Spanish Civil War Battles: Vol. 2 – Guadalajara & Penarroya
Spanish Civil War Battles: Vol. 2 – Guadalajara & Penarroya Rulebook
Table of Contents
Table of Contents
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- Errata (as of 01/29/04)
- 1.0 Introduction
- 2.0 Game Equipment
- 3.0 Game Scale (General)
- 4.0 Set Up
- 5.0 Turn Sequence
- A. Initiative Determination Phase
- B. Weather Determination Phase
- C. Air Bombardment Phase (Rule 13.0)
- D. First Player Movement Phase (Rule 6.0)
- E. First Player Combat Phase (Rules 11.0, 12.0, 13.0)
- F. Second Player Movement Phase (Rule 6.0)
- G. Second Player Combat Phase (Rules 11.0, 12.0, 13.0)
- H. Advance the Turn Marker to the Next Turn
- 6.0 Movement
- 7.0 Stacking
- 8.0 Zones of Control (ZOC)
- 9.0 Supply
- 10.0 Headquarters & Command
- 11.0 Combat
- 12.0 Artillery
- 13.0 Air Units & Air Points
- 14.0 Leaders
- 15.0 Reinforcements
- 16.0 Exiting the Map
- 17.0 Weather
- Exclusive Scenario Rules
Errata (as of 01/29/04)
Errata as printed in the publisher's file. Apply each entry to the scenario it names.
Guadalajara:
- The 1st Div HQ leader Coppi and two artillery units set up within two hexes of Siquenza.
- The Republican 12th division cavalry battalion sets up in hex 2424, not the cavalry company, which is the reinforcement.
- The Nationalists Soria division HQ is in 3317.
- References to four companies of the Pita regiment are ignored; there is only one cavalry regiment.
Penarroya:
- One of the HQs for the Nationalist 11th division should be for the 122 division.
- For the Nationalist 11th division, set up add one artillery unit in/adjacent to 2916, and one artillery unit and division HQ in/adjacent to 4115.
- The Republican Toral Group units set up within two hexes of 3222.
- The units of 22nd Corps set up within two hexes of 2923.
- Col. F units enter at 3426, not 3524.
1.0 Introduction
Spanish Civil War Battles is a wargame system for simulating battles of the Spanish Civil War. The rules are divided into two sections. The first part consists of the standard rules, which apply to all the games in the series; the second part consists of the exclusive scenario rules, each of which applies only to a specific battle. In Spanish Civil War Battles, one player controls the Republican units, representing the Loyalists, Anarchists, Communists and various International Brigades. The other player controls the Nationalists, including Franco's army as well as German and Italian fascists.
The two games in this issue of Strategy & Tactics are Guadalajara and Peñarroya. Scenario special rules may supersede the standard rules.
2.0 Game Equipment
A complete copy of this game set is one 22 x 34 inch map sheet, one counter sheet of 280 counters and these rules. Players will need to provide a six sided die for combat resolution.
2.1 Sample Counters
See the Sample Counters and Unit Symbols chart on the next page of the printed rules. Air units are represented by aircraft silhouettes.
3.0 Game Scale (General)
Game scale is one mile per hexagon and one day per game turn unless stated otherwise in the exclusive special rules for each individual game. Units represent various echelons. Aircraft units (if any) represent squadrons.
4.0 Set Up
Set up instructions are given in the exclusive special rules for each individual game.
5.0 Turn Sequence
Spanish Civil War Battles is played in game turns. Each turn consists of a series of "phases" in which players take actions in the sequence designated below:
A. Initiative Determination Phase
Determine which player will be the "first player" for the turn and which will be the "second player" (see scenario instructions).
B. Weather Determination Phase
Determine the weather for the turn (Rule 17.0).
C. Air Bombardment Phase (Rule 13.0)
- First player resolves air bombardments.
- Second player resolves air bombardments.
D. First Player Movement Phase (Rule 6.0)
- First player checks supply and command for movement.
- First player enters reinforcements onto the map and moves all desired units.
E. First Player Combat Phase (Rules 11.0, 12.0, 13.0)
- Both players check supply and command for combat.
- Second player assigns air units/air points for defense.
- First player assigns air units/air points for attack.
For each combat:
- First player determines if the attack will be an assault, in which case he must expend an assault point.
- First player assigns artillery to support the attack.
- Second player assigns artillery to support the defense.
- Execute any voluntary retreats (if one or both sides voluntarily retreat, the combat terminates at this point).
- Calculate the combat differential, apply any modifiers, roll the die, and then apply any combat results, including post-combat retreats and advances after combat.
The First player may then execute the next attack, if any.
F. Second Player Movement Phase (Rule 6.0)
- Second player checks supply and command for movement.
