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Sicily: The Race for Messina

Sicily: The Race for Messina Rulebook

Table of Contents

Table of Contents

  • Standard Rules for the Victory in the West System
    • 1.0 Introduction
    • 2.0 Game Equipment
      • 2.1 The Game Maps and Charts
      • 2.2 The Playing Pieces
        • 2.21 How to Read the Counters
        • 2.22 Sample Units
      • 2.3 Parts Inventory
    • 3.0 Glossary
    • 4.0 Sequence of Play
      • 4.1 The Game-Turn
      • 4.2 Game-Turn Sequence Outline
    • 5.0 Movement
      • 5.1 How to Move Units
      • 5.2 Movement Inhibitions
      • 5.3 Unit Movement Classes
      • 5.4 Tactical Movement
      • 5.5 Strategic Movement
      • 5.6 Effects of Terrain on Movement
      • 5.7 Effects of Other Friendly Units on Movement
    • 6.0 Zones of Control
      • 6.1 Which Units Exert Zones of Control
      • 6.2 Effectiveness of Zones of Control
      • 6.3 Zones of Control and Movement
      • 6.4 Zones of Control and Combat
      • 6.5 Zones of Control and Supply
    • 7.0 Stacking
      • 7.1 Stacking Restrictions
      • 7.2 Stacking and Combat
    • 8.0 Limited Intelligence
      • 8.1 Combat Classes
      • 8.2 Morale Ratings
      • 8.3 Strength Chits
      • 8.4 Limited Intelligence
      • 8.5 Stacking and Strength Chits
      • 8.6 Units Without Strength Chits
    • 9.0 Combat
      • 9.1 Which Units May Attack
      • 9.2 Multiple Unit and Multi-Hex Combat
      • 9.3 Effects of Terrain on Combat
      • 9.4 Divisional Integrity
      • 9.5 Combined Arms
      • 9.6 Artillery Units
      • 9.7 Combat at High and Low Ratios
      • 9.8 Combat Resolution
      • 9.9 Retreats and Advances After Combat
    • 10.0 Cadre Units
    • 11.0 Supply
      • 11.1 Supply Lines
      • 11.2 When a Unit Is "In Supply"
      • 11.3 When a Unit Is "Out of Supply"
      • 11.4 When a Unit Is "Isolated"
      • 11.5 Automatic Supply
    • 12.0 Entrenchments
      • 12.1 Entering Entrenchments
      • 12.2 Effects of Entrenchments
    • 13.0 Air Power
      • 13.1 Ground Support
    • 14.0 Reinforcements
      • 14.1 Movement of Reinforcements
      • 14.2 Restrictions
  • Sicily Exclusive Rules
    • 15.0 Introduction
      • 15.1 Additional Units
      • 15.2 Counter Abbreviations
    • 16.0 Sequence of Play
      • 16.1 Game-Turn Outline
      • 16.2 First-Turn Rules
    • 17.0 Setting Up the Game
    • 18.0 Amphibious Landings
      • 18.1 How Units Land
      • 18.2 Amphibious Invasion
      • 18.3 Amphibious End-Runs
    • 19.0 Airborne Operations
      • 19.1 Airborne Units
      • 19.2 Airborne Missions
      • 19.3 How Units Land
      • 19.4 Airborne Missions Table (see mapsheet)
    • 20.0 Weather
      • 20.1 Effects of Weather
      • 20.2 Weather Track (see mapsheet)
    • 21.0 Supply
      • 21.1 Supply Lines
      • 21.2 Depots
      • 21.3 Air and Sea Supply
    • 22.0 Support Points
      • 22.1 Expending Support Points
      • 22.2 Effects of Zero Support
      • 22.3 Gaining Support Points
      • 22.4 Ports
    • 23.0 Air Operations
      • 23.1 Airfields
      • 23.2 Air Points
      • 23.3 Airfield Chart (see mapsheet)
    • 24.0 Special Movement
      • 24.1 Axis Restrictions

Standard Rules for the Victory in the West System

1.0 Introduction

Victory in the West is a set of regiment/battalion level simulations of critical campaigns that occurred on the western German frontier in the fall and winter of 1944-1945. Each of the games in this set simulates an engagement between the Allied and German forces in a period that was to mark the beginning of the end for Hitler's Third Reich.

2.0 Game Equipment

2.1 The Game Maps and Charts

Each Game-Map is a 22" x 34" representation of the battlefields over which the simulated campaigns were fought. A hexagonal grid is printed on the maps to regulate movement and placement of playing pieces. Also printed on the map or in the rules are charts and various visual aids.

2.2 The Playing Pieces

The cardboard pieces represent the actual military units that took part in the simulated engagements. Each "counter" contains certain information that is vital to the play of the game.

2.21 How to Read the Counters

Each game's countermix includes forces from various nationalities and armies. Each nationality is portrayed by a color unique to that force.

2.22 Sample Units

A counter shows, going around its border: designation (the unit's identifying number), type (its branch/class symbol), size (its formation size), set-up or reinforcement hex, combat class, morale rating, combat strength, and movement allowance.

  • Infantry Regiment (US): designation 5/20, size III, set-up hex 0720, type symbol (infantry), combat class A, morale rating 1, combat strength 34, movement allowance 4.

Summary of Unit Types

Mechanized:

  • Tank: front shows designation 11P/13, size II, set-up hex 1618, combat class 1, combat strength 12. Back is blank.
  • Mech Infantry: front shows designation 6A/12, size III, set-up hex 1027, combat class B, combat strength (C)312. Back shows a cadre (CDR) side, combat strength 1-12.
  • Reconnaissance: front shows designation 20, size III, unit 3Cav, set-up hex 1008, combat class A, combat strength 312. Back shows a cadre (CDR) side, combat strength 1-12.
  • Self-Propelled Artillery: front shows designation 20, size X, unit 5, combat strength 1-12. Back is blank.

Non-Mechanized:

  • Infantry: front shows designation 95/20, size III, unit 377, set-up hex 0812, combat class A, combat strength 14. Back shows a cadre (CDR) side, combat strength 1-4.
  • Artillery: front shows designation 20, size X, unit 195, combat strength 1-2. Back is blank.
  • Anti-Tank: front shows designation 811/82, size II, unit M, set-up hex 0117, combat class 2-3. Back is blank.

Markers:

  • Strength Chit: front shows combat classes A9/B6/C4 with morale rating 2. Back shows combat classes A4/B3/C2 with morale rating 2.
  • U.S. Support Marker: front reads "Support Pts(+)" for 12th Corps. Back reads "Support Pts(-)" for 12th Corps.
  • Out of Supply / Isolated: a marker with "Out of Supply" on the front and "Isolated" on the back.
  • Mud: a marker reading "Mud" on both sides.

A Note on Unit Designations and Types:

  1. In all games, a unit's designation plays an important role. Thus, it is absolutely necessary that Players familiarize themselves with the reading of unit designations. For the most part, a unit's regimental number (or, in the case of some smaller formations, a battalion number) is printed on the left-hand side of the counter opposite the unit's type classification. The numbers across the top of each counter are given in the sequence division/corps (or, in the case of corps level troops, simply by corps number).

  2. In the game Patton's Third Army, a German unit belonging to the Metz garrison has the letter "M" printed on its left hand side, opposite its type symbology.

  3. A unit's size plays an important role in combat: II = Battalion; III = Regiment; X = Brigade.

2.3 Parts Inventory

  • One 22" x 34" game-map
  • One 200 die-cut counter-sheet
  • One 8 page standard rules booklet
  • One 4 page exclusive rules booklet
  • Two 6-sided dice (non-subscription edition only)
  • One game box assembly (non-subscription edition only)

3.0 Glossary

Combat Class: A letter (A, B, or C) expressing the relative size of a unit in terms of manpower.

Combat Strength: A quantification of a unit's strength in attack and defense.

Morale Level: A quantification of a unit's skill in combat; the higher the number, the greater the chance of the unit being strong.

Movement Allowance: A quantification of a unit's mobility expressed in Movement Points.

Strength Chit: A marker carried under most combat units that determines the Combat Strength of the unit "carrying" the chit. Strength chits are always hidden from the Enemy Player except at the moment of combat.

4.0 Sequence of Play

4.1 The Game-Turn

Each game is played in Game-Turns, each of which consists of two Player-Turns (one Allied and the other German). The Player whose Player-Turn is in progress is termed the Phasing Player.

4.2 Game-Turn Sequence Outline

Each Game-Turn must proceed strictly as described in the following Game-Turn outline:

A. Allied Player-Turn

  1. Mutual Supply Determination Phase

Both Players determine the supply status of all their units on the map.

  1. Movement Phase

A. Tactical Movement Segment: The Allied Player may move all of his eligible units by employing tactical movement.

B. Strategic Movement Segment: The Allied Player may move all of his eligible units by employing strategic movement. (No unit may move both tactically and strategically in the same Player-Turn.)

  1. Combat Phase

Allied units must attack adjacent German units as per the combat rules.

B. German Player-Turn

  1. Mutual Supply Determination Phase

As in Allied Player-Turn.

  1. Movement Phase

As in Allied Player-Turn, except German units may move.

  1. Combat Phase

As in Allied Player-Turn, except German units attack.

C. Game-Turn Indication Stage

The Game-Turn marker is advanced on the Game-Turn Track to indicate the start of a new Game-Turn.

5.0 Movement

During the Movement Phase, the Phasing Player may move as many or as few units as he desires. Movement is calculated in terms of Movement Points, which are expended in varying amounts as a unit moves from hex to hex depending on terrain. As long as a unit's Movement Allowance is not exceeded in a single Movement Phase, it may be moved as many or as few hexes as desired. Unused Movement Points may not be accumulated or transferred to another unit. Movement is inhibited by the presence of Enemy units. A unit's movement may also be affected by whether that unit is mechanized or non-mechanized, by its supply status, and by whether it is executing tactical or strategic movement.

PROCEDURE: During the Movement Phase, the Phasing Player may move his units in any order he wishes. Eligible units are moved individually, tracing a path of contiguous hexes through the hexgrid. Once a Player begins moving a particular unit, he must complete its movement before any other unit is moved. Units expend Movement Points from their Movement Allowance for each hex entered (or hexside crossed) according to the type of terrain in the hex.

5.1 How to Move Units

[5.11] During a Movement Phase, all, some or none of the Phasing Player's units may be moved. Movement Point costs are summarized on the Terrain Effects Chart (5.62).

[5.12] Combat may never occur during the Movement Phase.

[5.13] During his Movement Phase, the Phasing Player must decide if each of his units will move tactically or strategically, if they move at all (see 5.4 and 5.5).

5.2 Movement Inhibitions

[5.21] A unit may never enter a hex occupied by an Enemy unit.

[5.22] A unit must stop immediately upon entering an Enemy-controlled hex (see 6.0) and may move no further during that Movement Phase. However, a unit may leave an Enemy-controlled hex at the beginning of its Movement Phase by expending one-half of its Movement Allowance (round fractions down) in addition to the cost of the terrain in the hex entered. Such a movement may only be accomplished if the unit moves directly into a hex that is not Enemy-controlled. Furthermore, a unit may never enter another Enemy Zone of Control in the Phase in which it exits an Enemy-controlled hex.

[5.23] A unit may expend all, some, or none of its Movement Points in a single Movement Phase.

[5.24] Advances or retreats due to combat are not movement and do not expend Movement Points.

[5.25] As long as it does not move from one Enemy Zone of Control to another, a non-mechanized unit may always move at least one hex per Friendly Movement Phase, even if it does not possess enough Movement Points to accomplish this movement.

5.3 Unit Movement Classes

[5.31] Each unit belongs to one of two movement classes: mechanized or non-mechanized. Mechanized units are tank, mechanized infantry, self-propelled artillery, or reconnaissance. Non-mechanized units include all other types.

[5.32] Mechanized and non-mechanized units pay different Movement Point costs for each hex entered or hexside crossed (see 5.62).

5.4 Tactical Movement

[5.41] In a Friendly Movement Phase, a given unit may employ either tactical or strategic movement, but never both. When using tactical movement, a unit may enter Enemy Zones of Control and perform combat in the ensuing Combat Phase.

[5.42] A unit using tactical movement employs its printed Movement Allowance and the Movement Point cost for each type of hex entered (or hexside crossed) as summarized on the Terrain Effects Chart.

[5.43] Any unit which enters a hex through a hexside crossed by a road while employing tactical movement may ignore the normal Movement Point cost of that hex (and hexside, if applicable) and pay one Movement Point only to enter the hex.

[5.44] The Tactical Movement Segment is the first Movement Segment in a Player's Movement Phase. However, Players are not obligated to adhere rigidly to the sequence of moving units first tactically and then strategically. The sequence is structured in this fashion simply to help Players remember how units have been moved. Units may be moved by either method in any order the Phasing Player desires.

5.5 Strategic Movement

[5.51] In a Friendly Movement Phase, a given unit may employ either tactical or strategic movement, but never both. A unit may only employ strategic movement if it remains at least three hexes away from Enemy units at all times during the Movement Segment (including at the start and at the end of the Segment). In order to count the distance from an Enemy unit to a moving unit, count from the Enemy unit's hex (exclusive) to the moving unit's hex (inclusive).

