Roundhammer 1943
Roundhammer 1943 Rulebook
Table of Contents
Table of Contents
- Introduction
- 1. Units
- 5. Support Phase
- 6. Rail Movement
- 9. Führer's Approval
- 10. Reinforcements and Replacements
- 11. Sea Transport Phase
- 13. Landing Phase
- 14. Operation Mincemeat
- 17. Transformation and Withdrawal of Units
- 19. Withdrawal from France
- 21. "Italienfront" Table
- 22. Panzer Divisions "Ostfront"
- 23. Führerweisung Nr. 51 (FW 51)
- 24. Switch from R43 to LR
- Counters for Liberty Roads
- Scenarios Roundhammer 1943
- Detailed Sequence of Play
Introduction
Note: For reference, a rule that comes from the Liberty Roads rule set is marked "LR". The notation "R43" refers to the Roundhammer 43 rules. The numbering of the Roundhammer 43 rules fits with those of the Liberty Roads rules.
Roundhammer 1943 is not a complete game and requires ownership of Liberty Roads to play.
New components:
- one sheet of 140 counters,
- one reinforcements track,
- one setup chart R43,
- one play aid with turn track R43,
- one "Italienfront" table,
- two sheets of Atlantikwall/D-Day supports description,
- one rules and scenarios booklet.
1. Units
1.1 New Units R43
R43 makes a distinction between 2 types of Ersatz-Division:
- Ersatz-Infanterie-Division (see LR 17.1)
- Ersatz-Panzer-Division (new R43 unit)
1.1.11 Characteristics of German Ersatz-Panzer-Division
An Ersatz-Panzer-Division is an armored unit for the following rules:
- a - movement
- b - Terrain Effects on combat,
- c - rail movement (2 Rail Capacity points - see LR 6.3.3),
- d - for rebuilding step losses.
Exceptions
- a - An Ersatz-Panzer-Division cannot perform Armor exploitation (see LR 7.6.4 & 7.12.3).
- b - An Ersatz-Panzer-Division does not count as an armored division for attacks raising Führer's Approval (see LR 9.2.2).
- c - An Ersatz-Panzer-Division cannot create an armor KG (see LR 7.13.1).
On some turns the Reinforcement schedule calls for the upgrading of "Ersatz-Panzer-divisions" into regular armored divisions (see R43 17.4).
An Ersatz-Panzer-Division cannot be sent onto "Italienfront" table (see R43 21.3.4).
5. Support Phase
5.3.5 Free Air Support
From turn 16 R43 (indicated on the R43 Reinforcement schedule by a Typhoon in turn box), the Allied player may gets one free "Air Support" (see LR 5.3.1).
5.4.1 German Support on turn 1
During the first turn, the German player draws a third support marker (in addition to the 2 markers). The third marker is randomly picked up (Tiré au sort).
5.6 PLUTO markers
5.6.8 R43 and PLUTO
The Allied player may use his first PLUTO from turn 1 R43. The second PLUTO marker comes in as a reinforcement on turn 15 R43 and may be used from turn 16 R43 on. The Allied player does not have to put this second PLUTO marker on the map as soon as it is available, but can place it in play later whenever he chooses.
5.6.9 If at anytime, no Allied units are on the map (except in "England", "Med front" holding boxes or on "Italienfront" table), the PLUTO markers stays in its hex. The Allied player will move it according to the rules LR 5.6.5 & 5.6.6.
By spending 4 Support markers, the Allied Player may move one PLUTO marker anywhere on the map including the "England", "Med front" holding boxes (see R43 10.1.2).
5.7 R43 Support markers
5.7.1 Support markers marked with a red "R" must be removed from play after the Support marker's written event is played.
If they have been used for generic actions (Armor Replacement - LR 10.3.5, German Strategic Movement - LR 6.2.4…), they are put back into the pool.
5.7.2 On some turns the Reinforcement schedule calls for the withdrawal of certain Support markers. The Support markers which are withdrawn and are in the Support pool are placed in the "Units Removed from play" holding box.
5.7.3 Support markers which are withdrawn and are in the Available Support box may be used only for generic action (see LR 1.5.2) in the following turns before being placed in the "Units Removed from play" holding box.
5.7.4 Support markers which are withdrawn and are in the Strategic Reserve box must immediately be placed in the "Units Removed from play" holding box. They may be used only for generic action in the following turns (see R43 5.7.3).
5.7.5 R43 Support markers not used on R43 schedule remain in play when switching to the LR schedule.
The following supports may remain in play when switching to the LR schedule at players choice: Führerbefehl, Engineering, PoW.
6. Rail Movement
6.3.4 R43 Rail Capacity
The Rail Capacity for each turn is indicated on the Turn Track R43. Rail Capacity points cannot be stored from one turn to another turn. Use the Rail Capacity marker to indicate the number of points left on the "Rail Capacity Track".
9. Führer's Approval
9.2.4 Strategic Hex Values in R43
Strategic Hexes Values for FFL track and Führer's approval are unchanged from Liberty Roads (except if Directive FW51 is active see. R43 23.2.d).