- Second player enters reinforcements onto the map and moves all desired units.
G. Second Player Combat Phase (Rules 11.0, 12.0, 13.0)
- Both players check supply and command for combat.
- First player assigns air units/air points for defense.
- Second player assigns air units/air points for attack.
For each combat:
- Second player determines if the attack will be an assault, in which case he must expend an assault point.
- Second player assigns artillery to support the attack.
- First player assigns artillery to support the defense.
- Execute any voluntary retreats (if one or both sides voluntarily retreat, the combat terminates at this point).
- Calculate the combat differential, apply any modifiers, roll the die, and then apply any combat results, including post-combat retreats and advances after combat.
The Second player may then execute the next attack, if any.
H. Advance the Turn Marker to the Next Turn
6.0 Movement
Each unit has a movement factor printed on its counter.
6.1 Movement must be from hex to contiguous hex, with no skipping of hexes allowed. Terrain costs are given on the TEC. Movement points (MPs) are never accumulated from turn to turn. A unit must have sufficient points to enter a hex, and movement allowances may never be exceeded.
6.2 Units must stop when they enter an enemy zone of control (ZOC, see Rule 8.0) and cease their movement. Units may move through other friendly units. Stacking limits may not be exceeded at the end of a movement phase.
6.3 Units may not move through or end movement on a road hex if the hex to be entered already has a friendly unit in it. The only exception is units in cities; however, units that enter city hexes containing other friendly units pay one movement point, not the road movement rate (owing to traffic congestion).
6.4 Certain units are defined as "mechanized." They may have additional movement costs and restrictions; see the TEC.
- Mechanized units include all tanks, light tanks, armored cars, German F/88 antiaircraft units and trucks (some of those unit types will not be in all of the scenarios).
6.5 Road Movement
Units moving along contiguous road hexes pay one movement point per hex entered, regardless of other terrain. Mechanized units moving along main roads pay one-half movement point per hex entered, that is, their movement is doubled while on roads. Units moving via roads (bridges) do not pay any extra movement points to cross river hex sides, and all units may cross rivers on bridges.
7.0 Stacking
Stacking is having more than one unit occupying the same hex.
7.1 The stacking limit is:
- two infantry battalions, or
- one regiment/brigade-sized unit.
Companies, headquarters (HQs), leaders (if any), and air units do not count toward stacking limits.
- Stacking (clarification): Companies count as one third a battalion for stacking; they do not stack for free; however, three tank companies count as one unit for stacking on roads (see 7.3). Headquarters do not count for stacking, as per 7.1.
7.2 Stacking applies at the end of each phase. If at the end of any phase units are over stacked, then the phasing player must eliminate any excess units in that stack (his choice).
- Units may not over stack during initial deployment.
7.3 Road Exceptions
Because units on a road hex are presumed to be strung out along the road, and because roads tended to be danger zones, stacking is not allowed in any road hex unless it is also a town/city hex. Only one unit (any size) may occupy a road hex outside of a town/city. Normal stacking limits apply to town/city road hexes.
7.4 Scenario Stacking Rules
Players should pay attention to the exclusive rules governing stacking limits during a specific scenario.
8.0 Zones of Control (ZOC)
All maneuver units with an attack value of "3" or more possess a zone of control (ZOC). Units with an attack value of "2" or less have no ZOC. Also, artillery, air and leader units do not have ZOCs.
8.1 A ZOC extends into all six hexes surrounding a unit. The presence of friendly units does not negate or otherwise mitigate the effects of an enemy ZOC in any way.
8.2 ZOCs do not extend across major rivers, or into terrain the units are prohibited from entering.
8.3 Units must stop movement when they enter an enemy ZOC. A unit may leave an enemy ZOC at the start of a movement phase. Leaving costs two additional movement points. The unit may move normally thereafter. A unit may move directly from one enemy ZOC to another if (and only if): it starts its movement in an enemy ZOC, moves directly into another enemy ZOC, and then ceases movement. That costs an additional four movement points. (Effectively, this is a one hex infiltration capability.)
9.0 Supply
Units must trace a line of supply to function at full strength and effectiveness.
9.1 Line of Supply
(1) A unit traces a Line of Supply no more than two hexes, free of enemy units and enemy ZOCs, to a road. That road, in turn, must lead to the appropriate map edge, as outlined in the exclusive scenario rules. That path must also be free of enemy units and their ZOCs. If a unit cannot do so, it is deemed out of supply. Supply can be traced through any type of terrain.
(2) Units may also trace a line of supply of two hexes to a headquarters that can then trace a line of supply (two hexes) to a road according to 9.1(1). The headquarters must be of the same formation. No more than one headquarters can be in any supply chain, and HQs cannot provide this function for other HQs.
