Santander '37
Santander '37 Rulebook
Table of Contents
Table of Contents
1 Introduction
1.1 General considerations
Scale. Ground units represent regiments and brigades. Each air support unit represents around 20-30 planes. A game turn equals two days of real time. Each hex on the map represents approximately 6 km from side to side.
Fog of war. You can never examine an enemy stack. Trench markers should be always on top of the stack; among the combat units, headquarters should be always on top of the other combat units. Tank units and disorganization markers do not conceal the units below, they are "transparent" (see definitions of playing pieces in section 2.2).
Rounding. If not specified by the rules, when values are divided, fractions are always kept (do not round, keep fractions during all the calculations).
2 Components
This game is composed (besides this rulebook) of:
- A map (A2 size: 60x42 cm)
- A countersheet with 120 playing pieces
- Two Player Aid Sheets (PAS 1 & 2) with the Terrain Effects Chart (TEC), Combat Resolution Table (CRT), and other pieces of information.
2.1 The map
The game map covers the area where the campaign of Santander was fought and is overlaid with a grid of hexagons (henceforth hexes) that are used to regulate the placement and movement of units. Some hexes are designated with a four-digit code for reference. Around the map there are some boxes and tracks: the turn track, the air units boxes (Available and Flown), the Republican morale track and the terrain legend.
2.1.1 Map features and terrain
Various types of terrain and features are depicted on the game map (see the terrain key on the map and the TEC on the PAS 1). All terrain hexes are clear by default, except hexes inside the dotted contour line, which are rough, hexes inside the thick brown contour line, which are mountain, and Santander.
Important. The hexside between 0418 and 0419 is impassable. Santander (0211) can only be accessed and attacked from hexes 0210 and 0110.
2.2 The playing pieces
The playing pieces are either combat units, support units or markers. Refer to the PAS 2 while reading this section.
2.2.1 Combat units
Some combat units have just one side (one step) and other combat units have two sides (two steps). In the latter case, the front side shows the unit at full operational capacity, while the reverse side shows the unit in a reduced state, with lower capabilities. The Basque Republican brigades are printed on both sides but they are one-step combat units; their reverse side is used according to the Basque surrender rule (see 15).
Each combat unit shows the following pieces of information:
- Attack factor: the combat value used by the attacker in a combat.
- Defense factor: the combat value used by the defender in a combat.
- Movement allowance: the number of movement points (MPs) a ground unit can spend in order to move around the map during each movement step. A circle around the movement allowance indicates that the unit is motorized.
- Stacking value: the amount of stacking points of a unit (HQs and armor do not have stacking value).
- Unit identifier: historical designation of the unit. Republican reserve units have their designation on a yellow background; all Republican units which are not reserve units are frontline units (this is relevant for setup).
In addition, HQs have a bombardment strength.
2.2.2 Support units
Support units are all air units and all logistic units (LUs).
2.2.3 Units according to side
Nationalist units are divided as follows, with the color scheme indicated:
- Spanish Nationalist: light grey
- Italians (CTV): black
- Italo-Spanish: black and grey
- Germans: tan
Republican units are divided as follows:
- Santander: yellowish green
- Basque: green
- Asturian: purple
- Popular Army: dark green
Unless otherwise noted in the rules, the term nationalist indicates Italian, Italo-Spanish, German and Spanish nationalist units.
Note: the nationalist LUs are shown in Spanish nationalist colors but they are generic and usable by any nationalist HQ. The republican LU is shown in Popular Army colors and is also usable by any republican HQ.
2.2.4 Abbreviations
- CTV: Corpo Truppe Volontarie
- LITTOR: Italian division "Littorio"
- FIAM N: Italian division "Fiamme Nere"
- FRECC: Italian division "Frecce"
- Flech NEG: Spanish-Italian brigade "Flechas Negras"
- XXIII M: Italian division "XXIII Marzo"
- Avi Legio: Aviazione Legionaria
- Ardt: Arditi
- Cele: Celere
- R9m: Raggruppamento 9 Maggio
- C: Castilla
- N: Navarra
- FAN: Fuerza Aerea Nacional
- Condor: Legion Condor
- DC: Defensa de Costas
- FARE: Fuerzas Aereas de la Republica Espanola
- R: Remnants
- Vam: Vampa
3 How to win
Victory is assessed in terms of Republican morale. If Republican Morale goes over 5 at any time or is greater than zero during the End of Turn phase of turn 7, the Republican player wins. If Republican Morale drops below zero at any time, the game ends immediately and the Nationalist player wins. If Republican morale is 0 during the End of Turn phase of turn 7, the game is a draw. In general, Republican morale decreases each time the Nationalist player controls (see 3.2) one of the objective hexes (marked on the map by stars), when Basque units surrender and because of other game events; likewise, Republican morale increases when some game situations occur, as stated in the morale rules. See section 13 and PAS 2 for detailed morale rules.