The example on the mapsheet represents a permissible execution of strategic movement. Note that if the moving unit began the Segment in hex A (or moved into hex A during the course of the Segment), strategic movement would not be permitted.

[5.52] A unit using strategic movement employs its printed Movement Allowance and the Movement Point cost for each type of hex entered (or hexside crossed) as summarized on the Terrain Effects Chart. However, units employing strategic movement may use the Movement Point bonuses provided by roads. For example, a mechanized unit moving along a road would only spend 1/3 of a Movement Point per hex entered when employing this type of movement. However, note that a road benefit is only provided if a unit enters a hex through a hexside containing a road feature.

5.6 Effects of Terrain on Movement

[5.61] Mechanized units may not cross river hexsides unless these hexsides are traversed by roads. This movement may be accomplished either tactically or strategically.

[5.62] Terrain Effects Chart (see charts and tables)

5.7 Effects of Other Friendly Units on Movement

[5.71] A Friendly unit may move through hexes occupied by other Friendly units at no additional Movement Point cost. There is no limit to the number of Friendly units that may be moved through a particular hex during a Movement Phase. However, there are limitations with regard to the number of Friendly units that may end the Movement Phase "stacked" in the same hex (see 7.1).

[5.72] Friendly-controlled hexes never interfere with the movement of Friendly units.

6.0 Zones of Control

GENERAL RULE: The six hexes immediately surrounding a unit (or stack) constitute that unit's Zone of Control. Zones of Control affect movement, combat, and supply. Hexes upon which units exert Zones of Control are called "controlled hexes."

6.1 Which Units Exert Zones of Control

All units exert Zones of Control except cadre, artillery, and battalion-size units.

6.2 Effectiveness of Zones of Control

[6.21] Any unit that exerts a Zone of Control exerts it at all times during the Game-Turn (Exception: See Case 9.97 "2").

[6.22] A unit never pays an additional cost to enter an Enemy-controlled hex. However, units do pay a Movement Point penalty to leave an Enemy-controlled hex (see 6.32).

[6.23] No terrain ever affects Zones of Control. There is no additional effect in having more than one unit exert its Zone of Control into a given hex.

6.3 Zones of Control and Movement

[6.31] All units must cease movement immediately upon entering an Enemy Zone of Control. Such units may move no further during the Movement Phase.

[6.32] A unit occupying an Enemy-controlled hex at the beginning of its Movement Phase may leave that hex, but only if it moves directly into a hex that is not Enemy-controlled. Units may not move directly from one Enemy-controlled hex to another, except as a result of combat. When a unit exits an Enemy-controlled hex at the beginning of the Movement Phase, it must expend one-half of its Movement Allowance (round fractions down) plus the terrain cost of the hex entered. If a unit's Movement Allowance has been reduced due to supply, this Movement Point penalty is equal to one-half the unit's modified (not printed) Movement Allowance. Remember that if a unit exits an Enemy Zone of Control in the Movement Phase, it may not enter another Enemy-controlled hex for the duration of this Phase.

[6.33] A unit may move without penalty into and through hexes that are adjacent to units that do not exert Zones of Control.

[6.34] Friendly units do not negate Enemy Zones of Control in the hexes they occupy for the purposes of movement.

6.4 Zones of Control and Combat

Friendly units do not negate Enemy Zones of Control in the hexes they occupy for the purposes of tracing paths of retreat (see 9.9).

6.5 Zones of Control and Supply

[6.51] An Enemy-controlled or Enemy-occupied hex blocks the tracing of Friendly supply through that hex (Exception: See Case 6.52).

[6.52] Friendly units (not Friendly Zones of Control) negate the presence of Enemy Zones of Control in the hexes they occupy for the purposes of tracing supply.

7.0 Stacking

GENERAL RULE: A maximum of three units may end the Friendly Movement Phase stacked in the same hex.

7.1 Stacking Restrictions

[7.11] Stacking restrictions apply only at the end of a Friendly Movement Phase. During a Movement Phase, Friendly units may freely enter and pass through stacks to an unlimited degree. If stacks of units exceed stacking restrictions at the end of a Friendly Movement Phase, the excess must be eliminated by the owning Player.

[7.12] There is no Movement Point cost to stack or unstack.

[7.13] A cadre unit counts as a battalion-size unit, regardless of its original size.

7.2 Stacking and Combat

[7.21] No more than one regiment or brigade-sized unit may attack from or be attacked in any single hex during a given Combat Phase. (Exception: Up to 3 artillery brigades may provide "Support" [see 9.6] from the same hex.) All battalion-sized units in a hex must always attack or be attacked.

[7.22] When more than one regiment or brigade is in a single hex, the owning Player may choose which units will participate in combat immediately before the resolution of the combat. Units that do not participate in any combat but are in a hex where other units attack from or are attacked are affected by the combat results. Non-participating units may not attack nor be attacked for the duration of the Combat Phase, although they may be used to fulfill divisional integrity requirements (see 9.4).

8.0 Limited Intelligence

GENERAL RULE: Many combat units do not have Combat Strengths printed on their counters. Rather, these units are of indeterminate strength until they have participated in combat for the first time during a game. This strength is a function of a unit's Combat Class and Morale Rating (both printed on the counter itself). The unit's strength will be represented on a numbered chit (chosen at the moment of first combat), which is carried underneath its "parent" combat unit until it is eliminated as a result of combat. In general, the Enemy Player may never examine an owning Player's chit unless the owning Player's unit is about to perform combat.

PROCEDURE: At the moment in which a regiment or brigade-sized combat unit is first performing combat (either attacking or defending), the owning Player must pick a strength chit for this unit. The Player determines the morale of the unit in question and picks a strength chit from the corresponding morale pool. This strength chit is immediately placed underneath the combat unit. The owning Player determines the unit's combat class and locates this letter on the unit's strength chit. The number immediately adjacent to this letter on the strength chit is the Combat Strength of the unit in question.

8.1 Combat Classes

Regimental and brigade-sized combat units belong to a specific combat class. A combat class is simply a letter which appears on a combat unit counter indicating in very general terms the size of the unit in question. Both Players possess units of classes "A" (largest), "B," and "C" (smallest).

8.2 Morale Ratings

Regimental and brigade-sized combat units possess an individual morale rating. A morale rating is a number which appears on a combat unit counter indicating in very general terms the capabilities of the unit in question. Both Players possess units with morale ratings of 1 (worst), 2, and 3 (best).

8.3 Strength Chits

[8.31] A strength chit is simply a counter with a set of numbers and letters on both sides. One of these numbers will represent the Combat Strength of a regimental or brigade-size combat unit that is about to engage in combat for the first time in the game. The letters represent the combat classes of the potential "parent" unit which "owns" the strength chit when chosen. From the moment a strength chit is picked, it must remain underneath its parent combat unit until this unit is eliminated or reduced to cadre status due to combat. Once a unit has had a strength chit picked for it, it may not own another for the remainder of the game.

[8.32] Both Players possess units of three different morale ratings (1, 2, and 3). Each one of these states of morale has a set of differently numbered strength chits. Before the start of the game, each one of these different sets of strength chits should be separated and placed in their own morale pool — preferably in a wide-mouthed cup, but anything that can hold each entire set is acceptable. Of course, it would be wise for the Players to keep each morale pool separated by rating even when not being played.

[8.33] When a regimental or brigade-size unit is engaging in combat for the first time, the owning Player must choose a strength chit at random from the "morale pool" corresponding to the morale rating of the combat unit in question. The chosen strength chit should be immediately placed underneath the parent combat unit.

[8.34] In order to determine the Combat Strength of a unit that possesses a strength chit, it is necessary to compare the unit's combat class (see 8.1) with the corresponding letter on the unit's strength chit. The number adjacent to this letter on the chit is the Combat Strength of the unit in question.

Example: The German infantry regiment 126/48/13 is performing combat for the first time. The unit is morale level 1, so the German Player picks a chit from morale pool #1. The chit is immediately placed underneath 126/48/13 with the front side facing up. Since 126/48/13 is combat class C, the combat strength of this unit is 3.

[8.35] Note that each strength chit is front and back-printed in a different color. One side is the "stronger" side and the other side is the "weaker" side. When a strength chit is first chosen for a combat unit, it is always placed with its stronger (front) side showing. The weaker (reverse) side is used if the unit is "reduced" due to combat.

[8.36] Due to certain stacking-combat restrictions (see 7.2), some units may be adjacent to Enemy units but be unable to attack or defend. Such units would not have strength chits picked for them.

8.4 Limited Intelligence

[8.41] The owning Player must pick strength chits for his applicable units after his attack (or the Enemy Player's attack) has been declared (i.e., immediately before the die roll resolving each combat takes place). Once a unit has been committed to an attack (or has been attacked), it may not be withdrawn from the combat due to a "low" chit pick, even if the ensuing ratio proves to be unfavorable to the owning Player.

[8.42] Obviously, neither Player will know the exact strength of any of his units that are about to perform combat for the first time (although rough estimates are possible from a unit's combat class and morale rating). After a unit receives a strength chit, the owning Player is always free to lift up the parent combat unit to examine the strength chit beneath in order to determine the unit's Combat Strength. This examination may occur at any point during the Game-Turn, as frequently as the owning Player desires. However, the Enemy Player may never lift up the owning Player's combat units in order to examine their strength chits unless those units have been committed to combat. This examination may occur only at the moment of combat, immediately before the combat ratio is determined. After the die roll resolving the combat takes place, the Enemy Player may not examine the owning Player's strength chits until those chits' parent units are again involved in combat. Note: It is strictly forbidden for either Player to ever write down the strength of a "tried" Enemy unit on a piece of scrap paper.

8.5 Stacking and Strength Chits

[8.51] Strength chits never count for stacking purposes. A combat unit and its companion strength chit are considered a single unit in themselves.

[8.52] Due to combat losses, a unit may be reduced to cadre status, and its strength chit removed from play (see Section 10.0). When a strength chit is removed from play (due to any circumstance), it is always placed back in the same morale pool from which it had come. It may be chosen later in the game at random by either Player.

8.6 Units Without Strength Chits

Cadre, battalion-size, and artillery units never use strength chits. These units have constant Combat Strengths, obviating the need for strength chits (their Combat Strengths are printed directly on the counter). Since their strengths are constant, it is unnecessary to "hide" them from the Enemy Player.

9.0 Combat

GENERAL RULE: Subject to the stacking-combat restrictions of Case 7.2, Friendly units which are adjacent to Enemy units during the Combat Phase must attack those Enemy units. A given unit possesses a Combat Strength which is used when attacking and defending. This strength may not be divided among different combats. The Phasing Player is termed the attacker and the non-Phasing Player is termed the defender regardless of the overall strategic situation. The outcome of any given attack may be affected by terrain, whether the attacking and/or defending units have divisional integrity, whether the attacker is eligible for a combined arms bonus, whether either Player allocates artillery support or air support, and by the supply status of the attacking and defending units. Combat results include losses to involved units (listed in terms of "steps"; see 9.8) and/or retreats.

PROCEDURE: Total the Combat Strengths of all units participating in a given combat by examining the strength chits possessed by the applicable units or the Combat Strengths printed directly on their counters. Next, the defending Player does the same for all of his participating units. Compare the total Combat Strength of the attacker to the total Combat Strength of the defender and state this comparison as a probability ratio: attacker's strength to defender's strength. Round the ratio down in favor of the defender to conform to the simplified ratio columns found on the Combat Results Table (CRT). Next, determine the terrain in the hex occupied by the defender. Cross-index this terrain line with the proper ratio column on the CRT. Make whatever shifts in the ratio column that are necessary due to divisional integrity, ground support, hilltops, air power, or combined arms. To resolve the attack, roll two dice and read the result on the appropriate line under the proper ratio. Apply the result immediately before resolving any other attacks. Separate combats may be resolved in any order the Phasing Player desires, so long as all of his necessary combats are resolved at some time during the Combat Phase.

9.1 Which Units May Attack

[9.11] Every non-Phasing unit adjacent to a Phasing unit must be attacked by some Phasing unit during that Combat Phase (Exception: see 7.2 and 9.13).

[9.12] All the Phasing Player's units ending their Movement Phase adjacent to Enemy units must attack some unit during the ensuing Combat Phase (Exception: see 7.2 and 9.13). The Phasing Player may choose which Friendly units will attack each adjacent Enemy-occupied hex so long as all adjacent, Enemy-occupied hexes are attacked.

[9.13] Any units occupying town or entrenchment hexes (German units only — see 12.0) are not obligated to attack adjacent Enemy units during the Friendly Combat Phase. If they choose to attack adjacent Enemy units, they are only obligated to attack one adjacent stack, although they may attack more if the owning Player desires. Enemy units adjacent to Friendly units in towns or entrenchments are still obligated to attack those Friendly units during the Enemy Combat Phase (unless of course the Enemy units also occupy a town or entrenchment hex).

[9.14] No unit may attack more than once per Combat Phase, and no unit may be attacked more than once per Combat Phase.

9.2 Multiple Unit and Multi-Hex Combat

[9.21] If a Phasing Player's unit is adjacent to more than one Enemy unit, it must attack all those adjacent Enemy units (subject to stacking restrictions) that are not engaged by some other attacking unit (Exception: see 7.2 and 9.13).