9.2.5 Führer's approval and Allies thrown back to the sea
If at the end of a turn no Allied units are present on the map (except for the "England" and "Med Front" holding boxes or the "Italienfront" table), the Approval Level will not automatically go down 1 Point (see. LR 9.2.1).
10. Reinforcements and Replacements
10.1.1 French reinforcements
French reinforcements appear in "Med Front" holding box.
10.1.2 PLUTO, Invasion Landing and Airborne markers
PLUTO, Invasion Landing and Airborne markers coming as reinforcements in R43 or LR appear in the "England" or "Med Front" holding boxes without any implication on their future operation zone.
Example: The Allied player may use an Invasion Landing marker in the "Med Front" holding box to make a landing on the Channel coast.
Note: This rule is used to simulate the uncertainty of the German Abwehr intelligence about the real intentions of future Allied operations in 1943/44.
10.3 Replacements
10.3.1 The Allied player receives Replacement points (RP) for each nationality, as indicated in the R43 Reinforcement schedule.
Note: neither player receives RP's on R43 turn 1.
Important: when switching from R43 schedule to LR schedule, the Allied player exceptionally receives 1 RP UK and 2 RP US on LR turn 1 and 2 LR (cf. R43 Exception 24.g).
The marker "1 RP UK – 2 RP US" is placed on turn 1 and 2 boxes on the LR Reinforcement track as a reminder.
11. Sea Transport Phase
11.2.9 Return of Allied units to "England" or "Med Front"
The Allied player may return units (division, HQ or engineers) on the map:
- From a Mediterranean Port (either minor or major, operational or not) or a Mediterranean Beachhead to the Med Front box.
OR
- From a Port (either minor or major, operational or not) or a Beachhead located between hexes 0129 – 4801 (Atlantic coasts – the English Channel – North Sea) to the England box.
Major or Minor Ports in an Estuary may be used for return of units ONLY if all the hexes marked with the Estuary's symbol (see LR 15.1.5).
Cost for return is "0" Sea Transport point. (see. LR 11.)
The number of units return allowed in a given turn is equal to the number of Sea Transport received. This limit does not apply to transfers from the "Italienfront" table to the "Med Front" (see R43 21.2.3).
Example: the Allied player has 3 Sea Transport points. He may spend 3 Sea Transport points to move units by sea. During the same turn he may return up to 3 units from a port to "England" or "Med Front" box.
Note: The Allied player, thanks to repatriation, can withdraw, up to the limit of his Sea Transport capacity, all units that are in the same hex (a port or a beachhead) and leave the hex vacant of Allied units (even if there are enemy units adjacent to that hex).
Attention: returning units must spend the end of the turn in "England" or "Med Front" holding box. The Allied player is not allowed to send them to another port in the same Sea transport phase.
13. Landing Phase
R43 Landing Phase
Note: by convention, the Mediterranean coastline is called "MTO" (Mediterranean Theater of Operations) and the "Atlantic – English Channel – North Sea" coastline "ETO" (European Theater of Operations).
13.1.7 The Allied player may make a landing only on turns marked with a Landing Craft icon that is not crossed out by a red line on the Reinforcements track: on turn 1 in ETO, from turn 9 in MTO and from turn 12 on ETO. Landings are not allowed on turns marked with a Landing Craft icon crossed out by a red line.
13.1.8 On turn 1, landings are allowed only in the "ETO" except in the 3 "Invasion zones" in Netherlands (between hex 3507 and 4801). Paratroops drops and landings are not allowed in this area on turn 1. Paratroops drops are allowed in this area from turn 2 and landings from turn 9.
13.1.9 The Allied player has 3 "Invasion Landing" markers called 1 – 2 – C on turn 1 R43.
All the Invasion Landing Assault rules (see LR 13.6) apply to these markers except for the "Invasion Landing" marker C during Invasion Landing Assault step 2.
13.1.10 "Invasion Landing" marker C
Only one infantry division may take part in the Invasion Landing Assault on the "Invasion Landing" marker C (step 2 – LR 13.6).
All other landing rules apply for Beachhead C. In particular, number of Follow-up units is unchanged.
13.1.11 The Allied player must use "Invasion Landing" markers 1 and 2 on turn 1. If the Allied chooses not to use his "Invasion Marker" C on turn 1, this marker is permanently eliminated.
13.1.12 "Invasion Landing" markers 3 – 4 – 5
The "Invasion Landing" markers must be used in a chronological order: 3 – 4 – 5.
The Allied player may make an invasion with his "Invasion Landing" marker 3 from turn 9 R43, marker 4 from turn 14 R43 and marker 5 from turn 16 R43. He must respect ETO and MTO zones (see R43 13.1.7).
The Allied player may place his "Invasion Landing" marker 3, 4 and 5 either on 3 different turns, using only one marker on each turn, or all three in a single turn.
After turn 10 LR, no landings are allowed (unused "Invasion Landing" markers are removed from play).