- Note that even though mechanized units cannot cross unbridged rivers, supply paths for mechanized units may cross such rivers.
9.2 Units may voluntarily move out of supply.
9.3 Out of Supply Effects
Units out of supply have their movement and combat values halved, with fractional values rounded upward. Artillery units out of supply cannot provide any support. Supply is always determined at the start of the appropriate movement or combat phase and remains in effect for the rest of that phase. Note that the defender will determine his supply during the enemy combat phase.
9.4 Artillery and Air Units
Artillery units out of supply may not fire in any manner. Air units do not have supply considerations.
10.0 Headquarters & Command
Units must trace a proper line of command to a friendly headquarters (HQ) in order to function at full effectiveness.
10.1 Tracing Lines of Command
A line of command is six hexes from the unit to its next immediately higher echelon of command. Units are usually part of a brigade or division and therefore must trace to that HQ. To provide command, a brigade HQ must be able to, in turn, trace a line of command six hexes or less to its division HQ, and then the division HQ must trace six or less hexes to the supreme field headquarters, which is usually a corps HQ. Units must always trace to a brigade HQ first, before tracing to a division HQ (which then traces to the corps HQ).
- The line of command is six hexes, regardless of terrain.
10.11 Lines of command may not be traced through enemy units or enemy ZOC. It may be traced through otherwise prohibited terrain.
10.12 Corps HQs may not be present in certain scenarios. If there are no corps HQs, the lines of command terminate with the appropriate division HQs.
10.13 Units that do not belong to any division may trace to any HQ (within six or fewer hexes). Division level units trace to their division HQ directly, corps level units to the corps HQ.
10.14 If the top-level HQ (division or corps) is eliminated, all of the units under its command are out of command.
10.2 If a unit cannot establish a line of command, the unit is out of command. See 10.4.
10.3 Out of Command Effects
Units out of command defend normally. Their movement is reduced to half that of normal, fractions rounded up. They cannot move into an enemy ZOC; however, if adjacent to enemy units during a friendly combat phase they attack normally. There are no other effects for being out of command. The effects of supply and command are cumulative. A unit's movement rating could be quartered, and its defense halved; round up all fractions.
10.4 Headquarters are never affected by artillery barrage or air bombardment. They are affected by normal and assault combat.
10.5 Headquarters lost in combat are regenerated. Roll one die. The HQ is replaced that number of turns later. It is received in the same manner as a reinforcement. The HQs can be placed at any hex or map edge that serves as a supply source according to the exclusive scenario rules.
11.0 Combat
Combat is mandatory for units in an enemy ZOC during the combat phase.
11.1 All units in enemy ZOCs must attack, and all defending units exerting a ZOC must be attacked. This may be in any combination the attacker desires; however, the attacker must declare which units will be attacking which defenders at the start of the combat phase.
Units defending in a hex are totaled into one combined defense strength. An attacking unit may not split its combat strength, though units stacked together may attack into different hexes. Each defending unit may be attacked only once per combat phase, and each phasing unit may only attack once per combat phase.
Units with a "0" attack strength must attack, using "0" as their combat strength. So, for example, a "0" strength attacker against a "2" strength defender would attack on the "-2" line.
11.2 Attack Types
There are two types of combat by maneuver units: Normal and Assault. A player can make an unlimited number of normal attacks per turn (within other rules restrictions). A player can declare any attack an assault by expending one assault point (AP). An assault attack causes the final combat differential to be shifted one column to the right.
Units must be in supply and in command (see Rules 9.0 and 10.0) to assault. A normal attack simply allows the units to attack without the benefit of a column shift. Unsupplied and out of command units may make normal attacks only.
Each division is allocated a limited number of assaults, determined by the exclusive scenario rules. When all the allocated assaults are consumed, the units of the division can still attack via the normal method. Expending assault points is always at the player's option.
11.21 Attack Type Choice
A player may make only one type of attack, normal or assault, against a single defending hex in a single combat phase. If more than one division is participating in an assault against the same defending hex, each division must expend an assault point. Assault and normal attacks cannot be mixed in the same combat.
11.22 Assault points may never be transferred between divisions. Assault points have no effect on a unit's ability to defend (that is, a player cannot declare a defensive assault).
Example: Two units from the Republican 11th division and one unit from the 12th division attack the same hex. The type of attack selected is an assault. One assault point from each division is consumed before the attack is made. If only the 11th division were attacking, only one assault point would be consumed from its divisional track. An attack of "1, 2" differential would be increased to "3, 4."
11.3 Combined Arms Modifiers
If the attacker has a combined arms attack, he may gain a die roll modifier (DRM). In order to meet the combined arms criteria, the attacking force must contain at least one infantry unit and one armor unit. This adds +1 to the attack die roll. For example, a die roll of "6" would be read as a "7." If the attack also contains one artillery unit and one air unit, the DRM is +2.
