in the same turn. The owning player must openly declare for all of this country’s mechanized units at the start of the first wave combat phase.
6-7 Mechanized units may attack in both first wave and second wave combat phases.
8 Mechanized units may attack in both first wave and second wave combat phases. Additionally, second wave attacks receive a one column shift to the right shift.

Die Roll Modifiers
When checking for Britain or the Soviet Union: +1‑
When checking for Germany: +2

  • 6.12 Placement
  • 6.13 Withdrawals
  • 6.14 Collapse
  • 10.13 Combining Attacks
  • 10.14 Combined Defenses
  • 10.15 Attack Bonuses
  • 10.16 Concentric Attack
  • 10.17 Supply
  • 10.18 Defensive Bonuses
  • 10.19 Fortified Zone Units
  • 10.20 CRT Selection
  • 10.21 Combat Resolution
  • 10.22 Eliminations
  • 10.23 Combat Results Explanations
  • 13.13 Air & Naval Supply
  • 13.14 Collapse
  • 16.13 CAP Interception
  • 16.14 Target Limit
  • 16.15 Mission
  • 16.16 CAP Restriction
  • 16.17 Air Utilized Box
  • 16.18 Air Superiority
  • 16.19 Aerial Supply
  • 16.20 Movement Supply
  • 16.21 Combat Supply
  • 16.22 Aerial Supply
  • 16.23 Aerial Transport
  • 16.24 Transport Capacity
  • 16.25 Air Markers
  • 16.26 Air Unit Printed Ranges
  • 18.13 Amphibious Supply