13.1.13 Even if at least one landing was successful, the Allied player does not need to place a PLUTO marker on any hex of the map (see R43 5.6.8).
13.1.14 Allied landing capacity R43
The Allied player applies the following penalties:
- From Turn 1 to 10: - 4 Follow-up units and - 2 D-Day markers for each Invasion zone;
- From Turn 11 to 14: - 2 Follow-up units and - 1 D-Day markers for each Invasion zone;
- From Turn 15: no penalties.
Example: on turn 1, the Allied player makes a landing in Invasion zone between Le Havre and Abbeville. Landing capacity (6/11/9 written on the map will become 6/7/7.
On turn 11, in the same Invasion zone, landing capacity will be 6/9/8.
On turn 15, in the same Invasion zone, landing capacity will be 6/9/8.
Note: the "Landing Capacity" marker may be placed in the invaded landing zone as a reminder. This marker is flipped on its reverse side from turn 11.
13.2 Beaches and Coastal Defenses
13.2.7 Allied landing capacity
During the Phase LR 13.6 – step 1 (or during the Paratroop drop phase – if a paratroop drop was done on a coastal hex), after the Allied player has placed his "Invasion Landing" markers, the German player rolls 1d6 for each coastal hex under attack, outside major or minor Port. Then, he consults the table "Coastal Defense R43" to know the penalty to subtract from the Coastal Defense value (see Play aid).
Exception: Coastal Defense value of Minor or Major Port hexes remains unchanged. The German player does not roll dice for Port hexes.
Example: on turn 1 R43, the Allied player lands on hex 2109 (red value of 5). The Coastal Defense value will become 4 if the German player rolls 1 or 2; or 3 if the German player rolls 3, 4, 5 or 6. On turn 11, the Coastal Defense value of hex 2109 would be 5 on a roll of 1 or 2 and 5 on a roll of 3, 4, 5 or 6. From turn 15, no dice is rolled: the Coastal Defense value of hex 2109 is 5.
For Port hex 2010 (Port of Le Havre), the red Coastal defense value remains "5" whatever the game turn. The German player does not roll dice for this hex.
Transcription note: the printed turn 11 example gives the value 5 for both the 1–2 and the 3–6 die results, as printed in the source; it is transcribed unchanged.
13.2.8 During the 1943-44 periods, the Reinforcements track shows the withdrawal or the arrival of new Atlantikwall/D-Day markers.
14. Operation Mincemeat
14.2 Operation Mincemeat
14.2.1 The rule LR Fortitude is not applied in R43; it is replaced by the Mincemeat rule.
14.2.2 As long as Operation Mincemeat has not ended, German units in the 19th Army zone may not move. Other German units (including reinforcements) may move without any restriction on the map. A German unit which ends its movement in the 19th Army zone may not move anymore as long as Operation Mincemeat has not ended.
14.2.3 Starting on the Second turn of the game, and up to the Sixth turn (inclusive), the German player rolls a die at the start of his Movement phase and checks the "Operation Mincemeat" Table on the Play Aid.
14.2.4 Transfers required by Mincemeat onto the "Italienfront" table must respect R43 21.3. Transfer of units to the 19th Army zone may be done by strategic movement, normal movements or rail at the German player's choice. Transfer required by Mincemeat onto the "Italienfront" table or to the 19th Army zone must be done BEFORE any movement.
14.2.5 If transfer of 2 infantry divisions or 1 armored division on the "Italienfront" table is impossible (due to a lack of space on this table), the German player must send these units in the 19th Army zone.
14.2.6 On a result of 7 or more, Mincemeat ends and all the German units are now free to move until the end of the game. No die roll on this table is needed in future turns. During the next Reinforcements and Replacements phase, the German player receives the "Mincemeat" units (see Reinforcements track) namely 114.Jg - 117.Jg - 118.Jg - 297.Inf - 1.Pz (from Balkans).
Exception: units in the 19th Army zone, East of hex row 12xx (infantry and/or armored) are free to move ONLY on a modified roll of "9" or more which ends operation Mincemeat or if an Allied unit is present in the 19th Army zone.
14.2.7 Starting with turn 7 R43, all German units are able to move, and this remains in effect for the rest of the game.
17. Transformation and Withdrawal of Units
17.1.2 Upgrading of eliminated Ersatz-Infanterie-Division
An eliminated Ersatz-Infanterie-Division (outside a Festung) may be upgraded into regular infantry division during its upgrading turn or later if the German player spends one RP for each step loss.
In this case, the infantry division is placed on a HQ while the Ersatz-Infanterie-Division is put in the "Removed from play" holding box.
Ersatz-Infanterie-Divisions concerned by this rule are those upgraded on R43 schedule, namely: 171. – 19.Lw – 242. – 156. – 191. – 245. – 17.Lw – 338. – 189. (in chronological order).