[9.22] Units in two or more different hexes may combine their Combat Strengths to attack a single, adjacent hex.

[9.23] All units in a given hex must be attacked as a single, combined Combat Strength. The defender may not withhold a unit in a hex under attack except due to stacking restrictions (see 7.2).

[9.24] When a single hex contains more than one unit, each of those units may attack a different hex at the owning Player's discretion subject to the restrictions of Case 7.2.

[9.25] A single attack may involve numerous attacking and defending units. However, for an attack to be resolved as a single combat, all attacking units must be adjacent to all defending units.

[9.26] If several units subject to a single attack are defending in more than one hex, use the terrain line on the CRT most favorable to the defender.

9.3 Effects of Terrain on Combat

[9.31] Except in one instance (see 9.32), there are no modifications to a unit's Combat Strength due to terrain. Instead, terrain effects are "integrated" into the CRT. After determining the combat ratio, simply determine the terrain type occupied by the defending units and locate the corresponding line on the CRT.

[9.32] If a unit is attacked entirely across river hexsides, its Combat Strength is doubled. If such a unit also occupies an entrenchment hex (see 12.0), it is tripled in strength.

[9.33] If, at the instant a combat is being resolved, a Player has a unit occupying a hilltop hex that is within two hexes of a unit defending in the combat, the Player receives a hilltop combat bonus. When determining the distance between the hilltop and the defending hex, count from the hilltop (exclusive) to the defending hex (inclusive). Note: The hilltop combat bonus is available to both the attacker and defender; however, see 9.35.

[9.34] Each occupied hilltop hex may provide as many hilltop combat bonuses as there are defending stacks within a two hex radius. An occupied hilltop hex may provide a hilltop combat bonus even if it is in an Enemy Zone of Control at the instant of combat resolution. However, an occupied hilltop hex may never provide a hilltop bonus for itself if it is being attacked.

[9.35] A Player who is permitted a hilltop combat bonus may "shift" the combat ratio one column in his favor. (If a Friendly unit is defending within two hexes of an occupied hilltop, shift the ratio one column to the left; if an Enemy unit is defending within two hexes of an occupied hilltop, shift the ratio one column to the right.) A maximum of one hilltop combat bonus per combat is allowed. If both the attacking and the defending Player are eligible for a hilltop combat bonus, only the defending Player receives it.

9.4 Divisional Integrity

Both Players may receive a divisional integrity combat bonus in the attack or defense.

[9.41] If, at the moment of resolution of an attack, the Phasing Player has all the regiments of a particular division adjacent to the Enemy units that are the subject of the attack, the Player receives a divisional integrity combat bonus. It is not required that all these regiments actually participate in the attack (although at least one must participate); it is only necessary for them to be adjacent to the Enemy units at the moment of combat resolution. Regiments fulfilling this requirement may be stacked in the same hex.

[9.42] If a regiment of the non-Phasing Player is being attacked and, at the moment of resolution of this combat, it is adjacent to or stacked with another regiment of the same division, the non-Phasing Player receives a divisional integrity combat bonus.

[9.43] When a divisional integrity combat bonus is applied to an attack, shift the final ratio column one to the right on the CRT for each participating division fulfilling the requirements of Case 9.41. When a divisional integrity combat bonus is applied to a defense, shift the final ratio column one to the left on the CRT. (Note that these shifts are in addition to any other shifts that may be applied to a combat.)

[9.44] The maximum number of shifts that may be awarded in an attack due to divisional integrity is two. The maximum number of shifts that may be awarded to a defense due to divisional integrity is one.

Divisional Integrity Requirements

  • Infantry Division (all): three regiments or brigades (size III or X).
  • Armored Division (U.S.): three brigades (size X).
  • Panzer or Panzergrenadier Division (German): two regiments (size III).

Note: In order to fulfill divisional integrity, it is not necessary for German panzer or panzergrenadier divisions to employ their component tank battalions.

9.5 Combined Arms

[9.51] Both Players are eligible to receive a combined arms combat bonus when attacking. In order to receive such a bonus, the attacking Player must possess a stack of units containing both a tank unit and a non-tank unit (Exception: see 9.52).

[9.52] Any unit whose combat class identification letter is parenthesized automatically receives one combined arms bonus if it participates in an attack (Exception: see 9.54). Such a unit does not have to have a tank unit stacked with it in order to receive the bonus. However, the cadre side of a unit whose combat class is parenthesized does not automatically receive the combined arms bonus.

[9.53] For each attacking stack that meets the requirements of Case 9.51, the attacking Player may shift the ratio column one to the right on the CRT.

[9.54] If a stack of defending units possesses at least one non-tank and one tank (or anti-tank) unit, then the attacking Player may never receive any combined arms bonuses against this stack. This is known as combined arms defense, although no shifts are awarded on the CRT — it simply negates combined arms attack. Similarly, no combined arms shifts may ever be awarded against German units defending in an entrenchment hex (see 12.22) or a stack that contains a unit with a parenthesized combat class (see 9.52).

[9.55] If an attack is being made entirely across river hexsides, the maximum number of combined arms bonuses that may be awarded for this attack is one.

Combined Arms Example: 10/5/20 (tank, combat strength 34) and 737/12 (non-tank, combat strength 1-12) are eligible for a combined arms bonus because one is a tank unit and the other is a non-tank unit.

9.6 Artillery Units

Artillery units may be used in combat in two ways: either normally (using their printed Combat Strengths) or "in support" (providing more advantageous combat ratios to units within range).

[9.61] An artillery unit that is adjacent to Enemy units in either Player's Combat Phase must employ its printed Combat Strength in combat (be it an attack or defense). It may not employ a "support bonus" (see 9.62).

[9.62] If, at the beginning of any Combat Phase, an artillery unit is not adjacent to any Enemy units but is within three hexes of an Enemy or Friendly unit that is defending in a combat, the owning Player may apply a support bonus to that combat. Each support bonus applied indicates that the subsequent combat is resolved one column in the owning Player's favor on the CRT (to the left if a Friendly unit is defending or to the right if an Enemy unit is defending).

[9.63] In order to provide a support bonus, an artillery unit must be part of the same corps formation as at least one unit in the Friendly attacking or defending stack.

[9.64] Each artillery unit may provide a maximum of one support bonus per Combat Phase. After it is used, the artillery unit should be flipped over to remind the Players that it may not be used in a support role again for the remainder of the Phase. The total number of support bonuses that may be applied per combat by a Player is two if an Enemy stack is defending or one if a Friendly stack is defending. It is possible for both Players to apply support bonuses to the same combat. (In all combats, the attacking Player first announces if he is applying any support, and then the defending Player. This announcement is made before the revelation of strength chits — if any.)

[9.65] If, due to advances or retreats after combat, an artillery unit that began the Combat Phase not adjacent to an Enemy unit finds itself adjacent to such a unit, the artillery unit may still apply support bonuses to units within range for the remainder of the Combat Phase.

9.7 Combat at High and Low Ratios

Any attacks made at ratios lower or higher than those printed on the CRT use the lowest or highest ratio columns provided by this Table. Any shifts in the ratio column are made from the lowest or highest ratio. No ratio may ever be reduced voluntarily.

9.8 Combat Resolution

[9.81] Each unit consists of a number of "steps" of strength, indicating the amount of losses that the unit may take before being eliminated from play. A step loss will reduce the unit's Combat Strength (or, in some cases, eliminate it from play). Most units consist of three steps of strength. Some smaller units may consist of only two steps.

[9.82] The following is a summary of the number of steps possessed by each unit-type:

  1. Each combat unit whose original strength chit possesses a Combat Strength of three or more has three steps of strength. When such a unit takes a one step loss, its strength chit is flipped over to its reduced side. Of course, its new Combat Strength will be smaller than the original. When the unit takes a two-step loss (or it takes a one-step loss after having previously taken a one-step loss), the strength chit is removed from play entirely (see 8.52) and the parent combat unit is flipped to its cadre side (see 10.0). When a unit worth three steps loses three steps in combat, the strength chit is removed from play and the parent combat unit is eliminated.

  2. Each combat unit whose original Combat Strength is two or less has two steps of strength. When such a unit takes a step loss, its strength chit is removed from play and the parent combat unit is flipped over to its cadre side. (Note that when flipped over, such a unit's strength chit will indicate zero strength — this is not considered a step.) When a unit worth two steps takes two step losses in combat, the strength chit is removed from play and the parent combat unit is eliminated.

  3. All artillery, cadre, and battalion-size units consist of a single step of strength only. If any of these units are forced to lose a step in combat, they are immediately eliminated from play. They never possess strength chits.

[9.83] All combat results are expressed in terms of steps lost and/or hexes retreated. The letters "A" and "D" on the CRT stand for attacker and defender, respectively.

[9.84] All combat results are expressed in terms of a number(s) preceded by the letters "A" or "D."

[9.85] All numbers in the combat result which are parenthesized indicate mandatory step losses for the affected Player's units. Those numbers which are not parenthesized signify that the affected unit(s) must retreat the indicated number of hexes and/or take a step loss equal to the unparenthesized number result. All attacking units are subject to any "A" result. All defending units are subject to any "D" result. Thus, if a Player elects to retreat, all of his units involved in a combat must retreat. If a Player elects to (or must) incur step losses, any one (or more) of his units involved in the combat may be reduced as long as the total number of steps lost equals the requirement.

Example: A German stack receives a D2(2) result. Immediately, the German Player reduces two units in the stack by one step each. (Alternatively, he could have chosen to reduce one unit by two steps instead.) Next, the German Player must choose one of the following options:

  1. He may take two more step losses and not retreat (only, of course, if he has these steps available to him in the stack).
  2. He may retreat two hexes (see 9.9).
  3. He may lose one step of strength and retreat one hex (or vice versa).

[9.86] If the owning Player is required to take step losses, he must first take these losses from those units that actually participated in the combat. If there are not enough steps available among these units, he may take losses from units that are stacked on the same hex but did not participate in the combat.

[9.87] If the owning Player is required to take step losses due to his own attack, he must first take these losses from any of his tank units that participated in the attack. If the attacking Player possessed no tank units, he is under no further restrictions with regard to the manner in which these losses are applied.

[9.88] Combat Results Table (see map)

[9.89] Combat Results Table

DEFENDER'S TERRAIN — COMBAT RATIOS (Attacker to Defender). Each terrain line below maps combat ratios onto the 13 columns of the dice-result grid that follows; look up the terrain line for the defender's hex to find which column a given attacker-to-defender ratio falls in, then cross-index that column with the die roll.

Defender's TerrainCol 1Col 2Col 3Col 4Col 5Col 6Col 7Col 8Col 9Col 10Col 11Col 12Col 13
Hilltop, City, Level 4-61-31-21-12-13-14-15-16-17-18-19-110-111-1
Woods, Swamp, Town, Level 2-31-41-31-21-12-13-14-15-16-17-18-19-110-1
Clear, Level 11-51-41-31-21-12-13-14-15-16-17-18-19-1

Ratios lower than a terrain line's leftmost column use Column 1; ratios higher than its rightmost column use Column 13.

DiceCol 1Col 2Col 3Col 4Col 5Col 6Col 7Col 8Col 9Col 10Col 11Col 12Col 13
2A2(3)D1(1)A2(3)A2(2)D2(1)A2(2)A1(2)A1(2)A1(1)D3(2)A1D4(3)D4(3)
3A1(2)A1(1)D2(1)D1D1D2(1)D2D2(2)A1A1D3(2)D3(2)D3(3)
4A1(2)A1(2)A1(1)D1(1)D1(1)D1(1)D1(1)D2(1)D2(2)D2(2)D2(2)D2(2)D3(2)
5A1(2)A1(2)A1(2)A1(1)A1(2)D1D1D1(1)D2(1)D2(2)D2(2)D1(2)D2(2)
6A2(2)A2(2)A1(2)A2(2)A1(2)A1(2)D1(1)D1(1)D1D1(1)D1(1)D1(2)D2(2)
7A3(3)A2(3)A2(2)A1(2)A2(1)A1(1)A1(1)D1(1)D1(1)D1(1)D1(1)D1(1)D1(1)
8A2(2)A1(1)A1(1)A2(1)A1(1)A1(1)D1A1(1)D1D1(1)D2(1)D2(2)D2(2)
9A1(1)

Notes:

  1. The letters preceding the results indicate to whom the results apply. A: Attacker; D: Defender. Ratios that are greater than the right-hand column are resolved using the right-hand column; ratios that are less than the left-hand column are resolved using the left-hand column.

  2. Unparenthesized numbers indicate the number of hexes the player owning the affected units must retreat those units and/or the number of steps lost from the owning player's units (see 9.85). The parenthesized number is the number of mandatory step losses incurred by the owning player's units. These losses must be taken immediately, before any retreat result is fulfilled.

  3. A result in bold type indicates a Breakthrough (see 9.97). All retreating units lose their Zones of Control for the duration of the Combat Phase. In addition, victorious units may advance after combat one hex more than the normal permissible advance.

Note that all shifts are cumulative, and that the exclusive rules for each game may modify these shifts. Note also that not all terrain listed on the Combat Results Table is present in every game in the Victory in the West Series. Consult the map terrain key of the game being played. For instance, hilltops, woods, towns, and clear are not considered terrain in Sicily (although a defender in a town receives a column shift to the left).