Note the combined arms die roll modifier may be in addition to the increase in combat differential for assault. Units may be unsupplied and get the combined arms DRM.
11.4 Resolution
The combat results table (CRT) is based on strength differentials, not on the odds ratios used in most wargames. To calculate the differential, total the attacking strengths, adding in air points and attacking artillery barrage values. Then total the defending strengths, adding in defending air points and artillery. The difference between the attacking units' total and the defending units' total is found on the top row of the CRT. The attacking player rolls a die and cross-references the roll with the strength differential to find the combat result.
Be sure to take into account the type of attack, terrain modifiers, supply (Rule 9.0), artillery (Rule 12.0), air support/air points (Rule 13.0) and leader effects (Rule 14.0) when determining the final differential. Also remember any modifiers for assault and combined arms.
The CRT has three basic results, given in attacker/defender order (note that results can be applied to both the attacker and defender):
- "-" signifies no effect.
- "S" requires one unit in the stack take a step loss.
- "*" means the stack must retreat one hex.
A player can always select which of his units will be affected by a step loss if more than one is involved in the combat.
Combat Example: The attacker has a 7-8-6 infantry unit attack a defending 3-3-6 infantry unit. The difference is a +4; so use the "+3,4" column on the CRT. The attacker declares an assault, so the column is shifted one right to "5,6". A die roll of "5" results in the defender retreating one hex. Supposing the attacker had added a 1-1-12 armor unit. The difference would be +5. The assault would shift the column up to the "7, 8" column. The die roll of "5" would be modified by combined arms to "6," resulting in the defender losing a step and retreating.
11.5 Step Loss
Unless noted in the exclusive scenario rules, all units have a reduced side. When a "step loss" is required by the rules the unit counter is flipped over to the reduced side. A unit that suffers a step loss that is already reduced (has suffered from two step losses), or has no reverse side, is eliminated from the game.
11.6 Retreat
A retreat is a special form of movement conducted during combat. Retreats may be voluntary or mandated by combat results. Units that retreat are moved one hex by the owning player. Retreating units may never enter a hex containing an enemy ZOC, enemy unit or prohibited terrain. If the only retreat route is into a forbidden hex, the units are eliminated instead. Stacking limits apply, and retreating units may not over-stack; they are eliminated if they are forced to do so. Retreating attackers must retreat into the hex from which they entered the enemy ZOC (if they moved in the prior movement phase), while defenders may choose which direction to retreat.
- Remember, friendly units do not negate enemy ZOCs for retreat.
11.61 After the combat differential is determined, but before the die is rolled, either player may voluntarily retreat any or all of his forces. Attacker chooses first, then defender. Voluntary retreat before combat is chosen after the attacker has committed any artillery or air support, and/or assault points. A defending unit cannot retreat before combat if the attacker has any mechanized units in the attack (even if the defender is mechanized).
11.62 If the CRT mandates a retreat, the retreating unit(s) must retreat one hex.
11.7 Advance after Combat
Adjacent victorious units, either attacking or defending, may advance into the vacated hexes after retreats are conducted. Enemy ZOCs are ignored during such advances. Advances are conducted immediately, before moving to the next combat resolution. Units are never forced to advance. Units may not advance into or across terrain otherwise prohibited to them.
11.71 Advance after combat applies to both retreats due to combat and voluntary retreats. In the case of a voluntary retreat, the other player's units may advance only if they did not also retreat.
11.8 Neither retreats nor advances expend movement points. They are not affected by command and supply considerations.
11.9 Units may attack into terrain they could not normally enter (such as tanks across unbridged rivers). Apply normal terrain modifiers. However, units may not advance after combat into terrain they could not otherwise enter.
12.0 Artillery
Artillery units may fire a number of hexes up to their range allowance (the parenthesized number on the counter). Count the target hex but not the firing hex when calculating range. For example, an artillery unit with a range of "(8)" may fire up to eight hexes away. Artillery units may engage in combat in two ways:
(1) They may fire in support of other friendly units, attacking or defending. Support fire may be applied in either the friendly or enemy combat phase.
(2) They may attack by themselves by barraging enemy hexes. Barrage attacks may only be conducted during the player's combat phase.
12.1 Artillery units may fire only once per combat phase. They may not engage in normal or assault attacks by themselves, but may lend support to such attacks. When firing by themselves, they use the combat procedure except that it is resolved as barrage.
- Note that artillery can fire twice in a complete turn, once in the friendly combat phase (offensive support or barrage), and again in the enemy combat phase (defensive support).