Example: Following turn 5 R43 the 171st Ersatz-Division (0-2-1) is placed in the "Units Eliminated" box (it was eliminated in the preceding turns). In order to bring in the 48th Infantry Division at full strength this turn the German player must spend 2 RP. If he chooses to bring it in at its reduced strength, he must spend 1 RP, otherwise the 48th Infantry division cannot enter into play. The transformation can be made from turn 5 R43 on or in later turns. The 48th Infantry division can enter as a reconstructed unit by placing it on a German HQ. The 171th Ersatz-Division would then be moved to the "Units removed from the game" box.
17.4 Transformation of Armored Units
17.4.1 The Reinforcement schedule calls, for some turns, the upgrading of some armored units (British divisions, Ersatz-Panzer-Division...) into more powerful divisions. Its counter is replaced by the indicated counter. The unit replaced is then put on the "Removed from play" holding box.
17.4.2 Armored units that are upgraded have the same strength (full or reduced) as they had before their upgrade.
Exception: When upgraded on turn 5 and 17 respectively, the 12 HJ and 116 Pz are placed on their reduced side whatever their previous status (as marked on the Reinforcements track).
17.4.3 Armored units may not be upgraded if out of an HQ radius, in Festung, or adjacent to an enemy unit. If any of these restrictions apply, upgrading is delayed until the next Reinforcements and Replacements phase when the above conditions are met.
17.4.4 Any armored units in the "England", "Med Front", "Eliminated units", "Destroyed units", or "Strategic Reserve" boxes, or on the "Italienfront" table may be upgraded.
17.4.5 The Allied player may choose which armored unit (British, Canadian or Polish) to upgrade if its attack factor is as written on Reinforcements track. The Allied player may upgrade them out of the Radius of a PLUTO marker.
17.4.6 A unit eliminated in a Festung may not be upgraded. Both counters are placed in the "Units removed from play" box.
Note: Players are encouraged to identify in advance units that can be upgraded on the schedule of reinforcements R43 in order to preserve them during play.
17.5 Withdrawal of Panzer-Division
During the Reinforcements and Replacements phases of turns 4, 12, 14 and 15, the German player must withdraw a total of 5 Panzer Divisions (see Reinforcements track). He must respect rule LR 17.2. Panzer Divisions "Ostfront" (see R43 22.) cannot be used.
Attention: these units must be Panzer Division (Panzer icon), not Panzergrenadier Division (Sdkfz 251 icon).
19. Withdrawal from France
19.1.5 Withdrawal from France (scenarios R43 + LR)
When playing Roundhammer 1943, the German player may announce that he is Withdrawing from France as soon as the "Landing Invasion 3" marker has been used or the 2nd PLUTO marker has been placed on any hex. He does not need to wait until turn 7 LR as described in rule LR 19.1.1.
19.1.6 Precision: the Belgian and Netherlands Coastal hexes between hex 3207 and hex 4801 are not deactivated after "Withdrawal from France".
21. "Italienfront" Table
The "Italienfront" table simulates the influence of the Italian front on the course of the game.
21.1 Overview
21.1.1 Players place their divisions on the numbered squares corresponding to their side. They need to adjust the units of the boxes numbered in ascending order following the arrivals or withdrawals of divisions, leaving no open space between two occupied squares. The movements of the divisions (arrivals or withdrawals) are made without regard to their position in numbered squares. Players have the choice to remove whichever units they want.
- a - The German player can place on each numbered square 1 armored unit or 2 infantry units. If an infantry unit is alone in a numbered box, it has no effect.
- b - The Allied player may place one infantry or armored unit in each numbered square.
21.1.2 Players may place as many units on the "Italienfront" table as there are vacancies, up to 14 for the German player or 11 for the Allied player (7 on turns 16 and 17, 5 on turn 18).
21.1.3 Full or half strength is kept on the "Italienfront" table.
21.1.4 A half strength unit has the function as a full strength unit on the "Italienfront" table.
21.1.5 Units on the "Italienfront" table may be upgraded or rebuilt by spending RPs.
21.1.6 A rebuilt unit may not be placed on the "Italienfront" table.
21.1.7 Following the adjustment of the units on the numbered squares, the intersection between the number of divisions placed horizontally and vertically indicates the penalties (see R43 21.5).
21.2 Allied Units on the "Italienfront" Table
21.2.1 To be placed on the "Italienfront" table, an Allied unit must be present in the "Med Front" on the previous turn.
21.2.2 Transfer from "Med Front" to "Italienfront" is free for the first Allied unit on each turn. Cost is 1 sea Transport point for each of the following unit transfer.
21.2.3 Transfer from "Med Front" to "Italienfront" is free whatever the number of Allied units that are withdrawn from the table. The rule on the return of units to the "Med Front" box (see R43 11.2.9) does not apply to transfers from "Med Front" to "Italienfront".
21.2.4 Allied units withdrawn from the "Italienfront" table must spend the entire turn in which they withdraw in the "Med Front" holding box.
21.2.5 A maximum of 4 French divisions may be present on the "Italienfront" table at the same time. On turn 18 R43, no French division is allowed on "Italienfront" table.