Summary of Shifts to the Ratio Columns

A. Shift one column to the right (if employed in the attack) or shift one column to the left (if employed in the defense):

  1. Divisional integrity (9.4).
  2. Artillery support bonus (9.62).
  3. Hilltop combat bonus (9.3).
  4. Ground support (13.1).
  5. Naval gunfire support (Sicily, 25.3).

B. Shift one column to the right:

  1. Combined arms combat bonus (9.5).

C. Shift one column to the left:

  1. If mud Game-Turn is in effect (Patton, 20.2).
  2. If defender is in a town hex (Sicily, 25.16).

D. Shift applicable number of columns right or left:

  1. For any difference in elevation (Sicily, 25.14).

9.9 Retreats and Advances After Combat

[9.91] A Player may retreat his units due to an unparenthesized combat result (see 9.85). All retreats are expressed in hexes, not Movement Points. Retreats are always conducted by the owning Player. When a retreat is called for, move the stack as a whole (not each unit individually) according to the following priorities:

  1. To a hex that is the maximum possible distance from any Enemy unit.
  2. To a non-Enemy-controlled hex.

In accordance with these priorities, the owning Player may retreat his units in any way he sees fit as long as no retreating stack enters the same hex more than once.

[9.92] A unit may retreat through Enemy Zones of Control (see 6.4). However, for each Enemy-controlled hex entered, the owning Player must lose one step of strength from any one unit in the retreating stack.

[9.93] A unit may retreat in violation of stacking limitations so long as this situation is corrected by the end of the next Friendly Movement Phase. However, if a unit retreats onto a Friendly occupied hex and that hex then undergoes an attack in the same Phase, the retreated unit may never add its Combat Strength to those of the units already in the hex. If units in that hex then suffer an adverse combat result, the previously retreated unit is eliminated (its step losses do not count in the determination of step losses in the new combat).

[9.94] Whenever a stack is forced to retreat as a result of combat, it will leave a path of vacant hexes behind it called the path of retreat. Any victorious units which participated in the combat (or which are stacked with units which participated) are allowed to advance along this path of retreat and sometimes deviate from it (see 9.95). An advance after combat may not exceed the number of hexes the defeated unit retreated (Exception: see 9.97). If a defending or attacking unit is eliminated due to combat, the victorious units may freely advance the number of hexes remaining in the eliminated unit's retreat result obligation.

[9.95] Advances after combat are conducted as follows:

  1. Move each victorious unit individually. The first hex entered must be the hex formerly occupied by the retreating units.
  2. All units except those bearing a tank or mechanized infantry symbol may advance the permissible number of hexes along the path of retreat just conducted by the retreating Player. This move is conducted hex-by-hex and may not deviate from the path of retreat. If an Enemy unit retreats through an Enemy-occupied hex, the advance along the path of retreat would have to cease prior to that hex.
  3. Units bearing a tank or mechanized infantry symbol may now advance the permissible number of hexes. These units may deviate from the path of retreat — they are not obligated to strictly follow it (except for the first hex — see 9.95 "1").
  4. Regardless of what type the advancing units are, they must halt their advance immediately upon entering an Enemy Zone of Control, exclusive of the first hex entered in this advance. Victorious units are never required to advance. They may halt their advance at any time during the course of the advance.

[9.96] Mechanized infantry or tank units may never advance or retreat across river hexsides unless those hexsides are traversed by a road. Units forced to retreat off the map are eliminated.

[9.97] Some combat results on the CRT are in bold face. These are considered particularly successful attacks and are labeled breakthroughs. Breakthrough attacks differ from normal attacks in the following ways:

  1. The attacking Player determines the path of retreat.
  2. All units retreating due to this combat lose their Zones of Control for the duration of the current Combat Phase.
  3. The defending Player may not take step losses in lieu of retreating (unless he is completely surrounded by Enemy Zones of Control).
  4. The attacking Player may advance all his participating units one extra hex more than the advance normally permitted by this result (if the units are non-tank, non-mechanized infantry, they may deviate from the path of retreat in the last hex advanced into).

10.0 Cadre Units

GENERAL RULE: Every non-artillery or battalion-size combat unit is back-printed with a cadre side. All cadres have a printed Combat Strength and Movement Allowance (they do not employ a combat class or a morale rating). Cadres are formed when units take step losses in combat. If a unit originally consisted of three steps of strength, the cadre side of the parent unit is considered the third step of strength. Similarly, if a unit originally was worth two steps of strength, the cadre side is considered the second step. All cadre units themselves are worth one step of strength. Cadres never exert Zones of Control, and are considered a battalion-size unit for stacking purposes.

11.0 Supply

GENERAL RULE: Units must be considered in supply in order to use their Combat Strengths and Movement Allowances without penalty. There are three possible states of supply: in supply, out of supply, and isolated.

PROCEDURE: Supply determination for all purposes is made by both Players during the Mutual Supply Determination Phase of each Player-Turn. A unit in supply at the beginning of a Player-Turn is considered in supply at all times during that Player-Turn. A unit that is out of supply at the beginning of a Player-Turn is considered out of supply for the duration of the Turn, even if it moves back into supply during its Movement Phase.

11.1 Supply Lines

A supply line is defined as a path of continuous hexes traceable from a combat unit to a road hex, and then in turn from that road hex along a contiguous path of road hexes to a Friendly mapedge hex. None of these hexes may be Enemy-occupied or Enemy-controlled hexes (unless they are occupied by Friendly units). Terrain does not affect the tracing of supply lines.

11.2 When a Unit Is "In Supply"

[11.21] In order for any combat unit to be in supply, the owning Player must be able to trace a supply line (see 11.1) six hexes (not Movement Points) or less in length to a road hex from that unit and, in turn, must be able to trace a supply line of contiguous road hexes of any length from this road hex to a "Friendly" mapedge hex.

[11.22] Unless otherwise stated, the western mapedge is Friendly to the Allied Player and the eastern mapedge is Friendly to the German Player.

11.3 When a Unit Is "Out of Supply"

[11.31] A unit is out of supply under the following circumstances:

  1. It is able to trace a supply line to a road hex, but this supply line is over six hexes in length, and/or...
  2. The road hex to which a supply line is traced is unable to trace a series of continuous road hexes to a Friendly mapedge, as per 11.1.

[11.32] Place an Out of Supply marker on all units that are determined to be out of supply during the Mutual Supply Determination Phase.

[11.33] All units that are out of supply have their Combat Strengths and Movement Allowances decreased as follows:

  1. If the units are attacking, their individual Combat Strengths are halved (round fractions down).
  2. If the units are defending, their Combat Strengths remain the same.
  3. If the units are tank, mechanized infantry, or reconnaissance, their Movement Allowances are halved (round fractions down).
  4. If the units are not tank, mechanized infantry, or reconnaissance, their Movement Allowances remain the same.

Note: All units have a minimum Combat Strength of one.

11.4 When a Unit Is "Isolated"

[11.41] A unit is isolated when it is completely unable to trace a supply line to a road hex. Place an Isolated marker on all units that are determined to be isolated during the Mutual Supply Determination Phase.

[11.42] All units that are isolated have their Combat Strengths and Movement Allowances decreased as follows:

  1. If the units are attacking, their Combat Strengths are one.
  2. If the units are defending, their final Combat Strengths are halved individually (round fractions down).
  3. If the units are tank, mechanized infantry, or reconnaissance, their Movement Allowances are three Movement Points.
  4. If the units are not tank, mechanized infantry, or reconnaissance, their Movement Allowances are halved (round fractions down).

11.5 Automatic Supply

[11.51] All units which enter the map as reinforcements are automatically in supply during the first two Game-Turns in which they have entered the map.

[11.52] All units which occupy a Friendly mapedge hex (see 11.22) or a hex adjacent to a Friendly mapedge hex are automatically in supply.

[11.53] All German units which occupy entrenchment hexes (see 12.0) are automatically in supply.

12.0 Entrenchments

GENERAL RULE: Some hexes on the map are permanently designated as entrenchments. These hexes can only benefit the German Player.

12.1 Entering Entrenchments

There is no Movement Point penalty to enter an entrenchment hex. Entrenchment hexes are permanent. They may never be destroyed by either Player.

12.2 Effects of Entrenchments

[12.21] German units defending in entrenchment hexes have their Combat Strengths doubled (if attacked exclusively across river hexsides, their Combat Strengths are tripled). It makes no difference which direction the attack on the entrenchment hex is coming from.

[12.22] Allied units participating in an attack against German units in entrenchment hexes may never receive a combined arms bonus (see 9.5).

[12.23] German units occupying entrenchment hexes are not obligated to attack adjacent Allied units during the German Combat Phase, although they may do so.

13.0 Air Power

GENERAL RULE: Each Player possesses a certain number of Air Points. Each Air Point may be used once per Game-Turn in a "ground support" role. During each Game-Turn, the owning Player must keep track of the employment of his Air Points on a separate sheet of paper. Air Points may never be eliminated.

13.1 Ground Support

[13.11] Both Players' Air Points may be used for ground support during either Player's Combat Phase. For each Air Point allocated by the Phasing Player to an attack, the combat ratio is shifted one column to the right on the CRT. For each Air Point allocated by the non-Phasing Player to a defense, the combat ratio is shifted one column to the left on the CRT. When using an Air Point, the owning Player need only state this fact aloud while noting its use on a separate piece of paper.

[13.12] A maximum of one Air Point may be allocated by each Player per combat.

[13.13] Air Points must be allocated by both Players to a combat before strength chits (if any) are revealed. The Phasing Player announces his Air Point allocations first, followed by the non-Phasing Player.

14.0 Reinforcements

GENERAL RULE: Both Players may receive reinforcements. These units appear during the owning Player's Movement Phase on the Game-Turn indicated on the particular game's Game-Turn Track. Each listing of reinforcements includes the designation of the reinforcing unit as well as its "entry hex."

14.1 Movement of Reinforcements

[14.11] During his Movement Phase, the owning Player places any scheduled reinforcements near the entry hex on the map called for. If more than one unit is scheduled to appear in the same entry hex during the same Game-Turn, these units are deployed off-map, one behind the other, with the lead unit poised adjacent to the entry hex. As each unit enters the map, it must pay the terrain cost for the type of terrain in the hex plus any additional cost for hypothetical hexes that it would have to traverse in order to enter this entry hex. These hypothetical hexes are considered to be of the same terrain type as the entry hex itself.

[14.12] It is permissible for reinforcements to employ strategic movement in their Game-Turn of entry as long as they remain at least three hexes away from Enemy units at all times during the Movement Phase.

14.2 Restrictions

[14.21] If an entry hex is occupied or in the Zone of Control of an Enemy unit, the Phasing Player may bring his reinforcements onto the map within three (or more, if necessary) hexes of the original entry hex without delay.

[14.22] Reinforcements may be purposefully delayed by the owning Player for as long as he wishes.

Sicily Exclusive Rules

15.0 Introduction

COMMENTARY: Sicily is a simulation of the Allied campaign to capture that strategic, Axis-held Mediterranean island in the summer of 1943. For the Allied player, the object of the game is to capture the island as quickly as possible while holding losses to a minimum. The Axis player's objective is to frustrate Allied strategy. Depending on his reinforcement schedule, the Axis player may attempt to delay Allied conquest of the island, or decisively defeat the Allies by a strong counterattack. Each Game-Turn represents two days of real time, and each hex represents three miles from side to side.

CASES:

15.1 Additional Units

Some markers and non-mechanized unit types not present in other Victory in the West games are included in Sicily:

  • Paratroop Battalion: front shows designation 156/4/1AB, size II, DPT, combat strength 3-4. Back shows the same designation with combat strength 1-4.
  • Glider Battalion: front shows designation 1AL/1AB, size II, unit 2S, set-up hex 5424, combat strength 3-4. Back shows the same designation with combat strength 1-4.
  • Mountain Battalion: front shows designation 4Goum, size II, unit m, combat strength 2-6. Back shows the same designation with combat strength 1-6.
  • Cavalry Battalion: front shows designation 1 Pal, set-up hex 3219, combat strength 1-16. There is no back side.
  • Coastal Regiment: front shows designation 143, size III, unit C, set-up hex 1113, combat strength C12. Back shows designation 143 CDR, unit C, combat strength 1-2.
  • Airfield Marker: a marker depicting an airfield symbol.
  • Army Boundary Marker: a marker reading "8th Army" with an arrow.
  • Reduced Morale Marker: a marker reading "Morale 1."
  • Pack Transport Marker: a marker reading "Pack Trans."
  • Depot: a marker reading "8th Army Barks."