12.2 An artillery unit must be in supply and in command in order to support units or conduct a barrage by themselves (see Rules 9.0 and 10.0). Unsupplied artillery may not fire at all. An artillery unit that does not belong to any division or corps may trace command to any HQ. Also, at least one of the supported units must also be in command and of the same formation.
12.3 Support Fire
Artillery units may provide support fire to other units of the same formation to which they belong (brigade, division or corps). For example, artillery designated as part of a brigade can only be used to fire support for units of that brigade, but corps artillery can support any unit in the entire corps. An artillery unit that does not belong to any division or corps may support any unit.
12.31 Support Fire in the Attack
The attacking player may add offensive artillery to a combat. Count the range from the artillery unit to the hex being attacked to determine if the artillery unit is within range. The attacker counts all firing artillery factors and adds them to his attack strength total (which can be either a normal or assault attack).
12.32 Support Fire in the Defense
The defending player may add defensive artillery to a combat. Count the range from the artillery unit to the hex being attacked to determine if the artillery unit is within range. The defender counts all firing artillery factors and adds them to his defense strength total. Defensive fire is assigned after attacking artillery is assigned to a hex.
Defensive support fire may be added only against normal and assault attacks, not to defend against a barrage.
12.33 If the attack is called off owing to voluntary retreat, any artillery or air committed to it may not switch to another hex. The support fire is converted into a barrage, instead. This is directed against any one enemy stack that was involved in the combat. The support fire is directed against the hex the enemy units occupied before the retreat and the retreated units are affected by any step loss.
12.34 If enemy units are in more than one hex, only one hex needs to be in range for support fire.
12.4 Barrage Fire
Attacking artillery units may also independently conduct barrage fire against units in a hex not being attacked by normal or assault combat in that phase. Artillery units cannot conduct barrage fire and support fire in the same phase. More than one artillery unit may combine barrage fire against the same hex in the same combat phase.
Artillery units may barrage up to their printed range value in hexes. Count the target hex but not the firing hex when calculating range. The attacker counts all firing barrage factors and adds them to form an attack strength total. Each defending unit is attacked individually with a separate die roll. Apply any normal modifiers for terrain. Units use their printed defense strength, except that artillery defends with a value of "1." Units do not receive a benefit for defending against a barrage behind a river.
12.41 Line of Sight (LOS)
An artillery unit conducting barrage fire must have a clear line of sight (LOS) to the target hex. LOS is determined by drawing an imaginary straight line between the artillery unit and its target hex. The LOS may not pass through hexes with forests/woods, towns, cities or a change in elevation. If an LOS runs along a hex vertex between two hexes, and one hex is clear and one hex is blocked, consider the LOS clear. Friendly and enemy units and ZOCs do not block LOS. An artillery unit can always fire into an adjacent hex.
- Note that LOS applies only when firing barrage, not support fire.
12.411 Spotting
Additionally, an in command unit of the same formation as the barraging artillery may "spot" for that artillery unit. In this case, trace the LOS from the spotting unit. The spotting unit may be under attack and still perform this function. In this case, artillery may fire over any type of terrain to a hex the spotting unit can trace an LOS. LOS for spotting may be up to eight hexes in clear weather turns and four in rain/mud.
12.42 Adverse results do not count against barraging artillery, and barraging artillery may never advance as a result of the barrage.
12.43 Units may not retreat before combat if attacked by barrage alone.
Example: An artillery unit with a barrage of "6" attacks a hex containing two units (one with a defense factor of "3" and one with a defense factor of "5"). There would be two die rolls, one against the "3" unit (with a differential of "3, 4"), and the other against the "5" (with a differential of "1, 2").
12.5 Artillery Under Attack
Artillery always defends against any kind of attack with a defensive value of "1" regardless of its printed values and supply state. An artillery unit that has been attacked by normal or assault combat (but not by barrage or air bombardment) may not fire support fire in the combat phase it was attacked.
Artillery units firing at an adjacent hex (support or barrage) suffer combat results along with other friendly attacking units. Artillery units defending in a hex against any kind of attack suffer results normally. Adverse results do not count against artillery attacking non-adjacent hexes. Artillery units never advance after combat.
Artillery may never fire defensive support into its own hex.
12.51 An artillery unit adjacent to an enemy unit in a friendly combat phase must attack at least one enemy unit, using either barrage or support fire. A barrage attack satisfies the requirement that all adjacent units be attacked.
13.0 Air Units & Air Points
Some scenarios will call for the use of air units, squadrons of aircraft (typically bombers) represented by game counters. Other scenarios make use of air points, a numerical representation of air power allocated to a side each game turn. Air units/points function in a manner similar to artillery.