3.1 The Reinosa factory
The factory in Reinosa (hex 1006) was a key military facility. The factory fell intact in Nationalist hands because their workers refused to demolish it and the Nationalist advance was fast enough to prevent the Republican forces from destroying it.
At the start of the Republican Phase of game turn 4, place the Reinosa factory marker on the hex of Reinosa. Then, if Reinosa is in Republican hands, roll one die; if the result is 1, 2 or 3, nothing happens; on a roll of 4, 5 or 6, the factory is demolished and the Republican player will not lose any morale level if the Nationalist player conquers that objective hex; flip the Reinosa factory marker to its "demolished factory" side as a reminder. Repeat the die roll at the start of each Republican Phase if Reinosa is in Republican hands and not yet on its demolished side.
The factory cannot be demolished if under Nationalist control, but if the Republican player reconquers it, he can attempt its demolition again.
3.2 Defining control
Control of a hex changes when an enemy unit occupies it or when a line of supply cannot be traced from the hex to a friendly supply hex nor to a friendly unit. After controlling a hex, you can leave it empty and it will remain in your control, unless an enemy unit occupies it. Zones of control (see section 8) do not affect control of a hex. At game start all hexes north and west of the front line are Republican-controlled and all remaining hexes are Nationalist-controlled.
4 Stacking
When there is more than one unit in a hex, stacking occurs. There are three possible stacking situations:
- Normal stacking: Up to the SPs capacity of the hex (6 SPs in clear or city; 4 SPs in mountain or hill, see also TEC in PAS 1), one HQ and one armored unit.
- Operational overstacking: More SPs than the hex capacity but less than double that capacity, or two HQs, or two armored units.
- Physical overstacking: twice or more SPs than the hex capacity, or more than two HQs, or more than two armored units.
As soon as operational or physical overstacking occurs in a hex, the units in that hex suffer some penalizations, as stated in 4.1. LUs are not subject to stacking rules; you can have as many as you want in a hex.
There are no restrictions on stacking together units of different nationalities for the Nationalist side or different factions for the Republican side. There is one restriction on attack: Italian and Spanish units cannot attack together. The Italo-Spanish unit can attack either with Spanish units or Italian units, but not both.
4.1 Overstacking effects
- Operational overstacking: All units have their attack and defense factors halved and HQs take 1 DSG.
- Physical overstacking: Units cannot attack and have their defense factor reduced to 1. HQs in excess of 2 are removed from the map and placed in the turn track to reenter as reinforcement next turn; the remaining HQs and all armored units take 1 DSG.
5 Game setup
Prepare for play by choosing sides. Then put the map on the table and set up the counters as follows:
- The Republican player sets up his forces (except reserve units) as he sees fit per section 5.1.
- The Nationalist player sets up all his forces as he sees fit per section 5.2.
- The Republican player sets up his reserve units as he sees fit per section 5.3.
- Nationalist Air Support: place all "Condor", "Avi Legio" and "FAN" air units in the "Available" box on the map.
- Republican Air Support: place all FARE air units in the "Flown" box on the map.
- Weather track: mark the weather as 'Fair'.
- Turn track:
- Place the "T" (turn) marker on space 1.
- Place the "Ofensiva republicana" marker on space 3.
- Place the "Reinosa" marker on space 4.
- Place one Nationalist LU on each of the following spaces: 1, 2, 3, 4.
- Republican Morale Track: place the "M" (morale) marker on the "4" space.
5.1 Republican frontline setup
Divisions 50 (Basque), 55 (Santander) and 57 (Asturias) are reserve units. Prior to setup, the Republican player chooses if he wants to keep them "in reserve" (and placed later per 5.3; the decision must be made independently for each division) or to place them directly with his frontline units and with the same restrictions.