Note: This rule reflects De Gaulle's political will to involve most of the Free French units in the liberation of France.
21.2.6 On turn 16 R43, the maximum number of units of the Allied player on the "Italienfront" table is reduced to 7. On turn 18, it is reduced to 5. Any extra unit is placed in the "Mediterranean Front."
21.3 German Units on the "Italienfront" Table
21.3.1 The transfer of a German unit on the "Italienfront" table from the map must be done by rail movement by spending Rail Capacity points (see LR 6.3.2 & 6.3.3).
21.3.2 German reinforcement units may be placed on the "Italienfront" table by spending Rail Capacity points.
21.3.3 Withdrawal of a German unit from the "Italienfront" table is done by rail movement by spending Rail Capacity points. Unit is then placed anywhere on the map in compliance with rule LR 6.3.2.
21.3.4 The German player may transfer any kind of units on the "Italienfront" table EXCEPT Ersatz-Panzer-Division (see R43 1.1.11).
21.3.5 To be sent to the "Italienfront" table, a German unit must have an attack factor of at least 2, whether reduced or not.
21.3.6 If playing a "Balkans" Support marker, the German player may withdraw a division from the "Italienfront" table for free (without sending any Rail Capacity points). Along with withdrawal of German units (see. LR 17.2) these are the only cases of such free withdrawals are allowed.
21.4 At the End of Turn 18 R43
21.4.1 German and Allied divisions still present on the "Italienfront" table at the end of turn 18 R43 are removed from play.
21.5 "Italienfront" Table Effects
21.5.1 During the German Reinforcements and Replacements phase, the "Italienfront" marker is placed at the intersection of the last German column - meeting the criteria R43 21.1 - and the last Allied line.
21.5.2 The position of the "Italienfront" marker indicates the penalties suffered by the Allied player (tan color square) or the German player (grey color square). Black printed penalties must be applied immediately. Red printed penalties must be applied on next turn.
21.5.3 Penalties may be:
- Hitler's Approval is lowered or raised
- Loss of Replacements Points
- Loss of Sea Transport Maritime points
- Loss of Support markers
- Transfer of extra division(s)
- "Divergence" between UK and US (the Allied player must apply effects of Support "Divergence")
21.5.4 Lost Support markers must be removed in this order: Support markers gained on next turn, Support markers in "Available Supports" and "Strategic Reserve" (German player only). They are put back in the pool.
21.5.5 If the penalty cannot be applied by the indicated player it is ignored.
21.5.6 At the end of the turn 18 R43, the German player adjusts the "Italienfront" marker on the table for the last time and immediately applies the black printed penalties. Red printed penalties will be applied on turn 1 LR.
22. Panzer Divisions "Ostfront"
22.1 Panzer Divisions "Ostfront" Reinforcements
22.1.1 From turn 5 R43, the German player can bring onto the map up to four Panzer Divisions (Großdeutschland – 3.Pz – 3.Tk – 5.Wk) as reinforcements from Eastern front (Ostfront).
22.1.2 These units enter play on their reduced side.
22.1.3 Each Panzer Division may enter play during the Reinforcements and Replacements phase at the cost of 2 Rail Capacity points. They are placed in a German Major City that is not adjacent to an enemy unit (see LR 10.2).
22.1.4 For each Panzer Division "Ostfront" entering play Hitler's Approval is lowered by 1 point.
22.1.5 Panzer Divisions "Ostfront" may not be placed under a Festung garrison or in the "Strategic Reserve" box. They may not be removed from play to satisfy withdrawal of Panzer Divisions on turns 12 – 14 and 15 R43 (see R43 17.5).
22.1.6 From turn 12 R43, Panzer Divisions "Ostfront" in the "Eliminated units" box must be rebuilt first (the German player may not rebuilt any other unit as long as one or more Panzer Division "Ostfront" is in the "Eliminated units" box).
22.2 Panzer Divisions "Ostfront" Withdrawal
22.2.1 During his Reinforcements and Replacements phase, the German player may withdraw from play Panzer Divisions "Ostfront". Each withdrawal is permanent and costs 2 Rail Capacity points. Withdrawn units are placed in the "Units removed from play" box.
22.2.2 From turn 12 R43 until turn 18 R43, during his Reinforcements and Replacements phase of each turn, after any withdrawal (see R43 22.2.1), if at least one Panzer Divisions "Ostfront" is still on the map, on the "Italienfront" table or in the "Eliminated units" box, the German player must consult the "Withdrawal of Panzer Division Ostfront" table and apply the penalties (see R43 play aid).
- -1 PR – Loss of one Replacement Point
- -1S – Loss of a Support marker (see R43 21.5.4)
- -1A – Hitler's Approval is lowered by 1 point
22.2.3 At the end of turn 18 R43, if at least one Panzer Divisions "Ostfront" is still on the map, on the "Italienfront" table or in the "Eliminated units" box, the German player undergoes a Dismissal (apply the rule LR 9.3) at whatever the current Satisfaction level is. Panzer Divisions "Ostfront" may stay on the map when switching to the LR schedule.