13.1 Air Units
Each air unit may only be used once per complete turn (either offensively or defensively). Air units have unlimited range. They are never affected by combat results. There is no anti-aircraft fire or air-to-air combat (exception: see scenario special rules). Air units that provide ground support are placed in the targeted hex and their strengths are added into the final attack or defense. Air units that conduct barrage use the Air Bombardment Table as described in Rule 13.3.
13.2 Air Points
Air points, a numerical representation of total air power, may be used to provide support or conduct air bombardments. The air points a player receives for a scenario may be used each and every turn. Any number of air points, up to the current amount, may be used to conduct support or air bombardments (with each air point representing "1" combat factor). Once air points are used, subtract that amount from the current amount available for the turn. Unused points do not accumulate. They do regenerate at the start of each turn.
Example: If 10 air points are available in a turn, the player can use six to support attacks and use the other four to conduct air bombardments. At the start of the next turn, the player would have 10 air points available.
13.3 Air Bombardment
When conducting air bombardment, the player totals the strength points used (if air units are in play) or the amount of air points expended and finds the proper column on the Air Barrage Table. The player then rolls a die and consults the table for the result.
If the target is in a town/city or wooden hex, add +1 to the die roll.
A result of "1" on the Air Barrage Table indicates one unit in the hex being bombarded must take a step loss. The choice of which unit is up to the bombarding player. There is no retreat involved in air bombardment.
- Note that bombardment is resolved in the air bombardment phase, while air support is executed during the combat phases.
14.0 Leaders
A leader counter represents a special brigade, division or corps commander.
- Note: this rule is not used in some scenarios, so players can skip it.
14.1 Leaders do not count toward stacking limits and may use non-mechanized or mechanized movement in the same turn, whichever offers the best movement rate, on a hex by hex basis. They are always in supply. Leaders have no ZOC.
14.2 Units may, but are not required to, trace a line of command of no more than three hexes to a leader of the same command. That leader must, in turn, be able to trace six hexes or less to the command HQ (which may be a brigade, division or even corps HQ).
14.3 A leader stacked with any friendly attacking unit of the same command generates a +1 DRM on the CRT. If a stack that contains a leader is forced to retreat due to a combat result, attacking or defending, the leader may declare "Backs to the Wall." The stack takes an additional step loss and remains in the hex. If friendly units occupy more than one hex, the retreat is negated for all of them. The leader himself does not have to be in command to provide these bonuses.
14.4 Leaders may not attack, have no defense factor, and do not impede enemy movement in any way. They may not be taken as step loss. If for any reason an enemy unit enters a hex containing only a leader, roll one die. On a "5" or "6," the leader is eliminated. On a "1-4" the leader is placed on the nearest friendly unit. Retreating leaders follow normal retreat restrictions. Leaders are never affected by artillery barrage or air bombardment.
15.0 Reinforcements
Reinforcements are new units introduced once the game is in progress. They are moved onto the map from the appropriate map edge or hex.
15.1 Reinforcement units and entry areas are given in the exclusive scenario rules. They may not enter via a hex containing enemy units or their ZOCs. Reinforcement units pay normal terrain costs when entering the map. Reinforcements are automatically in supply and command on their phase of entry.
15.2 If all entry hexes for a reinforcement are blocked, the units enter on the turn following at the entry hex (if now unblocked), or at the nearest unblocked hex on the same map edge. There is no limit to the number of turns a reinforcement may be delayed until a suitable hex is opened. Scenarios may provide different instructions for alternative entry.
16.0 Exiting the Map
Units may exit the map during the course of play at the cost of 1 MP, and may do so from an enemy ZOC (while still paying the extra 2 MPs to move out of an enemy ZOC penalty). They are not considered eliminated for victory purposes. Usually they may not return to the map, unless specifically allowed by the exclusive scenario rules. If, however, a unit is forced to retreat off the map as a result of combat it is considered destroyed.
17.0 Weather
There are two types of weather in the game: clear and rain/mud. Roll a die during the weather determination phase: a result of 1-4 indicates clear, while 5-6 indicates rain/mud. Also, consult the exclusive scenario rules in case other weather conditions apply. The Terrain Effects Chart shows the effects of weather.
- Certain scenarios will change the die roll ranges determining weather.
Exclusive Scenario Rules
Guadalajara: The Italian Strike for Madrid
Introduction
In March 1937, Franco launched a two-pronged offensive against Madrid. The first was at Jarama (see S&T 213). The second thrust was mostly an Italian affair and was supposed to coincide with an attack south of Madrid. Bad weather delayed the Italian redeployment from Malaga and, despite the Nationalist failure at Jarama, Franco decided to go ahead, pushing toward Madrid from the northeast via the town of Guadalajara on 8 March 1937.
Use the units with a "G" marked in the upper left corners.