15.2 Counter Abbreviations

The following abbreviations are used on the unit counters in Sicily: A: Armored. AB: Airborne. AF: Air Force. AG: Alpi Graie. AL: Air Landing. A&S: Argyll & Sutherland Highlanders. Asieta: Assietta. B: Border Regiment. Barc: Barcellona. Bers: Bersaglieri. Cal: Calgary Regiment. Can: Canadian. Carm: Carmito. Cav: Cavalry. CCA: Combat Command "A." CCNN: Fascist Militia. Cdo: Commando. CLY: County of London Yeomanry. Cstl: Coastal. Cun: Cuneense. FJ: Fallschirmjaeger. Goum: Goumier (Moroccan mountaineer). Hamp: Hampshire Regiment. HG: Hermann Goering. HLI: Highland Light Infantry. KRRC: King's Royal Rifle Corps. MG A: Mobile Group "A," etc. MG: Machinegun. Nav: Naval. Ont: Ontario Regiment. P: Panzer. Pal: Palermo Regiment. PD: Port Defense. PG: Panzergrenadier. Recon: Reconnaissance. Reg: Reggio. Rgr: Ranger. RH: Royal Horse Artillery. RM: Royal Marines. RMC: Royal Marine Commando. RTR: Royal Tank Regiment. S: South Staffordshire Regiment. SAS: Special Air Service Regiment. Shm: Brigade Schmalz. TG: Tactical Group. TR: Three Rivers Regiment.

16.0 Sequence of Play

GENERAL RULE: Sicily is played in Game-Turns. Each Game-Turn is divided into Phases, several of which are different from those in other Victory in the West series games. Players take actions as directed during the Phases according to the following sequence of play. The first Game-Turn of the U.S. Invasion scenario and of the Campaign Game is a special Invasion Game-Turn. Some actions (for example, determining Axis variable reinforcements) are taken only on certain Game-Turns.

CASES:

16.1 Game-Turn Outline

A. Preliminary Stage

  1. Weather Phase

Dice are rolled to determine the weather for the current Game-Turn.

  1. Bookkeeping Phase

a. Allied Segment

  1. The Allied player determines how many airfields he owns and adjusts the Airfield marker on the Allied Airfield/Support Point Track.
  2. The Allied player determines how many Tactical Points he controls (this is done only on Game-Turns 3, 6, 9, etc.).
  3. The Allied player decides whether to declare Emergency Bombing or Maximum Interdiction for the current Game-Turn.
  4. The Allied player makes any mandatory or optional changes to the Army Boundary.
  5. (Game-Turn 3 only) The Allied player determines how many Amphibious End-Runs he may make during the game.

b. Axis Segment

  1. (Game-Turns 3, 6, 9, etc. only) The Axis player determines what variable reinforcements he receives and when Italian Desertion may occur.
  2. (After Italian Desertion) The Axis player rolls a die for each Italian unit to determine the effects of desertion on it.

B. Allied Player-Turn

  1. Supply Phase

a. Mutual Supply Determination Segment

Both players determine the supply status of their units. The Allied player may assign pack transport, conduct air and/or special sea supply, and expend Replacement Points.

b. Support Point Segment

The Allied player determines how many Support Points he receives and adjusts the markers on the Allied Airfield/Support Point Track accordingly.

  1. Movement Phase

a. Airborne Segment

The Allied player conducts airborne missions.

b. Amphibious Segment

The Allied player conducts amphibious missions.

c. Depot Segment

The Allied player may transfer depots to ports and return previously eliminated depots to the map.

d. Tactical Movement Segment

The Allied player may move units using tactical movement.

e. Strategic Movement Segment

The Allied player may move units using strategic movement. No unit may move both tactically and strategically in the same Player-Turn.

  1. Combat Phase

Allied units must attack adjacent Axis units per the combat rules.

C. Axis Player-Turn

  1. Supply Phase

Per the Allied Supply Phase, except the Axis player may receive Support Points, conduct air supply, and expend Replacement Points.

  1. Movement Phase

a. Tactical Movement Segment

b. Strategic Movement Segment

  1. Combat Phase

D. Special Stage — Invasion Game-Turns only

  1. Allied Phase

The Allied player executes a second Movement Phase and a second Combat Phase.

  1. Axis Phase

The Axis player executes a second Movement Phase and a second Combat Phase.

E. Game-Turn Indication Stage

The Game-Turn marker is advanced one box along the Game-Turn Record Track to indicate the end of the Game-Turn.

16.2 First-Turn Rules

The first Game-Turn of the U.S. Invasion scenario and of the Campaign Game is subject to a number of special rules.

[16.21] There are no Bookkeeping or Supply Phases in the first Game-Turn.

[16.22] Movement Allowances of all units are halved during each Movement Phase, rounding down fractions. Allied units may not use strategic movement. See also 24.1.

[16.23] There is a Special Stage during which each player takes a second Movement Phase and Combat Phase. Thus, although Movement Allowances are halved, units may move twice. The sequence of the first Game-Turn is thus: Weather Phase; Allied Tactical Movement and Combat; Axis Movement and Combat; Allied Tactical Movement and Combat; Axis Movement and Combat.

17.0 Setting Up the Game

GENERAL RULE: Each unit has a set-up code printed to the right of its unit symbol. Units with four-digit set-up codes are initially deployed on the map in the hex corresponding to the set-up code. Units with one-digit or two-digit numbers, or letters, enter the game as reinforcements. Allied units with the name of an invasion box as a set-up code (for example, "Kool") are placed in the Second Wave box of the appropriate Invasion Staging Area.

The 16 Italian special coastal units (those with stripes across the bottom of the counters) are not initially deployed on the map. After other units have been deployed, the Axis player must roll two dice; he should then pick this number of units at random from the pool of 16. They are deployed in their printed set-up hexes. The others are considered destroyed (they are assumed to desert during the initial invasion) and should be set aside with other destroyed units. The Allied player does receive Victory Points for their destruction.

18.0 Amphibious Landings

GENERAL RULE: Only the Allied player may conduct amphibious landings. There are two types of landings: invasions and end-runs. Amphibious invasions occur only on the first Game-Turn (exception: 29.0). Amphibious end-runs are landings by single units behind enemy lines in support of ground operations; they can occur at any time after Game-Turn 2 during the Campaign Game.

PROCEDURE: During the Amphibious Segment, the Allied player places units to be landed on coastal or sea hexes. He rolls a die for each landing unit to determine whether it is disrupted.

CASES:

18.1 How Units Land

This Case applies to both invasions and end-runs.

[18.11] A unit may land only in a beach hex. Each beach hex is a Level 1 coastal hex which contains no cities. A unit may never land in a hex prohibited to it by the Terrain Effects Chart (for example, armor units cannot land in a swamp).

[18.12] An invading unit can be placed directly in a non-enemy-occupied landing hex. The unit pays the normal Movement Point cost to enter the hex and it may then continue to move using rules for tactical movement. A unit may not use strategic movement on the Game-Turn it makes an amphibious landing.

[18.13] If a landing hex is enemy-occupied, all amphibious units which were to have landed in that hex are placed in the same adjacent sea hex. During the Combat Phase, the unit(s) must attack only the landing hex. Other eligible friendly units may join the attack. The landing hex may only be entered as a result of advance after combat; units unable to advance from sea hexes are eliminated.

[18.14] At the instant an invading unit is placed on a beach or sea hex, the Allied player rolls a die and consults the Disruption Modifier Chart (18.17). On a modified roll of 7 or more, the unit is disrupted.

[18.15] A disrupted unit may not move for the remainder of the Game-Turn. Disruption has no other effect. Disruption ends at the end of the Game-Turn. Disrupted units may advance and retreat after combat.

[18.16] Players should turn the counters of disrupted units so they face south rather than north, as a reminder.

[18.17] Disruption Modifiers Chart (see mapsheet)

18.2 Amphibious Invasion

[18.21] All Allied non-airborne units with set-up hexes on their counters (see 17.0) must conduct an amphibious invasion into those hexes on the first Amphibious Segment of the game. They land according to the procedure of 18.1.

[18.22] All Allied units with invasion areas on their counters are initially deployed in Second Wave boxes on the map. Second Wave units may conduct invasions on the second Amphibious Segment of Game-Turn 1 using the procedures of 18.1 (exception: 21.21). A Second Wave unit may land in any hex indicated by the box it occupies (for instance, a Dime unit may land in 3623 or 3724; an Arm Res unit may land in any Acid, Bark East, or Bark South hex). A Second Wave unit may be withheld as a seaborne reinforcement (see 27.1) for entry on a later turn.

18.3 Amphibious End-Runs

During the Bookkeeping Phase of Game-Turn 3, the Allied player secretly determines how many end-runs U.S. and U.K. units each may make during the game.

[18.31] The Allied player secretly writes down two numbers; each must be between 0 and 5. Next he openly rolls a die, and adds the result to the first number. This produces a modified number between 1 and 11, which is noted and kept secret from the Axis player. The Allied player then refers to the End-Run Table (18.4), cross-referencing the modified number with the "U.S." column to locate two numbers separated by a slash. The first is the total of regiment end-runs, the second the total of battalion end-runs, that U.S. units may make during the game. The Allied player then should repeat this procedure, using a second die roll and the second secretly written number, to determine U.K. brigade and battalion end-runs allowable. He uses the "U.K." column of the table for this. At the end of the game, the Axis player may be shown all secretly written numbers.

[18.32] A unit making an end-run must begin an Amphibious Segment in supply in a beach or city hex not in an enemy Zone of Control. The unit may move up to 8 all-sea or partial-sea hexes to any beach hex within 3 hexes of a friendly unit. The unit then makes an amphibious landing (see 18.1).

[18.33] An end-run by a regiment or brigade is counted toward the allowance for those units; an end-run by a battalion counts toward the battalion allowance.

[18.34] Only one unit may participate in any given end-run. A maximum of one U.S. and one U.K. end-run may be made per Game-Turn. Only non-mechanized infantry units may make end-runs.

[18.4] End-Run Table (see mapsheet)

19.0 Airborne Operations

GENERAL RULE: Only Allied paratroop and glider units may conduct airborne missions. There are two mission types: assault and reinforcement.

  • Paratroop unit (example): designation 509/82, size II, combat strength 3-4.
  • Paratroop unit (example): designation 325/82, size II, combat strength 3-4.

PROCEDURE: During the Airborne Segment, the Allied player places airborne units in their target hexes. He announces which type of mission is being made for each target hex, and then determines whether each airborne unit is disrupted and/or suffers a loss, and the direction and distance the unit is scattered from its target hex.

CASES:

19.1 Airborne Units

[19.11] Airborne units with four-digit numbers on their counters (see 17.0) must conduct airborne assaults into those target hexes on the first Airborne Segment of the game (exception: 19.13). An airborne unit may participate in only one mission during the game. An airborne unit with a single or double-digit number on its counter may conduct an airborne mission on that or a later Game-Turn. Alternately, it may enter as a seaborne reinforcement (see 27.1), but may not then participate in an airborne mission during the same turn.

[19.12] In addition to mandatory first-turn assaults, the Allied player must make two airborne missions in the Campaign Game (one in the U.S. Landing scenario). The U.S. 1/504/82 and 2/504/82 units must conduct an airborne reinforcement (see 19.2) on Game-Turn 2. On Game-Turn 3, the U.K. 1/1/1AB, 2/1/1AB, and 3/1/1AB parachute units must perform an airborne assault in hexes as close as possible to Catania (see 19.23) if the Allies have not yet captured Catania.

[19.13] If Game-Turn 1 is a rain turn, the missions required for that turn need not be made. If Game-Turns 2 and/or 3 are rain turns, missions required for those turns are delayed until the first non-rain turn, but must be performed then.

[19.14] If the Allied player wishes to make non-mandatory airborne landings, he must wait until a Game-Turn after all mandatory missions have been made. Each turn on which he wants to make a non-mandatory mission, the Allied player rolls a die; the number rolled is the number of units which may conduct airborne operations that turn.

19.2 Airborne Missions

[19.21] There are two types of airborne missions: assault and reinforcement. Before he conducts a mission, the Allied player must announce which type is being performed, and the target hexes for the mission(s).

[19.22] Target hexes for paratroop units may only be Level 1, 2, and 3 hexes. Glider units may be targeted only to Level 1 hexes. City, swamp, and enemy-occupied hexes may not be chosen as targets. The same target hex may not be designated for both paratroop and glider units, although up to three units of one type may be targeted for a single hex.

[19.23] A target hex for an assault mission must be at least two hexes away from all friendly units, and no more than two hexes from the nearest enemy unit. A target hex for a reinforcement mission must be vacant, adjacent to a friendly unit, and not be in an enemy Zone of Control. Both types of missions may be performed on the same Game-Turn.

[19.24] No airborne operations may be performed on rain turns.

19.3 How Units Land

[19.31] As each unit is placed in its target hex, the Allied player must determine loss and scatter for the unit. He refers to the Airborne Missions Table (19.4) and rolls a die. He modifies the roll as directed by the modifiers listed at the bottom of the table, and refers to the "Loss" section of the table. Cross-referencing the roll with the unit type (paratroop or glider) produces a result, which is explained on the table.

[19.32] The player then rolls again, modifies the roll, and refers to the "Scatter" section of the table. Cross-referencing roll with unit type produces a scatter result, explained on the table.

[19.33] If a unit scatters to a hex that could not normally be the target of an airborne operation for the unit (e.g., a Level 4 hex), the unit's "Loss" result is increased by one level (from no effect to D, to -1 to -1D). If a unit scatters to an all-sea hex, it is eliminated.