Attention: if the "Maximum Satisfaction" marker is already in the "7" square or if a "Dismissal Limogeage" has occurred during this turn, all the Panzer Divisions "Ostfront" still on the map, on the "Italienfront" table or in the "Eliminated Units" are immediately removed from play. The "Rail Capacity" marker is then placed in the "0" square. This withdrawal happens at whatever the Rail Capacity level is (even 0).
22.2.4 If from turn 12 R43 no Allied units are present on the map (except for the "England" and "Med Front" holding boxes or the "Italienfront" table), all the Panzer Divisions "Ostfront" still on the map, on the "Italienfront" table or in the "Eliminated Units" are immediately removed from play. The Rail Capacity marker is placed on the square 0.
23. Führerweisung Nr. 51 (FW 51)
23.1 From turn 4 R43 until turn 7 R43 inclusive, the German player may declare once the directive Führerweisung Nr. 51 (FW 51). Declaration must be done at the beginning of his turn. The German player must then place:
- The "End FW 51" marker on the Turn Track, 5 turns from the current turn,
- The "+ 1 RP FW 51" marker on the "Hitler Approval" marker on the Satisfaction track as a reminder,
- The marker "FW 51 Italy" on the "Italienfront" table.
Note: Operation Mincemeat may be still active when declaring FW 51.
23.2 Consequences of FW 51
- a - The German player draws 2 extra Support markers during his Support phase following the declaration of FW51. These extra Support markers are drawn at whatever the current Satisfaction level is, even if a Dismissal occurred on the previous turn. These extra Support markers are drawn only on the turn of FW51 declaration, not on every turn.
- b - The German player receives one extra RP during the Reinforcements and Replacements phase of the turn of FW51 declaration and the 5 following turns. This extra RP is received at whatever the current Satisfaction level is, even if a Dismissal occurred on the previous turn.
- c - The "FW 51 Italy" marker is placed in an empty German square on the "Italienfront" table. This marker is equivalent to a German armored unit on the "Italienfront" table (see R43 21.1.1a). The German player will then adjust the "Italienfront" marker.
Note: if all of the seven German boxes are full on the "Italienfront" table, the FW51 marker is placed over unit(s) until an empty space becomes available.
- d - From the turn of FW51 declaration and during the 5 following turns, the value of each strategic hex is raised by one if captured by the Allied player (no extra value if hex is recaptured by the German player).
Example: if Antwerp is captured by the Allies, the Approval Level is lowered by 4 instead of 3 on normal time. If Antwerp is recaptured by the German player, Approval Level is raised by 4 (no changes).
- e - the marker "End FW 51" is placed 5 turns later on the Turn Track R43 (as a reminder when the FW 51 ends).
- f - The "Italienfront" table is not used anymore and every German and Allied unit still on this table is removed from play.
- g - Players receives RP and reinforcements as indicated on Reinforcements track.
Exception: the Allied player receives 1 RP UK and 2 RP US on LR turn 1 and 2.
On turns 2 LR and 21 LR, the arrivals as reinforcements of 9.H - 10.F and 5th AD Can are ignored.
- h - The Allied player rolls 2 dice to determine weather on Turn 1 LR:
| Roll | Weather |
|---|---|
| 2-5 | Fair weather |
| 6-9 | Overcast |
| 10-11 | Bad weather |
| 12 | Storm |
23.3 When the Turn marker reaches the marker "End FW 51", the directive FW 51 ends at the end of the turn. After the German Reinforcements and Replacements phase, the values of Strategic hexes goes back to normal. The German player does not receive any extra RP on each turn once FW51 ends. The FW51 markers are removed from the Satisfaction and the Turn tracks. The FW51 Italy marker is removed from the "Italienfront" table and the "Italienfront" marker is then adjusted a last time.
24. Switch from R43 to LR
At the end of turn 18 R43, players switch to the LR Turn Track with the following specific rules:
- a - Remaining "Invasion Landing" markers may be used on LR Turn track. After turn 10 LR, no landings are allowed (unused "Invasion Landing" markers are removed from play).
- b - The rule "Operation Fortitude" (see LR 14) is not played.
- c - The German player may announce that he is Withdrawing from France (see LR 19) as soon as the "Landing Invasion 3" marker has been used or the 2nd PLUTO marker has been placed on any hex. He does not need to wait until turn 7 LR as described in rule LR 19.1.1.
- d - After applying penalties at the end of turn 18 (see R43 22.2.3), remaining Panzer Divisions "Ostfront" may stay on the map when switching to the LR schedule without any further penalties.
- e - Players apply on turn 1 LR the red-printed penalties on "Italienfront" table (see R43 21.5.6).
Counters for Liberty Roads
The countersheet in R43 includes several errata counters for Liberty Roads.