Player Order: The Republican player sets up first, then the Nationalists (the Nationalist forces include Italians and some Spanish Nationalists).
Initiative: The Republicans have the Initiative on Game Turns 1 and 2. Starting with Game Turn 3 initiative will switch to the other side after every turn. So the Republican player will have the initiative on turn 3; the Nationalist player will have initiative in turn 4, and so on.
Set Up
Republican (set up first):
Note: All units are from the 12th Division.
- 49th Brigade: 1st Battalion in 3506, 2nd Battalion in 3207, 3rd Battalion in 3008, 4th Battalion in 3107, HQ in Cogolludo.
- 71st Brigade: 1st Battalion in 3010, 2nd Battalion in 2911, 3rd Battalion in 2814, Alicantro Battalion in 2420, HQ in Jadraque.
- 50th Brigade: 1st Battalion in 2719, 2nd Battalion in 2623, 3rd Battalion in 2422, Alicante Battalion in 2822, HQ in Torija.
- 48th Brigade: Dimitrof Battalion 2524, all other units in or adjacent to Brihuega.
- 72nd Brigade: 1st Battalion in 2428, 2nd Battalion in 2330, all other units in or adjacent to Cifuentes.
- Other 12th Division units: 12th division HQ in Brihuega, one Cavalry Co in 2424. Other divisional assets are placed on or adjacent to hexes containing brigade HQs (at Cogolludo, Jadraque, etc.).
Nationalists:
Italian Units:
- 1st Division (Dio Lo Vuole): all units in or adjacent to Siquenza (Note: may not move until turn 5).
- 2nd Division (Fiame Nere): 6th and 7th Regiments and Tank Companies 3 and 4 within two hexes of Algora; 8th Regiment in or adjacent to 2726; 4 Ind Regiment in or adjacent to Renales; 5th Ind Regiment in or adjacent to Laranueva.
- 3rd Division (Penne Nere): start off the map.
- 4th Division (Uttorio): start off the map.
Note: Tank Cos. 1 and 2, Co. 1 of Armored Cars, Co. 1 of Motor MG and Co. 1 of Flame-Thrower Tanks are part of the 3rd Division.
Place the three unmarked artillery regiments anywhere behind the Nationalist start line.
Spanish Nationalist Units:
- 2nd Brigade/Soria xx: Regiment Sotelo (five battalions) in or adjacent to 3020; Pita Regiment (four cavalry companies) in or adjacent to 3117; Regiment Aldecda (four battalions) in or adjacent to 3113; Regiment Villalba (four battalions) in or adjacent to 3309.
Reinforcements
Republican:
- March 8: Company 1/ 2nd Tank Battalion; Espartacus Battalion; Mangada Battalion; P+M Battalion; Teruel Battalion; one cavalry company; one artillery battalion.
- March 9: 11th International Brigade (Thaelmann, Paris, Edgar, Andre Battalions, HQ, Artillery Battalion); 12th International Brigade (Garibaldi, Dombrowski, Andre Marty, HQ, artillery) at hexes 1012 or 1016; one machinegun battalion; 11th Divisional HQ; one engineer regiment; one artillery battalion; 1st Battalion/6th xx; 1st Battalion/7th xx.
- March 10: All remaining units of Pavlov Tank Brigade (five tank companies); Campesino Brigade (three battalions).
Starting with this turn, 10 Republican air points are available each turn, weather permitting. They may be used only as bombardment.
- March 11: one cavalry company/12th Division; Barceno Battalion; 65th Brigade (four battalions) and 14th Divisional HQ (enter at hex 1025); 9th Brigade (four battalions); Vega and Vochex IL-16 air squadrons; 1/35th, 2/35th Regiments.
- March 12: One artillery battalion; two cavalry companies.
Note: 20 air points are now available per turn, weather permitting. They may be used only as bombardment.
- March 13: 33rd Brigade; one cavalry battalion.
- March 14: Goy Battalion; Juventud Battalion; Huelva Battalion; Choque Brigade; 1 Infantry Regiment; one machinegun battalion.
- March 16: 70th Brigade.
All units enter at hexes 1101, 1501, 1012, unless otherwise noted.
Nationalists:
- March 9: 3rd Division enters at hex 3434.
- March 12: 1st Division may now move. In addition, on this turn all units of the 1st Division double their movement factors. 4th Division enters at 3434.
- March 13: 1st, 2nd, 3rd and 10th Independent Artillery Battalions enter at 3434.
The Nationalist player receives 15 air points each turn, weather permitting. They can be used to bombard any number of hexes per turn, but can only be used for support once per turn. No more than five (5) air points can be used in the support role, though any number may be used to bombard a hex.
See Italian Withdrawal special rule.