The frontline units are placed according to the following restrictions:
- All Republican units are placed north and west of the front line (the front line is defined by the continuous blue line, arrows included, from hex 1001 to 0419). All units (except armored and independent brigades) must be placed in hexes adjacent to the front line and all hexes adjacent to the front line must be occupied either by a unit and/or by a unit's ZOC (see example on next page).
- All Republican Basque brigades must deploy adjacent to the front line on or east of column xx15, but 2 Basque brigades may ignore this constraint and deploy anywhere adjacent to the front line.
- Republican armored units and independent brigades (the DC and 177 brigades) may set up in any Republican controlled hex.
- The XIV HQ must deploy in any Republican controlled hex on or east of column xx15 and within 2 hexes of a Basque unit. The XV HQ may setup in any Republican controlled hex. Both HQ cannot deploy in the same hex.
- The Republican player receives 4 trench markers. Trench markers are stacked (no more than one per hex) with any Republican units on the map.
- The Republican player receives 1 Logistic Unit. This unit is placed either "Deployed" or "Mobile" (as a truck) stacked with or adjacent to any Republican HQ.
5.2 Nationalist setup
Nationalist units are deployed in any hexes on the front line or south and east of it, as long as all front line hexes (arrows included) are occupied either by a unit or by a unit's ZOC. Nationalist HQs must be deployed stacked with or adjacent to any of its units. The Nationalist player receives 4 Logistic Units. These are placed either "Deployed" or "Mobile" (as a truck) stacked with or adjacent to any Nationalist HQ.
5.3 Republican reserve setup
Reserve units are placed in any Republican controlled hex at least 3 hexes away from the front line.
6 Sequence of play
The game is played in a maximum of seven turns, each one representing approximately two days and subdivided into phases. Once the setup is complete, players begin with Turn 1. In each turn, players will follow the sequence shown below:
- Weather Phase (see section 16; not on turn 1)
- Nationalist Player Phase
- a) Republican offensive step (from turn 3 onwards, see section 14)
- b) Supply step: The Nationalist player checks the supply status of all his ground units.
- c) Movement step: The Nationalist player moves all, some, or none of his ground units. If the Nationalist player wishes to move any of their LUs, flip these units to their "movement" side and move them.
- d) Combat step: All, some, or none of the Nationalist ground units may attack enemy ground units adjacent to them. Air and HQ units may bombard during this phase. (Special bonus for Italian units on turn 1)
- Republican Player Phase
- a) Reinosa factory demolition step (from turn 4 onwards, see section 3.1)
- b) Basque surrender step: Roll for Basque surrender (see section 15)
- c) Supply step: The Republican player checks the supply status of all his ground units.
- d) Movement step: The Republican player moves all, some, or none of them. If the Republican player wishes to move its LU, flip that unit to their "movement" side and move it.
- e) Combat step: Republican ground units may attack enemy ground units adjacent to them. Air and HQ units may bombard during this phase.
7 Disorganization
Combat units can become disorganized (DSG) for being out of supply (section 8), because of bombardment results (12), retreats (11.5), and breakthroughs (11.6.1) and for moving from EZOC to EZOC (9.1). Logistic units never receive DSG markers.
A combat unit can have three levels of disorganization: DSG0, DSG1, and DSG2, that are cumulative:
- A DSG0 unit that becomes DSG again, receives a DSG1 marker.
- A DSG1 unit that becomes DSG again, receives a DSG2 marker.
- A DSG2 unit that becomes DSG again, loses a step and keeps its DSG2 level.
A DSG0, DSG1 or DSG2 unit has its combat factors and movement allowance halved (retain fractions); HQs have their bombardment strength reduced to zero. All DSG levels have the same effect on combat and movement, but the higher the level, the worse the die roll modifier in combat. During the End of Turn phase, units in supply within 2 hexes of a friendly HQ reduce by one their DSG level (Italian HQs for Italian units and Spanish HQs for Spanish units).
8 Supply
A ground unit is considered to be in supply if it is able to trace a line of supply, of any length, to a friendly supply source hex (see 8.1). A line of supply is a continuous line of hexes from the unit to the supply source, free from enemy units and EZOCs (friendly units negate EZOCs for this rule).
8.1 Supply sources
A player's supply sources are the hexes containing a supply symbol.
For the Nationalist player these are: 1604, 1610, 1612, 0519, and 0620; for the Republican player these are 0301 and the city of Santander.
8.2 Out of supply (OOS)
A unit found out of supply in a supply check increases one level its DSG. A unit at DSG2 and judged out of supply in a supply check (see 8.3), surrenders and it's eliminated (even a two-step unit). An HQ out of supply is flipped to its "Fired" side in addition to the increment of its DSG level.