The following counters replace counters of 1st printing (2009):
- Corrected Support Cooperation (no P)
- Black colored Support markers Fanaticism
- Redrawn Support markers Nebelwerfer
- 17 LW (movement factor of 2 instead of 3)
The following counters are extra markers for use in Liberty Roads:
- 3 extra Festung markers
- Optional Support marker POW
- Optional Support marker Engineering
Scenarios Roundhammer 1943
Roundhammer 1943 offers 4 scenarios of varied durations, including a major campaign.
Special Rules Common to Scenarios
1 – The Sequence of play on turn 1 includes the following phases only:
Allied player sequence
- Paratroop drop phase (12)
- Landing phase (13)
German player sequence
- Supports phase (5)
- Movement phase (6)
- Combat phase (7)
- Exploitation phase (8)
- Reinforcements and replacements phase (10)
2 – The Allied player may make any Invasion landing in the 3 "Invasion Zones" of Netherlands (between hex 3507 and 4801) on turn 1 R43 (see R43 13.1.8).
3 – The Allied player receives British RP on turn 2 R43 and after, US RPs from turn 4 R43 and after.
4 – The German player receives RP on turn 2 R43 and after.
5 – The German player is subject to the Mincemeat rules (see R43 14.2). In turns 2 to turn 6 R43 inclusive, roll a die to see if "Mincemeat" effects stop.
6 – "Italienfront" table is active until the end of turn 18 R43.
7 – The Allied player may make any Invasion landing at any turn between turn 9 R43 and turn 10 LR (or the end turn of scenario, if it happens earlier) inclusive (while respecting ETO and MTO zones – see R43 13.1.7).
8 – The German player has 5 infantry KG and 8 armored KG Panzer as indicated on setup (on turn 11 R43 the German player receives 11 extra KG Panzer + 2 "Hiwis").
Units Setup
Please see the "Roundhammer 1943 Scenario" play aid. Reinforcement units should be placed on the Reinforcement track.
1. "The Time or Power"
This hypothetical scenario proposes the establishment and maintenance of strong Allied beachheads in Western Europe by mid-1943. The German player must push the amphibious assault. The more or less rapid declaration of the "Führerweisung Nr. 51" determines the end of the scenario. With this in mind, the German player will find himself caught in a challenge between two conflicting requirements: the time or power.
General information
- Start of game: turn 1 R43
- End of game: the turn whenever "Führerweisung Nr. 51" ends, between turns 9 R43 and 12 R43 (see R43 23.3).
- Weather on turn 1R43: "Overcast"
Special rules
1 – During this scenario, the German player must declare the "FW 51" directive between turns 4 R43 and 7 R43 inclusive (see R43 23.).
2 – The Allied player does not get any free "Air Support" counter of his choice during this scenario.
Victory conditions
German objectives
1 – One or no Beachhead on the map at the end of game.
2 – No French, Belgian or Dutch major port under Allied control at the end of game.
3 – Only one or no French or Dutch minor port under Allied control at the end of game.
Allied objectives
1 – to capture 2 French or Belgian major operational Ports.
2 – to capture 5 "V1" bases.
3 – to have 3 or more full-strength airborne units in "Airborne" zones.
4 – to capture 2 "U-Boote basen".
5 – to capture 3 or more French minor ports (or non-operational French ports).
6 – to have the "Italienfront" marker on a grey square with 2 or more penalties at the expanse of the German player at the end of play.
Results
German player scores victory points as follows:
- 3 German objectives reached: 2 VPs
- 2 German objectives reached: 1 VP
Allied player scores victory points as follows:
- No German objectives reached: 1 VP
- 3 or more Allied objectives reached: 2VPs
German VPs are then subtracted from Allied VPs.
- -2: German major victory
- -1 or 0: German minor victory
- +1: Allied minor victory
- +2 or +3: Allied major victory
2. "Liberate Paris or Antwerp?"
This hypothetical scenario proposes the establishment and maintenance of strong Allied beachheads in Western Europe by mid-1943. The Allied player's goal is to capture two French or Belgian major ports and a capital (French or Belgian) in early June 1944.
General information
- Start of game: turn 1 R43
- End of game: turn 1 LR (19 turns long)
- Weather on turn 1R43: "Overcast"
Special rules
1 – The Allied player may get one free "Air Support" counter from turn 16 R43.
2 – At the end of turn 18 R43, players switch to the LR schedule (see R43 24.).
Victory conditions
The Allied player has two objectives:
1 – to capture 3 French or Belgian major operational Ports. Antwerp is worth 2 Ports. Each Major Port in the English Channel and the North Sea (Brest included) is worth 1 Port. Each Major Port in the Atlantic Ocean (but not Brest) and in the Mediterranean Sea is worth 1/2 Port (round down the total).
2 – to control either the 3 hexes of Paris (hex 2515-2615-2616) or Antwerp and Bruxelles (hex 3708-3610). These hexes must be able to draw a communication line to an operational port.
Results
- Allied major victory if both objectives have been reached
- Allied major victory if only one objectives has been reached
- German major victory if both objectives have not been reached
3. "The Rhine and the Siegfried Line"
This hypothetical scenario proposes the establishment and maintenance of strong Allied beachheads in Western Europe by mid-1943. The Allied player aims to control multiple crossings of the Rhine and the Siegfried Line before the fall of 1944.