[19.34] A unit scattered to an enemy-occupied hex is subject to 19.33; in addition, it is displaced to an adjacent hex chosen by the Axis player according to the following schedule of priorities: (a) to a hex permitted by 19.22; (b) to any other non-enemy-occupied hex, where it would suffer another loss as per 19.33. If there are no eligible hexes, the unit is eliminated.

[19.35] A unit expends no Movement Points to conduct an airborne mission. An undisrupted airborne unit may move only during the Tactical Movement Segment(s) of the Game-Turn it conducted a mission. A unit that has made an airborne mission may use strategic movement on later Game-Turns only if it has first established a supply line to a supply source (see 21.0).

19.4 Airborne Missions Table (see mapsheet)

20.0 Weather

GENERAL RULE: During the Weather Phase, the players roll two dice and refer to the Weather Track (20.2). The dice roll determines the weather in effect for the current Game-Turn, as indicated by the Track.

CASES:

20.1 Effects of Weather

[20.11] Good weather has no effect on play.

[20.12] A Mistral affects air supply, airborne operations, and amphibious operations as described in those rules Sections.

[20.13] Rain affects air supply, airborne, amphibious, interdiction and air operations, as described in those rules Sections. In addition, all rivers are impassable except where bridged by roads on rain Game-Turns.

[20.14] Optional Rule: Instead of using these rules, players may opt to use historical weather. Historically, there was a heavy Mistral during the first airborne landing Segment of Game-Turn 1; the rest of the first turn is light Mistral. Game-Turn 10 is rain. The rest of the game is good weather.

20.2 Weather Track (see mapsheet)

21.0 Supply

GENERAL RULE: Section 11.0 of the Standard Rules applies to Sicily except as modified in the following.

CASES:

21.1 Supply Lines

There are no map-edge hexes in Sicily for supply purposes. Units trace supply lines to supply sources.

[21.11] Axis supply sources are Messina (5903), Enna (3714), and Palermo (2203). If Enna or Palermo is captured, it may never again be used for supply purposes, even if recaptured. Allied supply sources are represented by depot counters. Allied units may only trace supply to depots of the same nationality (U.S. or U.K.).

[21.12] For a unit in a Level 4, 5 or 6 hex to be in supply, it must occupy or be adjacent to a supply source or road hex. The road hex must be connected as per 11.1 to a friendly supply source by a series of other road hexes. A unit may be in supply two hexes from a supply source or road hex if the unit's hex and the intervening hex are no higher than Level 3 terrain. A unit may be in supply three hexes from a supply source or road hex if the unit's hex and all intervening hexes are Level 1 terrain. Supply lines may be traced through swamp hexes (see 25.15).

[21.13] A unit is out of supply if:

  1. It can trace a supply line from a supply source or a road hex to its hex, but this supply line is longer than permitted by 21.12, or
  2. The road hex from which a supply line is traced is not connected by a series of road hexes to a friendly supply source, as per 11.1.

[21.14] A unit is isolated if:

  1. It is completely unable to trace a supply line from a supply source or road hex to its hex, or
  2. All friendly supply sources have been captured or eliminated.

[21.15] Mountain units and units equipped with pack transport (see 24.3) may trace supply lines one hex longer than other units in the same terrain (see 21.12).

[21.16] Isolated tank, mechanized infantry, and reconnaissance units are reduced in Movement Allowance to 6 (instead of 3).

[21.17] All units are automatically in supply on the Game-Turn they enter play.

21.2 Depots

The Allied player has four depot counters, two each for the U.K. and U.S. A unit may only trace supply to depots of its own nationality.

[21.21] The depots are initially deployed in Second Wave boxes as indicated by their set-up codes. The Allied player must land them according to the amphibious rules. They can only be landed in beach hexes containing roads; they may not land in port, swamp, or city hexes. They may only land in a hex in an enemy Zone of Control if the hex is occupied by a friendly combat unit. Depots are never subject to disruption.

[21.22] A depot is not a combat unit. It has no Zone of Control, Movement Allowance, or Attack Strength. If attacked while alone in a hex, a depot defends with a strength of 1; all column-shifts and terrain modifiers apply. A depot may never add its Defense Strength to those of friendly units. A depot can never retreat; if defending alone in a hex, a depot is eliminated by any loss or retreat result. A depot is eliminated if left alone in a hex as a result of elimination and/or retreat of other friendly units in the hex. A hex may contain no more than one depot, but a depot does not count against stacking limits.

[21.23] A depot in a non-port hex may be moved to an Allied-owned port (see 22.4) during the Depot Segment of the Movement Phase. Simply move the counter to the hex. A depot in a port may be moved to another port. Depots may not otherwise be moved.

[21.24] An eliminated depot may be returned to the map two Game-Turns after elimination. One eliminated depot of each nationality may be returned per Game-Turn. A returned depot may be placed in any hex permitted by 21.21, provided that the hex is occupied by a friendly combat unit and is not within three hexes of an enemy unit. A depot must be placed on the appropriate side of the 8th Army boundary (see 24.2).

21.3 Air and Sea Supply

[21.31] During the Supply Phase of his Player-Turn, a player may attempt to supply one unit by air. The Allied player may also supply one unit by sea during his Supply Phase. Only U.S. units may be supplied by sea or air by the Allied player; only Luftwaffe units may be air-supplied by the Axis player. Sea and successful air supply improves a unit's supply status by one level (from isolated to out of supply, from out of supply to supplied).

[21.32] If a unit to be supplied by air is in an enemy Zone of Control, it is successfully supplied on a roll of 1 to 3. If not in an enemy ZOC, it is supplied on a roll of 1 to 5. If the Axis player rolls a 6 on any air-supply attempt, he may make no more attempts for the rest of the Game-Turn.

[21.33] To be supplied by sea, a unit must be in a coastal hex no more than 20 all-sea or partial-sea hexes from a U.S. depot.

[21.34] Air supply may only be attempted in good weather. Sea supply may be made in any weather.

[21.35] No U.S. unit may receive both air and sea supply in the same Game-Turn.

22.0 Support Points

GENERAL RULE: Both players are restricted as to the number of attacks units of each nationality may make without penalty. Before the start of the Campaign Game, 4 Support Points are assigned to the Italians and 6 Points are assigned to each other nationality. Players may receive additional points during the game. Once allotted to a nationality, a point may never be transferred to another. Points are expended when attacks are made and when replacements and certain reinforcements enter play. The Allied player also expends points when he assigns pack transports to British units.

PROCEDURE: Support Point markers are placed on the Airfield/Support Point Track to denote the number of points possessed by each nationality.

CASES:

22.1 Expending Support Points

[22.11] Each time a player attacks, he loses one Support Point (exceptions: 22.12). Move the marker of the appropriate nationality to reflect the loss. If German and Italian units participate in the same attack, each nationality loses one point.

[22.12] No Support Points are expended if an attack results in a breakthrough or if made solely by airborne units in an airborne assault.

[22.13] A Support Point total may be reduced below zero. A nationality may continue to expend points even if its total is negative or zero; flip over the point marker to its negative side as soon as the total reaches zero. Nationalities whose point total is zero or below suffer the effects of 22.2.

[22.14] If a depot is eliminated, half of any positive Support Points (round fractions down) immediately are lost by the depot's nationality. If one depot of a nationality is off the map via elimination and the second is lost, all remaining points are lost.

[22.15] If Palermo or Enna is captured, the Germans and Italians immediately lose one positive Support Point each. Deductions are made only for the first time the Axis loses each.

[22.16] If Messina is captured, all positive Axis Support Points are immediately lost. Points may be lost this way any number of times.

[22.17] Expending Support Points for reasons other than combat are covered in the rules Sections for pack transport (24.32), reinforcements (27.16 and 27.23), and replacements (27.46).

22.2 Effects of Zero Support

If a nationality's Support Point total is zero or below, the following penalties are imposed on all units of that nationality when the zero level is reached (when the marker runs off the track).

[22.21] All supplied units become out of supply. All out of supply units become isolated.

[22.22] Artillery units cannot provide column shifts for combat. No divisional integrity combat bonuses may be awarded.

22.3 Gaining Support Points

[22.31] During the Support Point Segment of his Player-Turn, a player may receive points. Note that there are no such Segments on Game-Turn 1.

[22.32] Each depot on the map generates Support Points each Game-Turn. A depot generates one point in a beach hex, 2 points in a minor port, and 5 points in a major port.

[22.33] During his Segment, the Axis player consults the Airfield Chart (23.3) to determine the number of airfields captured by the Allied player (exceptions: 22.34, 22.35). He reads across from the appropriate line in the left-hand column to the "Axis Support Points" column. He rolls a die and adds or subtracts any modifying number called for by the column. The modified roll indicates the Support Points received by the Axis player for the current Game-Turn. He may divide these points between Germans and Italians as he sees fit. If the modified roll is negative, he loses a Support Point, and may deduct it from either nationality.

[22.34] No Support Points may be received during an Axis Support Segment if Messina is captured by the Allied player.

[22.35] On any Game-Turn when the Allied player has declared Emergency Bombing (23.25) to be in effect, the Axis player automatically receives 8 Support Points; no die roll per 22.33 is made.

22.4 Ports

[22.41] Each time the Allied player captures or recaptures a port, he rolls a die to determine whether it has been affected by enemy demolitions. A roll of 1 to 4 indicates no effect; the port can be entered by a depot as soon as one can be moved to the hex. A roll of 5 means it cannot be entered on the following turn; a roll of 6 means it cannot be entered for two turns.

[22.42] Palermo is always considered demolished for two turns in addition to any delay dictated by the die-roll.

23.0 Air Operations

CASES:

23.1 Airfields

[23.11] An airfield is considered captured by the Allies if an Allied unit occupies or was the last to move through the airfield hex and there are no supplied Axis units adjacent to the airfield hex.

[23.12] During the Bookkeeping Phase, the Allied player determines how many airfields he has captured and moves the Airfield marker on the Allied Airfield/Support Point Track to the proper numbered box. The marker may not be changed for the rest of the Game-Turn.

[23.13] Hex 4716 counts as four airfields.

23.2 Air Points

[23.21] Only the Allied player receives Air Points. During the Bookkeeping Phase, he consults the Airfield Chart (23.3) and cross-references the number of airfields he controls with the "Air Point Available" column. This will show how many Air Points he may use in the current Game-Turn.

[23.22] Using an Air Point does not automatically result in a column shift in combat. When the Allied player allocates a point, he refers to the appropriate line and column ("attacking" or "defending") under the "Die Roll Needed When" section of the Airfield Chart. He rolls a die. If the result is within the span indicated on the chart, the Air Point provides a column shift on the Combat Results Table. Otherwise the point is lost. No more than one point may be allocated to a combat, regardless of whether it is successfully used.

[23.23] Air Points may be used by both Allied nationalities.

[23.24] On rain turns, the number of Air Points received is halved, dropping fractions.

[23.25] If the Allied player controls 8 or fewer airfields during any Bookkeeping Phase on Game-Turn 4 or later, he may declare Emergency Bombing. He gets two additional Air Points that turn (one on a rain turn). These points automatically produce column shifts in combat. See also 22.35.

23.3 Airfield Chart (see mapsheet)

24.0 Special Movement

CASES:

24.1 Axis Restrictions

[24.11] Except for certain units, Axis units west of the line along the 22xx-23xx hexsides on the game-map may not move on Game-Turns 1 and 2; thereafter they may move freely. The 15th PG and Assietta Divisions and 19CCNN battalion may move without restriction; the Aosta Division may move, but may not move east of the line until Game-Turn 4.

[24.12] On Game-Turn 1, the three units of the Hermann Goering Division in hex 4121 must move so that all are adjacent to U.S. amphibious units by the end of the Second Axis Movement Phase.

24.2 Allied Restrictions

[24.21] Until permitted by 24.27, U.S. units may not move north of the special line connecting hexes 2721-3517-4421. Units may advance after combat beyond this line, and those that do may operate freely beyond it.

[24.22] Throughout the game the Allied player must maintain a boundary between the U.S. 7th and U.K. 8th Armies. The line may be marked on the map by the 8th Army boundary markers provided in the countermix. U.K. units may move into hexes defined as part of any army boundary; U.S. units may not. Boundaries may be changed during the Bookkeeping Phase simply by moving the markers. A boundary need not be a straight line, but it must divide the island in two.

[24.23] No unit of one Allied army may move or advance after combat into the area of the other. If a unit finds itself in another army's area for any reason, the Allied player must move it as quickly and directly as possible into its own area. U.S. and U.K. units never may stack with one another, and never may participate in the same attack.

[24.24] At the beginning of the Campaign Game, the boundary is the 45xx hexrow. Thus, until the boundary is changed, only Allied U.K. units may enter the 45xx hexrow. The Allied player may not change the boundary from the 45xx hexrow until a "continuous front line" (see 24.25) has been achieved. Once this line has been achieved, he may be required by 24.27 to make certain mandatory boundary changes which will be in effect for specified Game-Turns. Thereafter, he will be free to change boundaries as he wishes.

[24.25] A continuous front line is an unbroken line of hexes occupied by Allied units or their Zones of Control extending from any U.S.-controlled coastal hex to any U.K.-controlled hex on the eastern coast of Sicily.

[24.26] During his Segment of the Bookkeeping Phase, the Allied player examines his units to determine whether a continuous front line exists. On the turn that the line is achieved, he refers to 24.27 and follows the applicable procedure. Once he has achieved a continuous frontline, the Allied player is not required to maintain it at any time during the game.