Important: A unit never decreases its DSG level during the movement and combat steps; only during the End of Turn phase can the DSG level be decreased.
8.3 When supply is checked
At the beginning of the movement step check supply of active player's units. At the beginning of the combat step check supply of all units (both sides) involved in a combat. During the End of Turn phase, supply status is relevant for DSG removal.
9 Zones of control
Every ground combat unit exerts an influence over the six surrounding land hexes, called zone of control (ZOC), except through impassable hexsides. OOS units do not exert ZOC.
9.1 ZOC and movement
A unit that enters an enemy ZOC (EZOC) must pay an additional MP and stop. It cannot move further for the rest of the turn. A ground unit can begin its movement in an EZOC but must pay an additional MP to leave it. A unit can move directly from EZOC to EZOC (as minimum move, see rule 10.1) but increases its DSG level by one by doing so. The presence of friendly units has no effect for this rule.
Note: a DSG2 unit that moves from EZOC to EZOC loses a step and keeps the DSG2.
10 Movement
During a movement step, the active player may move all, some or none of his ground units. A ground unit moves by expending movement points (MPs). Entering a hex as well as crossing certain hexsides costs a number of MPs (see the Terrain Effects Table). A unit is not required to use all its MPs during a movement step and it may not transfer unused MPs to another unit.
10.1 Minimum movement
All units can move at least 1 hex regardless of movement points and EZOCs (but receiving a DSG if moving from EZOC to EZOC).
10.2 Armored units
Tank units must be stacked always with an infantry or HQ unit at the end of movement and combat steps. Eliminate any tank unit that is not.
10.3 Road movement
All units moving along a road always pay the road cost per hex if the road hex is free from EZOC. They pay instead normal terrain costs (ignoring road) if the moving unit begins its movement in EZOC or moves to EZOC.
11 Combat
A combat takes place between adjacent enemy units. Combat is never mandatory, but a ground unit can only attack once per combat step.
A unit is not required to attack all units in its ZOC, but if it attacks a hex it must attack all units in that hex. A hex may be attacked by units in different adjacent hexes; these units may belong to different divisions. Remember, though (see section 4) that Italian and Spanish units cannot attack together and that the Italo-Spanish unit can attack either with Spanish units or Italian units, but not both.
The player is not forced to declare all attacks before resolving them.
11.1 Combat resolution
The attacking player designates the hex which he wishes to attack and what adjacent friendly units will attack that hex. Then, follow this procedure:
- Check the supply of the involved units and mark units as DSG accordingly if any of them is OOS.
- Attacker and defender decide if they are going to use air and HQ support and then if they are going to use LUs to enhance HQ bombardment. The attacker reveals first what he intends to do, followed by the defender.
- Reveal all land units involved and then resolve bombardment per 12.4.
- Determine air attrition per 12.1.1.
- Withdraw used LUs from the map.
- After resolving the bombardment and determining DSG results, calculate combat odds. If the defender hex was emptied by the bombardment, the attacker may advance into the just vacated hex and the combat ends.
- The attacker and defender sum up the attack and defense factors of their involved units. Apply any modifiers for DSG, terrain and supply. The combined attack strength of the participating attacking units is compared to the combined defense strength of the defending units (taking into consideration strength modifications due to DSG and terrain), and this comparison is stated as a ratio (attacker/defender): divide the total attacking strength by the total defending strength to determine a combat odds ratio, then find the highest odds column on the Combat Results Table that does not exceed the combat odds.
- The attacker checks the Combat Results Table in PAS 1: at the intersection of the modified odds ratio and the roll of 1d6, he reads the combat result.
Note: the combat cannot be called off after the bombardment; once declared, it must be resolved.
11.2 Concentric attack
If an attacked unit can only retreat (eventually) through just one hex or none at all, the attack is considered a concentric attack (see section 11.5 for rules for retreat after combat). Concentric attacks get a +1 drm (see example below).
[The source's concentric attack example is a diagram and is not reproduced here.]
11.3 Italian bonus during first turn
The first turn of play all Nationalist attacks within two hexes of the CTV HQ receive a modifier of one column to the right.