General information
- Start of game: turn 1 R43
- End of game: turn 10 LR (28 turns long)
- Weather on turn 1R43: "Overcast"
Special rules
1 – The Allied player may get one free "Air Support" counter from turn 16 R43.
2 – At the end of turn 18 R43, players switch to the LR schedule (see R43 24.).
Victory conditions
The Allied player has four objectives:
1 – to capture 3 French or Belgian major operational Ports. Antwerp is worth 2 Ports. Each Major Port in the English Channel and the North Sea (Brest included) is worth 1 Port. Each Major Port in the Atlantic Ocean (but not Brest) and in the Mediterranean Sea is worth 1/2 Port (round down the total).
2 – to control either the 3 hexes of Paris (hex 2515-2615-2616) or Antwerp and Bruxelles (hex 3708-3610). These hexes must be able to draw a communication line to an operational port.
Note: Antwerp port must be operational at the end of game.
3 – to control 2 hex of the Siegfried line among the following ones: hex 4407 – 4510 – 4212 – 4117 – 4319 – 4224 – 4125 – 4026. These hexes must be able to draw a communication line to an operational port.
4 – to control 2 German major cities.
Results
- Allied minor victory if only objectives 1 and 2 have been reached
- Allied major victory if the objectives 1, 2 and one of the two others have been reached
- Allied strategic victory if all objectives have been reached
- German minor victory if the objective 1 or 2 has been reached
- German major victory if neither objective 1 nor 2 has been reached by the Allied player
- German strategic victory if none of the objectives 1 – 2 – 3 – 4 has been reached by the Allied player
4. Full campaign R43 + Liberty Roads
This hypothetical scenario proposes the establishment and maintenance of strong Allied beachheads in Western Europe by mid-1943. It offers players the opportunity to play the full campaign game.
General information
- Start of game: turn 1 R43
- End of game: turn 24 LR
- Weather on turn 1R43: "Overcast"
Special rules
1 – The Allied player may get one free "Air Support" counter from turn 16 R43.
2 – At the end of turn 18 R43, players switch to the LR schedule (see R43 24.).
Victory conditions
The Allied player wins if he reaches both following objectives:
- to capture 7 German cities
- to exit 19 Allied divisions and 2 HQs by the eastern edge of the map, via a road or a rail line, able to draw a communication line to an operational port.
It's a draw if the Allied player reaches only one objective.
The German player wins if neither objective is reached.
Detailed Sequence of Play
Weather phase (3.)
- Adjustment of the Rail Capacity marker according to the turn track.
- Adjustment of the Sea Transport marker.
Allied player sequence
- Supply phase (4.)
- HQ supply check
- Pontoons setup
- Units supply check
- Support phase (5.)
- Replenishment of Support draw pool
- Free Air Support (Turns R43 14 to 18 and turns LR 1 to 9)
- Count of Major ports
- Random draw of Support markers (number of Support markers drawn modified by the "Italienfront" table)
- Placement of Support markers
- Sea transport phase (11.)
- Sea transport (number of Sea Transport points modified by the "Italienfront" table)
- Transfers of Allied units from Med Front to Italienfront (and vice versa) (R43 21.2)
- Withdrawal from the table "Italienfront" table on turns 16-18 (R43 21.4.5)
- Return of Allied units to England or Med Front
- Arrival of Allied HQs
- Return of Airborne units to the "Airborne" Zones
- Movement phase (6.)
- Normal and strategic movements
German player sequence
- Supply phase (4.)
- Declaration of Directive FW 51 (Turn 3 to 7 R43 inclusive – R43 23)
- T1 Support phase (5.)
- Supports get back in Supports Pool (not on turn 1)
- Determination of Support Level according to Führer Approval, "Italienfront" table and directive "FW 51" (R43 23.2.b)
- (on turn 1, one support is drawn)
- Supports placement
- T1 Movement phase (6.)
- Mincemeat (turn 2 to 6 R43 inclusive – R43 14.2.) or Fortitude test (turn 2 to 6 inclusive) (14)
- Declaration of Fortresses (6.5)
- Normal, Strategic and Rail movements
- Transfers of German units from Med Front to Italienfront (and vice versa) by rail movement (R43 21.3)
- T1 Combat phase (7.)
- T1 Exploitation phase (8.)
- T1 Reinforcements and Replacements phase (10.)
- Reduction of one point of Führer Approval, except if the "Italienfront" marker indicates "H + 1"
- Arrival of German reinforcements (eventually by Rail) (Reinforcements Mincemeat R43 14.2.3 and Panzer Divisions Ostfront R43 22.1)
End of turn
On turn 1, only phases preceded by T1 are played. Green: specific to R43.
Transcription note: the Detailed Sequence of Play is a flow chart printed on the sheet; its order and indentation are reproduced as text, and the chart's colour coding is noted rather than reproduced.