[24.27] The applicable set of the following requirements takes effect beginning with the Bookkeeping Phase of the first turn on which the Allied player has achieved a continuous front line. After the requirements have lapsed, he is free to change boundaries and move U.S. units as he wishes.

  1. If neither Syracuse, Augusta nor Catania has been captured by the Allies, the army boundary remains along the 45xx hexrow, and U.S. movement restrictions (24.21) continue to apply, for the current and next two Game-Turns.
  2. If Augusta and/or Syracuse has been captured, but Catania has not, the army boundary is immediately shifted to 3806-3819-4422-4430, and 24.21 continues to apply, for the current and next Game-Turns.
  3. If Catania has been captured (and regardless of whether Augusta and/or Syracuse has been), the boundary is shifted to the 41xx hexrow for the current Game-Turn and 24.21 immediately and permanently ceases to apply.

[24.28] Only one set of limitations in 24.27 ever takes effect during the game. The other two are permanently ignored.

24.3 Special Units

[24.31] A mountain unit may move through Level 2 to 6 terrain at the faster rate indicated in parentheses on the Terrain Effects Chart (see also 21.15).

[24.32] During the Supply Phase of his Player-Turn, the Allied player may equip certain units with pack transport. Pack transport allows a unit to trace supply like a mountain unit (see 21.15) but does not allow it to move at a faster rate. A unit must be in supply to receive pack transport. After Game-Turn 5, any unit of the U.S. 3rd Division may be so equipped. After Game-Turn 7, up to three British (not Canadian) infantry brigades also may receive pack transport. Place a "Pack Transport" marker on each such unit. Equipping each British (not U.S.) unit costs one Support Point. A marker may be removed at any time, but once removed is permanently taken out of play.

[24.33] Mountain, pack-equipped, and Italian coastal units may never use strategic movement.

24.4 Roads, Bridges and Towns

[24.41] A unit using tactical movement must pay one additional Movement Point when entering a road hex containing a friendly combat unit. Additional units in the hex do not increase the cost. The point must be paid even if the unit is not moving along the road.

[24.42] Because of their ability to build bridges on short notice, Allied mechanized units may cross unbridged river hexsides under certain conditions. Neither hex bordering the river hexside may be Axis-controlled. The maneuver is not possible on rain turns. An Allied mechanized unit in supply pays an additional cost of 6 Movement Points to make the crossing, and may do so at any time during its Movement Phase. An out of supply or isolated unit may not make such a crossing.

[24.43] A mechanized unit using tactical movement pays one additional Movement Point for entering a town (not city) hex.

25.0 Special Combat

CASES:

25.1 Terrain

[25.11] Units in city (and town) hexes are subject to the voluntary-attack provisions of case 9.13 (but see 25.13).

[25.12] A unit in a Level 4, 5, or 6 hex is not required to attack an enemy unit in a hex of terrain lower than its hex. If it does, it need only attack one such hex.

[25.13] Even if in a city or town, a unit is always required to attack enemy units occupying higher terrain levels.

[25.14] If a player's units occupy a higher level terrain than enemy units, the player receives column shifts on the Combat Results Table equal to the difference in Level between the two hexes. In multi-hex combat, the highest terrain level each player occupies is used to calculate the column shift.

Example: Allied units occupy Levels 2 and 3; Axis units occupy Levels 4 and 5. Allied units are considered to occupy Level 3 (the highest level), and Axis units Level 5; the column shift is two columns for the Axis player (5 - 3 = 2).

[25.15] City, swamp, and sea hexes are considered Level 1 terrain when measuring elevation.

[25.16] A unit defending in a town (not city) hex receives a one-column shift to the left on the CRT. Only one such shift may be awarded per combat.

[25.17] An Axis unit defending against an amphibious landing has its Combat Strength doubled if attacked solely from a sea hex and/or across a river hexside. A unit defending normally across a river hexside also has its strength doubled as per 9.32.

[25.18] There are no hilltop bonuses, entrenchments, or improved positions in Sicily.

25.2 Divisional Integrity

[25.21] Corps designations (2.22) are not used in Sicily. If two designations appear across the top of a unit counter, they are read in the sequence regiment or brigade/division. Where a single designation appears on top, it is the unit's basic battalion, regiment or brigade designation.

[25.22] If any regiment or brigade of a division has been eliminated, no divisional integrity bonus may be awarded surviving units. Cadres may not be used to satisfy integrity requirements.

[25.23] The U.S. 2nd Armored and several Axis divisions have only two component regiments or brigades. They also are eligible for divisional integrity bonuses. The German 1FJ Division has three units. It may receive a bonus only if the 1/1FJ Regiment is received as a variable reinforcement (27.2).

25.3 Artillery and Naval Gunfire Support

[25.31] Axis artillery units may provide support to either nationality. Allied artillery may only provide support to units of their own nationality. One Allied unit of either nationality may provide support if U.S. and U.K. units are defending in a multi-hex combat. An artillery unit must be in supply to provide support.

[25.32] The Axis player has two off-map artillery units on the Italian mainland. They may support combats on hexrows 59xx to 61xx inclusive. For the purpose of expending Support Points (22.11), one is considered Italian, the other German. In addition, any Axis artillery unit evacuated to the mainland (26.0) may give such a support bonus beginning with the Game-Turn after evacuation. Eliminated off-map artillery units do count for Victory Points (26.2, 28.0).

[25.33] The Allied player receives a certain number of Naval Gunfire Support (NGS) Points each Game-Turn. They may be expended one per combat, and automatically will result in a column shift (exception: 25.35). They may only be used in combats involving units defending in a coastal hex or within two hexes of a sea or partial-sea hex. NGS Points are allotted to specific nationalities and are subject to 25.31. They may not be accumulated from turn to turn.

[25.34] The Allied player gets three U.S. NGS Points each on Game-Turn 1 through 5. An additional point is received each turn a U.S. depot occupies a major port free of demolitions.

[25.35] The Allied player receives one U.K. NGS Point on Game-Turn 1. It automatically produces a column shift. He gets one U.K. point each turn thereafter, but may use it successfully only on a die roll of 1. He may use it only once per Game-Turn.

25.4 Miscellaneous

[25.41] Some battalions in Sicily have two steps. When such a unit suffers a one-step loss, flip it to its reduced side. A two-step loss or a second one-step loss eliminates it.

[25.42] No unit ever may retreat or advance into terrain impassable to it by the rules of movement (see Terrain Effects Chart). A unit forced into prohibited terrain, or ending its Combat Phase in a sea hex, is eliminated.

[25.43] Optional Rule: Sicily covers a much longer real-time span than other games in this system. Units tend to fluctuate in efficiency over such a period. To reflect this, pick a new strength chit from the appropriate Morale Pool each time a non-cadre regiment or brigade is involved in combat. Return the old chit to the pool before drawing again. Note whether this unit was at full or reduced strength.

26.0 Evacuation

CASES:

26.1 Evacuation

[26.11] Allied units may be evacuated from the island from depot hexes. Axis units may be evacuated from hexes 5902, 5903, 6001 or 6102. Evacuated units are permanently removed from play (exception: 25.32). Evacuated cadres should be set aside as they count for Victory Point purposes (28.0).

[26.12] Up to 6 Allied units may be evacuated per depot hex per friendly Movement Phase. The number of Axis units which may be evacuated from a hex is printed in the hex on the game-map. The number to the left of the slash is the number of Italian units, the number to the right German units, which may be evacuated from the hex each friendly Movement Phase.

[26.13] A unit may be evacuated on the same turn it arrives in an evacuation hex if it arrives with at least one-fourth of its Movement Allowance remaining (after modifying for supply state; round fractions down). Evacuation from an enemy-controlled hex or as a result of retreat after combat is not possible.

26.2 Maximum Interdiction

[26.21] After at least 10 Axis units have been evacuated on prior turns, the Allied player, on any non-rain turn, may declare Maximum Interdiction during the Bookkeeping Phase. On such a turn the Axis player must roll a die for each unit attempting to evacuate. He consults the Evacuation section of the Maximum Interdiction Table (26.24), which will show whether the unit successfully evacuates and/or suffers a one-step loss. The die roll is modified as follows: 1 is subtracted for each undestroyed off-map Axis artillery unit, including any evacuated on previous turns. (For instance, on the first Maximum Interdiction turn, the modifier will be at least -2 because the Allied player will not have a chance to destroy any off-map artillery; see 26.22.) A unit which cannot evacuate, or which is eliminated in the attempt, counts against the capacity of the hex for that Game-Turn. Note also 7.11.

[26.22] At the end of the Axis Movement Phase of an interdiction turn, the Allied player rolls one die and consults the Anti-Artillery section of the Maximum Interdiction Table, cross-referencing the roll with the number of off-map Axis artillery units. The result will show the number of Victory Points he loses (an abstraction representing destroyed ships and aircraft), and whether an Axis artillery unit has been eliminated. Keep side records of each.

[26.23] Maximum Interdiction is in effect only for the turn it is declared. The Allied player may declare it any number of times.

[26.24] Maximum Interdiction Table (see mapsheet)

27.0 Reinforcements and Replacements

GENERAL RULE: Units with a single or two-digit number (17.0) may be received as seaborne reinforcements on the Game-Turn corresponding to the number (see also 19.11). The Axis player may receive variable reinforcements of units with a letter code on their counters. Both players may receive replacements for depleted units.

CASES:

27.1 Seaborne Reinforcements

[27.11] All Allied seaborne reinforcements arrive at a depot hex of the appropriate nationality. If there are no such depots on the map, reinforcements are delayed until one arrives.

[27.12] Axis seaborne reinforcements arrive at Messina (Optional rule: The 3/1FJ may arrive at any airfield within 4 hexes of Catania; the 4/1FJ may arrive at 5314).

[27.13] A seaborne reinforcement may not arrive in a hex in an enemy Zone of Control unless the hex is occupied by a friendly combat unit.

[27.14] As a unit enters the map, it pays the terrain cost for its entry hex. There is no additional cost if more than one unit enters at the same hex (exceptions: 24.41, 24.43).

[27.15] Reinforcements may be delayed at the owning player's option.

[27.16] Some Allied reinforcements are marked as optional ("OPT"). If the Allied player brings such a unit into play, he immediately spends two Support Points if the unit is a regiment or brigade, one if it is a battalion. He also loses Victory Points (28.0). This rule also applies to optional airborne reinforcements.

[27.17] Because the British army used combat infantry battalions to unload supplies on beaches, the Allied player receives the five U.K. units marked "Port" when a U.K. depot occupies a major port free of demolitions. The units enter at the rate of one per Game-Turn beginning on the turn after any demolitions have been removed.

27.2 Tactical Points and Axis Variable Reinforcements

If the Axis player can limit Allied gains, he stands a chance of receiving more reinforcements than historically. A well-prosecuted Allied campaign will result in the ouster of Mussolini, and cause desertions by Italian troops.

[27.21] Numbers are printed next to the names of some cities and towns on the map. These are Tactical Points.

[27.22] During the Bookkeeping Segment of Game-Turn 3, the players total the Tactical Points for all cities and towns captured by the Allies. The number of captured airfields is added to this. The Axis player then refers to the Variable Reinforcement Table (27.5) and locates at the top the column corresponding to that total. He rolls two dice and cross-references the roll with the column. The table will show a result in the form of one or more letters from A to K, or M or MX. An M or MX result indicates that Mussolini has been ousted (see 27.24).

[27.23] If the result is one or more letters from A to J, the Axis player receives as reinforcements all units which have those letters on their counters. Note that all these units are marked "VAR." The Axis player is subject to 27.16 if he brings them into play.

[27.24] If the result is K, no variable reinforcements are received. If it is M, no variable reinforcements are received and Italian Desertion (27.3) takes effect next Game-Turn. On an MX, no reinforcements of any kind are received for the rest of the game, and Italian Desertion takes effect.

[27.25] If the result is anything other than an M or MX, the players repeat the above procedure on all Game-Turns divisible by 3 (turns 6, 9, 12, etc.). On future turns, results other than an M or MX are ignored.

[27.26] No variable reinforcement may enter until Game-Turn 5. No more than three such units may enter per Game-Turn.

27.3 Italian Desertion

[27.31] Once Italian Desertion has taken effect (see 27.2), the Axis player must roll for each Italian unit each Game-Turn during the Bookkeeping Phase. Rolls are made starting the turn following the M or MX result.

[27.32] An Italian unit suffers a step loss if the roll for the unit is 6 or more. Rolls are modified cumulatively as follows:

  • -1 if the unit is stacked with a German unit
  • -1 if the unit's Morale Level is 2
  • -1 if the unit is a battalion with Combat Strength 2
  • +1 if the unit is adjacent to one or more Allied units which are not isolated
  • +1 if the unit is out of supply
  • +2 if the unit is isolated

[27.33] If an untried brigade or regiment suffers a step loss by desertion, immediately draw a strength chit for the unit and flip it over to indicate the step loss.

[27.34] Italian units eliminated via desertion count for Victory Point purposes.

27.4 Replacements

[27.41] Players receive Replacement Points by nationality as shown on the Game-Turn Record Track. Replacement Points may be saved for use on later turns. For replacement purposes, Canadian units are considered a nationality different from British units.