11.4 Combat effects
The result of the die roll on the Combat Results Table indicates the number of steps lost. To the left are those lost by the attacker, to the right by the defender (but see 11.5). When a combat unit suffers a step loss it is flipped onto its back side; if it is a one-step unit, it is eliminated. Losses must be divided equally among ground units in a stack. No unit can absorb a loss if at least one other unit in its stack has lost fewer steps.
11.5 Retreat after combat
A unit or stack of defending units that suffer losses may trade any number of step losses for the same number of hexes of retreat. For example, a unit or stack which suffers two step losses may lose no steps and retreat two hexes, may lose one step and retreat one hex or may lose two steps and remain in place. All units that retreat receive one DSG for each hex retreated.
A stack of units which retreats must retreat as a stack, into the same hex. A unit can retreat to a hex in enemy ZOC only if occupied by a friendly unit, but it cannot contribute to its defense if this hex is attacked later during that combat phase. Units retreating into a hex already occupied by friendly units may cause overstacking (see 4.1). HQs and LUs cannot retreat; if forced to do so for any reason, they are eliminated.
11.6 Advance after combat
If after a ground combat, the defender's hex becomes vacant, the attacker may have all, some or none of the combat units which took part in the combat, advance into it. HQs and LUs cannot advance after combat.
Units performing advance after combat may ignore enemy ZOCs when moving.
11.6.1 Breakthrough
A "B" result means a breakthrough: all defender units are eliminated and any non-entrenched defending units adjacent to the eliminated units get 1 DSG level. Then, the attacker can advance up to 3 hexes, ignoring EZOC.
The first hex entered in breakthrough movement must be always the hex vacated by the enemy. The breakthrough movement cannot be performed through mountain hexes beyond the vacated hex (unless along a road).
11.7 Trenches
The Republican player receives 4 trench markers during set-up.
Units in a hex with a trench marker get a -1 drm on the bombardment die roll.
In the combat step, units defending in a hex that contains a trench marker get a -1 drm on the CRT and do not get any DSG in case of breakthrough in an adjacent hex. Trench markers are removed when the unit(s) occupying the hex are forced to retreat or are destroyed.
12 Bombardment
Air units and headquarters (and also LUs) can bombard enemy units as a support during combat resolution (see section 11).
12.1 Air units
Air units do not move across the map; they are simply assigned from their side's Available box to support their side's forces. Spanish Nationalist air units provide support only to combats involving Spanish Nationalist forces; Italian air units provide support only to Italian forces; German air units provide support to any Nationalist force. Republican air units can provide support to any Republican unit.
12.1.1 Air attrition
After resolving a combat, roll one die for each air unit used. On a die roll of 1, the air unit is withdrawn from play. The air unit returns to play two turns later (place the air unit on the turn record track as a reminder). On any other result place the unit in the Flown box.
12.2 HQ units
HQ units represent divisional and corps-level units, including artillery, engineers, etc. Both sides can use HQs to support combats defensively and offensively. HQs move like a normal unit and may move and bombard during the same turn. In combat, HQs are always the last unit to be eliminated. HQs may execute bombardment to support (as attacker and as defender) an attacked hex located within a maximum of 2 hexes (to calculate the distance, always consider the hex under attack and never the hex where the HQ is).
Spanish Nationalist HQs may only provide support to combats involving Spanish Nationalist (and Italo-Spanish) ground forces. Italian HQs may provide support to any Italian (and Italo-Spanish) forces. Italian divisional HQs may only provide bombardment support to combats where units belonging to that HQ are involved. For instance, the Littorio divisional HQ may only provide support (bombard) to combats where at least one Littorio unit is involved. HQs cannot be used to absorb losses and are destroyed when the last step in the hex in which they are is destroyed. HQs cannot perform advance after combat and if forced to retreat for any reason, they are eliminated.
12.3 Logistic units
At the beginning of the game, both players receive a certain number of logistic units (LUs), representing large amounts of artillery ammunition. The Nationalist player has four LUs at the beginning of the game and receives one additional LU per turn, but he may never have more than eight LUs on the map. The Republican player receives 1 LU at the beginning of the game and no additional LUs during the game. All LUs are received at their side's supply hexes. LUs are eliminated if forced to retreat, or if they are alone in a hex and an enemy unit enters that hex.
Using logistic units. Logistic units count as one additional bombardment point on the bombardment table when used (see 12.4). To be used, the LU must be stacked with or adjacent to a bombarding HQ. A given HQ may use any number of LUs per bombardment, but no LU can be used without a bombarding HQ. Once used, LUs are withdrawn from the map.
Movement of logistic units. Logistic units have two sides: movement (depicting a truck) or combat (depicting ammunition). LUs that moved during the movement phase cannot be used for bombardment during that turn.
12.4 Bombardment procedure
During the combat step (points 2 to 5 of the combat resolution per rule 11.1), both players may use air units, HQs and LUs to provide support to their defensive or offensive operations. HQs, LUs and air units bombard hexes prior to resolving a ground attack on that hex. Air units may only be used once per turn, either on attack or on defense. HQs can be used once per player phase, but once they are used in attack, they are flipped to their "Fired" side. During combat resolution, the bombardment follows this procedure:
- Both players must decide how many air units, HQs and LUs they are going to use to bombard a given attacked hex (attacker first).
- Count how many bombardment points (BPs) each player uses. Any air, divisional HQ and LU counts as 1 bombardment point, while a corps HQ counts as 2 bombardment points.
- Subtract the total number of defending bombardment points from the total number of attacking bombardment points. If the result is 0 or a negative number, no bombardment takes place.
- Finally, the attacker rolls a die and consults the bombardment table on the PAS 1 to see the result, which affects all units in the targeted hex.
- If there were air units involved, roll for air attrition (see 12.1.1). Then resume the combat resolution procedure in 11.1.
Example. The Nationalist player supports an attack with 2 air units (2 BPs), a divisional HQ (1 BP) and uses a LU (1 BP), for a total of 4 BPs. The Republican reacts with a corps HQ (2 BPs). The net number of BPs is thus 2, so the Nationalist player rolls a die on the "2" column of the Bombardment Table.
13 Republican morale
Republican morale is tracked on the "Moral republicana" track of the gameboard. It can go from 0 to 5 and its value indicates the number of Republican units that can reduce the DSG level at the End of Turn phase.
Important: Asturian units are not affected and can always reduce their DSG level if in range of an HQ.
The Morale level increases or decreases in the following cases (always immediately upon occurrence):
- The Nationalist player captures Santander: -3.
- The Nationalist player captures Reinosa, Torrelavega, Santona, Pesues, San Vicente de la Barquera: -1 each (but see 3.1 for Reinosa).
- The Republican player captures Cervera, Aguilar de Campoo, Dobro, Bercedo or Viergol: +2 each.
- The Republican player captures any other village previously captured by the Nationalist player: +1 each.
- 8 or more Republican brigades eliminated: -1 (surrendered Basque brigades do not count, see section 15).
- 4 or more Nationalist regiments or battalions eliminated: +1 (removed units due to the Republican offensive do not count, see section 14).
- Each Republican HQ eliminated: -1.
- Each Nationalist HQ eliminated: +1.
- The Republican Offensive takes place: +1 (see 14).
- The Basque units surrender: -1 (see 15).
If Republican Morale goes over 5 at any time or if, during the End of Turn phase of game turn 7, is greater than 0, the Republican player wins.
If Republican Morale drops below zero at any time, the game stops immediately and the Nationalist wins.
If during the End of Turn phase of turn 7 the Republican morale is exactly 0, the game ends in a draw.
14 Republican offensive
The Republican central command promised that they would launch a major offensive to relieve pressure and to force Franco to move forces from the North. The offensive took place in central Aragon, and aimed at conquering Saragossa. The initial Republican onslaught managed to surround the fortified town of Belchite. Although Franco sent part of their air force and troops to relieve the besieged town, it did little to prevent the fall of Santander.
14.1 Procedure
Beginning with turn 3, during the Republican offensive step of the Nationalist player phase, roll one die to check whether the Republican offensive takes place. If the die roll is equal to or less than the current turn number, the offensive takes place. Then:
- If the offensive takes place, flip the "Ofensiva Republicana" marker to the "Ofensiva realizada" side and place it on the next turn as a reminder that next turn the effects of the offensive will be assessed (see 14.2).
- If the offensive does not take place, place the marker, without flipping it, on the next turn of the turn track as a reminder that on the next turn the launching of the offensive will be checked again, repeating this procedure.
14.2 Effects of the offensive
One turn after the offensive was launched (the marker is on its "Ofensiva realizada" side on the turn track), the Republican player checks for the success of the offensive:
- On a die roll of 1-4, the Nationalist player withdraws from play three steps of infantry units (Italian or Spanish) and two air units (either Italian, German or Spanish).