[27.42] A player may spend Replacement Points during his friendly Supply Phase. No more than one point per friendly nationality may be spent per Game-Turn.

[27.43] Players receive armor and infantry Replacement Points. By expending one Armor Point, a player may flip a reduced tank or recon battalion to its full-strength side, or may restore to full strength a mechanized infantry regiment or brigade that has suffered a one-step loss. By spending an Infantry Point, a player may restore a non-mechanized infantry regiment with a one-step loss to full strength. Eliminated units and cadres may not receive points. A unit which receives a point must be of the same nationality as the point.

[27.44] An infantry regiment or brigade returns to full strength upon receiving a Replacement Point, but its Morale Rating is reduced by one. Remove its strength chit and place a Morale marker on the unit to indicate its new Morale Rating. When the unit next engages in combat, a new strength chit will be picked for the unit, from the pool corresponding to the new Morale Rating. If the unit suffers a step loss and receives replacements a second time, its Morale rating is again decreased by one. A unit whose current Morale Rating is one may never receive replacements (because its Rating would go to zero, an impossibility). Note: This Case applies only to Allied units; Axis units are never reduced in morale by Replacement Points.

[27.45] Italian units, units in enemy Zones of Control, out of supply units, and isolated units may not receive Replacement Points. A unit may not receive a point on a Game-Turn in which it received air or sea supply.

[27.46] Each time a player spends a Replacement Point, he immediately loses one Support Point. Move the Support Point marker to reflect the loss. Players also lose Victory Points for spending Replacement Points (see 28.0).

27.5 Variable Reinforcement Table (see mapsheet)

28.0 Victory Conditions

GENERAL RULE: The Campaign Game ends after Game-Turn 20, or any earlier Game-Turn if the only Axis units on the map are isolated or there are no Axis units at all on the map. At the end of the game, the Allied player counts his Victory Points, and determines the victor and level of victory. The Axis player never accumulates Victory Points.

CASES:

28.1 Accumulating Victory Points

If the game ends earlier than Game-Turn 20, the Allied player computes his Victory Points according to the following schedule. Note that certain conditions cause the Allied player to lose points. No matter when the game ends, isolated Axis units always are considered eliminated for Victory Point purposes.

28.2 Victory Point Schedule

  • +1 per captured airfield (maximum 24; see note)
  • +1 per captured Tactical Point (maximum 84; see note)
  • +5 per eliminated Axis artillery unit or German brigade or regiment
  • +2 per German regiment or brigade reduced to cadre (see 28.3)
  • +2 per eliminated Italian brigade or regiment
  • +1 per Italian brigade or regiment reduced to cadre (see 28.3)
  • +# per full Combat Strength each eliminated Axis battalion
  • +5 per unplayed Game-Turn if game ends before Game-Turn 20
  • +5 per variable German brigade or regiment brought into play
  • +2 per variable Italian brigade or regiment, or German battalion brought into play
  • +1 per German Replacement Point spent
  • -5 per eliminated Allied brigade or regiment
  • -2 per Allied brigade or regiment reduced to cadre
  • -# per full Combat Strength Allied battalion eliminated
  • -5 per optional Allied regiment or brigade brought into play
  • -2 per optional Allied battalion brought into play
  • -1 per Allied Replacement Point spent
  • -# for points lost via Maximum Interdiction (see 26.2)

Note: If no Axis units, or only isolated Axis units, remains on the map, the Allied player receives full credit (108 points) for airfields and Tactical Points, even if he has not captured them all.

28.3 Loss of Victory Points

If the game ends after Game-Turn 20, the Allied player gets no Victory Points for non-isolated Axis cadres on the game-map. Also, he loses points as follows for non-isolated Axis units on the map:

  • -5 per Axis artillery unit or non-cadre German regiment or brigade
  • -2 per non-cadre Italian regiment or brigade
  • -# per current Combat Strength each Axis battalion

28.4 Determining Victory

After Victory Points are computed, players refer to the following Victory Level Schedule to determine the victor and level of victory.

Net Victory PointsLevel of Victory
175 or moreAllied Decisive
126 to 174Allied Substantive
101 to 125Allied Marginal
76 to 100Axis Marginal
50 to 75Axis Substantive
49 or lessAxis Decisive

29.0 Variable Campaign Game

GENERAL RULE: The Variable Campaign Game allows players to experiment with dispositions and invasion routes different from historical ones.

CASES:

29.1 Invasions

[29.11] An invasion is defined as an amphibious landing (see 18.0) by up to 20 First and Second Wave combat units and depots. The Allied player must make two invasions (no more, no less) during the game. They may be made on the same or different Game-Turns, but at least one must be made on Game-Turn 1.

[29.12] Before the game starts, the Allied player decides when he will make his second invasion. If it is to be made after Game-Turn 1, he secretly writes down the turn. He must conduct the second invasion on a turn within two Game-Turns of the secretly plotted turn (for instance, if he plotted Game-Turn 4, the second invasion may be made between Game-Turns 2 and 6).

[29.13] If the second invasion occurs on Game-Turn 2 or later, that turn also is an invasion Game-Turn. The full sequence of play (16.1) is followed. First-Turn rules (16.2) are ignored (exceptions: there is a Special Stage, and all units' Movement Allowances are halved during each Movement Phase).

[29.14] Landing hexes must be secretly plotted for all First Wave units of both invasions before the start of the game, and may not be changed. First Wave units may land only on beach or swamp hexes. No more than 2 First Wave units may land in the same hex. There is no limit on the location of eligible hexes that may be plotted for an invasion; they may be as far apart from one another as the Allied player wishes (exception: No invasion may be plotted between hexes 2706 and 5117 inclusive, clockwise).

[29.15] Before the game starts, the Allied player segregates the units he will use for the First and Second Waves of each invasion (up to 20 per invasion). No more than half an invasion force (up to 10 units) may be in a First Wave. Only non-mechanized infantry may be in the First Wave. Second Wave units may be of any type except artillery, and may land according to normal amphibious rules in any First Wave hex. Artillery may only be brought on as reinforcements.

[29.16] At the beginning of the game, the Allied player sets aside a separate reinforcement pool of any size he wishes for each invasion. Once a unit is assigned to a pool, it may not be shifted to the other. No reinforcement for a given invasion may arrive until two Game-Turns after the invasion takes place. Thereafter, reinforcements may be taken from a pool every third Game-Turn. No more than six units may arrive as reinforcements per invasion per eligible Game-Turn (exception: 29.17).

[29.17] All airborne missions are optional. In addition to amphibious landing units, up to 9 airborne battalions may make airborne assaults on Game-Turn 1. Thereafter, airborne units may be taken from reinforcement pools for any type of mission on any Game-Turn. The Allied player must roll a die (see 19.14) to determine how many units may participate in a mission on a turn. Airborne units do not count against reinforcement limits of 29.16. The Allied player plots target hexes for missions as per the airborne rules.

[29.18] Beginning on the Game-Turn of his choice, the Allied player receives 3 U.S. Naval Gunfire Support Points on each of five consecutive turns, in lieu of the points normally received on Game-Turns 1 to 5. On each Game-Turn that U.K. units participate in an invasion, he receives a U.K. Naval Gunfire Support Point that may be used without a die roll. If U.K. units participate in two invasions the same Game-Turn, only one point is received. Other points are received according to the normal rules.

29.2 Axis Deployment

[29.21] Axis units are deployed after the Allied player has plotted invasions but before the plots are revealed. All Axis units with four-digit set-up codes are available. The Axis player may freely deploy these anywhere on Sicily (exceptions: Special Italian coastal units are dealt with as per 17.0; all Italian coastal units must be placed in their historical hexes).

[29.22] Additional Axis units may be received prior to the start of the game. The Axis player rolls two dice and consults the 0-5 column of the Variable Reinforcement Table (27.5). The result indicates which units are potentially available. He then rolls a single die; the number rolled is the number of units he may choose from those available. Support Points must be paid and Victory Points lost if variable units are deployed on the game-map, as normal. Available units may be brought on as reinforcements rather than deployed initially. The Axis player still rolls for additional variable reinforcements on Game-Turn 3. He may receive normal reinforcements as per the Campaign Game rules.

29.3 Special Rules

[29.31] The Allied player may use optional units in invasions or bring them on as reinforcements subject to the normal Support Point and Victory Point penalties.

[29.32] The following rules are not used in the Variable Campaign Game: 24.1, 24.21, 24.24 to 24.28.

[29.33] U.S and U.K units may participate in the same invasion(s), but all normal restrictions affecting nationalities (boundaries, supply, combat, etc.) still apply.

[29.34] If an Allied player conducts an invasion into any northern coastal hex, the Axis player receives one-half an Anti-Shipping Point (one-quarter point on rain turns) for each of the following airfields not captured by the Allied player: 0807, 0906, 1111, 1715, 2104, 2907 (round fractions down). Points represent off-map Axis aircraft that could bomb off-map Allied invasion shipping in the absence of Allied fighter cover from the captured fields. They may be received each turn during the Bookkeeping Phase beginning with the turn following the invasion. The Axis player immediately rolls a die and consults the Maximum Interdiction Table (26.24), cross-referencing the roll with the top row, which in this case corresponds to Anti-Shipping Points. The result will show the number of Victory Points lost by the Allied player that turn. Ignore the zero column and any elimination of Axis off-map artillery.

30.0 Scenario: The U.S. Landing

GENERAL RULE: This scenario is designed as an introduction to the system, and as a shorter version of the game which can be played in a couple of hours. The full game requires 10+ hours to play.

CASES:

30.1 Scenario Length

The scenario begins on Game-Turn 1 and ends at the end of Game-Turn 4.

30.2 Initial Deployment

Allied units: Only U.S. units are set-up, in accordance with case 17.0.

Axis units: Only Axis units whose placement is between hexrows 23xx and 44xx inclusive are set-up. Exceptions: Units of the 15PG and Assietta Divisions and 19CCNN battalion are set up though they begin west of 23xx.

30.3 Weather

If players agree to use historical weather, see 20.14.

30.4 Support Points

At start: U.S., 6; Germany, 4; Italy, 3.

Additions: U.S., as normal; Axis, receives only half the normal number (rounded down).

30.5 Reinforcements

The Axis player receives no reinforcements (ignore variable reinforcement rules). The Allied player receives U.S. Game-Turn 3 reinforcements only. See also 19.12.

30.6 Special Rules

No unit may move west of hexrow 23xx or east of hexrow 44xx. Exception: Axis 15PG and Assietta units and 19CCNN may move into that zone. Thereafter they are subject to this rule. U.S. units may not move north of the special movement line.

Only U.S.-captured airfields are used when consulting the Airfield Chart.

30.7 Victory Conditions

Victory Points are calculated as per the Victory Point Schedule (28.2), though no points are received for unplayed turns. In addition, the Allied player receives 3 Victory Points if all hexes immediately to the south of the special movement line are occupied by U.S. units or their Zones of Control at the end of the game. If this provision is not fulfilled, the Allied player loses 3 Victory Points. Levels of Victory are calculated as follows:

Net Victory PointsLevel of Victory
15 or more VPAllied Decisive
6-14 VPAllied Substantive
0-5Allied Marginal
-5 to -1Axis Marginal
-6 to -10Axis Substantive
-11 or lessAxis Decisive
  • 24.2 Allied Restrictions
  • 24.3 Special Units
  • 24.4 Roads, Bridges and Towns
  • 25.0 Special Combat
    • 25.1 Terrain
    • 25.2 Divisional Integrity
    • 25.3 Artillery and Naval Gunfire Support
    • 25.4 Miscellaneous
  • 26.0 Evacuation
    • 26.1 Evacuation
    • 26.2 Maximum Interdiction
  • 27.0 Reinforcements and Replacements
    • 27.1 Seaborne Reinforcements
    • 27.2 Tactical Points and Axis Variable Reinforcements
    • 27.3 Italian Desertion
    • 27.4 Replacements
    • 27.5 Variable Reinforcement Table (see mapsheet)
  • 28.0 Victory Conditions
    • 28.1 Accumulating Victory Points
    • 28.2 Victory Point Schedule
    • 28.3 Loss of Victory Points
    • 28.4 Determining Victory
  • 29.0 Variable Campaign Game
    • 29.1 Invasions
    • 29.2 Axis Deployment
    • 29.3 Special Rules
  • 30.0 Scenario: The U.S. Landing
    • 30.1 Scenario Length
    • 30.2 Initial Deployment
    • 30.3 Weather
    • 30.4 Support Points
    • 30.5 Reinforcements
    • 30.6 Special Rules
    • 30.7 Victory Conditions
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    D1
    D2(1)
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    D1
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    D2(2)
    D3(1)
    10A1(1)A1(1)A1(1)A1(1)D1(1)D1(2)D2(2)D1(2)D2(2)D2(2)D3(2)D3(2)D3(3)
    11A1(1)A1(1)D1D1D1(1)D1(2)D2(2)D1(2)D2(2)D2(2)D3(2)D3(3)D4(3)
    12D1D1A2(3)A2(2)D2(2)A1(1)D2(2)D2(2)D3(2)D3(2)D3(3)D3(3)D4(3)