- On a die roll of 5-6, the Nationalist player withdraws from play five steps of infantry units (Italian or Spanish) and three air units (either Italian, German or Spanish).
Air units must be withdrawn from the "Available" box, and if not enough, from the turn track, earlier turns first. Infantry units must be withdrawn from supplied units. After withdrawing the units, increase the Republican Morale by one and place the "Ofensiva republicana" marker on its box of the Morale track.
15 Basque surrender
Once they lost the last remnants of Basque territory, the Basque Nationalists (battalions formed by the PNV Basque Nationalist party) lost any interest in the war and agreed to surrender with the Italian local commander. That was the Santoña pact, that precipitated the collapse of the Santander front, with disastrous results in the long term for the Republican cause.
15.1 Procedure
During step 3b, roll a die and apply these modifiers:
- -1 for each non-disorganized Basque unit east of column xx15.
- -1 if the Republican player controls the Reinosa factory (undestroyed).
- +1 if the Nationalist player controls the Reinosa factory (undestroyed).
- +1 for each Basque Brigade eliminated.
Now compare this result to the Republican Morale:
- If the modified die roll is greater than the Republican Morale, the Basque units surrender (see 15.2 for its effects).
- If the modified die roll is equal or less than the Republican Morale, the Basque units keep on fighting for another turn.
15.2 Effects of the Basque surrender
When the Basque forces cease fighting, immediately flip up to 5 surviving Basque combat units to their remnants side "R." and remove the rest from play (these remnants represents Socialist and Anarchist Basque forces that kept on fighting). Then, decrease the Republican Morale by one (see section 13).
16 Weather
Weather may affect ground and air operations. During the weather phase of each turn (except the first one), roll a die: with a die roll of 1-5 weather is "Fair", with a die roll of 6 weather is "Poor". If the previous turn was "Poor", add +1 to the die roll. Put the "W" marker in the corresponding box of the weather track printed on the map.
16.1 Weather effects
If weather for the current game turn is "Poor", no air operations are possible and in the TEC the "Poor weather" column must be used for terrain costs.
17 Optional rules
17.1 Armor bonus
Armor and Celere units can add a +1 drm to the combat die roll on attack (only) if it is performed in clear or hill terrain. This is optional in each combat; however, if using this +1 drm, the first step loss must come from the armor or Celere unit. All other step losses can be distributed as the owning player sees fit. No more than one +1 drm can be generated by armor or Celere units even if there is more than one such unit participating in the same attack.
17.2 Armor recovery
Nationalist armor units eliminated during an attack can be returned to play if the attacked hex is emptied of Republican forces. In that case, roll a die: the result is the number of turns ahead in which the unit returns to play. At the beginning of the Nationalist movement phase of that turn, the recovered armor unit can be placed stacked with any supplied friendly HQ or adjacent to it stacked with a friendly unit.
Republican armor units cannot be recovered under any circumstances; once eliminated, they are eliminated for good.
17.3 Historical Frecce Division
Part of the Frecce Division (included in the game) did not participate in the Santander campaign. However, for balance reasons the designer decided to include it in the CTV order of battle.
Players who would like to play with the historical OOB should retire the following units: Frecce HQ and 3rd and 4th Regiments; the Arditi battalion operates then as an independent unit.
If you use this rule, you will not be required to withdraw any infantry steps when the Republican offensive takes place and the Republican player will not get the Morale increase for the offensive (so, the only effect of the Republican offensive will be the withdrawal of air units).
References
Alcofar Nassaes, J. L., CTV. Los legionarios italianos en la guerra civil española. 1936-1939. Barcelona 1972.
Ciutat, F., Relatos y reflexiones de la Guerra de España 1936-1939. Madrid 1978.
Engel, C., Historia de las Brigadas Mixtas del Ejército Popular de la República 1936-1939. Madrid 1997.
Martinez Bande, Col. J. M., El final del Frente Norte. Madrid 1972.
Salas Larrazabal, R., Historia del Ejército Popular de la República. Vol. III. Madrid 2006 (1st ed. 1973).
Salas Larrazabal, J., La guerra de España desde el aire. Barcelona 1972.
Segarra, P., Gonzalez, O., Molina, L., Grandes Batallas de la Guerra Civil Española. Madrid 2016.
Tarazona, F., Yo fui piloto de caza rojo. Madrid 1974.
Various authors, España 1936. La guerra militar (5 vols). Madrid 1996.