Attack Types
- Republicans: 12 total.
- Nationalists: 1st Division: 5; 2nd Division: 8; 3rd Division: 5; 4th Division: 2.
Victory Conditions
Nationalist VPs:
- 5 VPs for being the last to occupy both Trijueque and Brihuega.
- 10 VPs for being the last to enter Torija.
- 10 VPs for being the last to enter Valdenoches.
- 1 VP for each attack strength point that exists off of the road hex at either 1101 or 1501 leading to Guadalajara if a supply path can be traced along the road to a source.
Republican VPs:
- 5 VPs for being the last to occupy both Torrija and Trijueque.
- 10 VPs for being the last to enter any of the following: Brihuega, Palacio, Ibarra, Gajanejos, Ledanca or Masegoso.
- 1 VP for each Nationalist unit completely eliminated (5 maximum).
Add up the VPs for each side and subtract the Republican total from the Nationalist total:
| Result | Outcome |
|---|---|
| -11 or less | Republican Major Victory |
| -10 to -1 | Republican Marginal Victory |
| 0 to 9 | Draw |
| 10-19 | Nationalist Marginal Victory |
| 20 or more | Nationalist Major Victory |
Special Scenario Rules
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Command and HQs: (1) Nationalists: Italian units trace command to their divisional HQ. Spanish Nationalist units trace command to their brigade HQ. Non-divisional units trace to any friendly HQ of the same nationality. (2) Republican: Brigade units trace to brigade HQs (number to the right of the slash), if any. Brigade HQs may trace command to any divisional HQ. Non-brigade units, and brigades units with no HQ, trace to any division HQ. (3) There are no corps HQs.
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Game Turn 1: (1) Intense Italian Attacks: All Italian attacks on turn one receive a +1 DRM. All Nationalist and Italian troops are in automatic supply and command on this turn. Exception: DRM does not apply to Spanish Nationalist units. (2) Initial Surprise: On Turn 1 Republican units may not enter enemy ZOCs. Units already in enemy ZOCs may remain and attack normally.
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Weather and Effects: Game Turns 1 and 2 are automatically Rain/Mud; roll for weather normally starting on Game Turn 3. On rain/mud turns all motorized units movement is reduced per the standard rules, but the Italian 1st Division moves double its rain/mud rate on its turn of arrival (March 12). There are no air points available during rain/mud turns.
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Rivers: Motorized units may only cross a river using a road (i.e., bridge).
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Russian IL-16 Fighters: These aircraft were armed with armor piercing (AP) ammunition which had a devastating effect on the Italian armor. When these aircraft attack any armor via air bombardment, the attack is modified -2 DRM per attack. These units are in addition to any air points available.
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Supply: The Republicans trace supply to any road that exits off the south or west map edge. The Nationalists/Italians trace to any road that exits off the east or north edges.
Once a division has gone into "withdrawal" it may not change it for the remainder of the scenario.
Peñarroya: The Last Gasp
Introduction
This scenario depicts the last major offensive of the Republican army in the Spanish Civil War. The Republicans planned a quick strike against the weak Nationalist flank in the Estremadura region to force a withdrawal of enemy forces in the Cabeza de Buey. The attack was launched on 5 January 1939, and it included 40 T26 tanks, numerous BA-10 armored cars and 50,000 men.
Use the units with a "P" marked in the upper left corners.
Player Order: Nationalists set up first, then the Republicans.
Initiative: The Republicans have the initiative on Game Turn 1. Determine Initiative normally starting with Game Turn 2.
Set Up
Nationalists (set up first):
- 24th Division: 2nd FET Battalion at 3419. 8th Battalion at 3319. 14th Battalion at 3220. Other battalions set up one each at: 3718, 3819, 4021, 4223, 4325. Artillery regiment at 3817. HQ and Leader at 3817.
- 22nd Division: 4th Tab Battalion at 3518. 4th Battalion at 3119. 12th Battalion at 3220. 1st Battalion at 2921. Artillery regiment and HQ at 3115.
- 11th Division: One regiment each in 2916, 4115, and 4605. 11th Division units may not move until 5 January.
- 122nd Division: 5 January 1939: 8th Battalion at 2722. 11th Battalion at 2723. 4th Battalion at 2625. 1st Tab Battalion at 2517. One regiment at 2520.
Republicans:
- Toral Group (marked "Toral"): placed in or adjacent to 3222.
- Column F (marked "Col F"): enter at 3524.
- 22nd Corps (marked "XXII"): placed in or adjacent to 2923.
- 17th Corps (marked "XVII"): placed in or adjacent to 3822, 4022, 4123, and 4225.
Starting Air Points: Ten (10) available per turn, weather permitting, starting turn 1.
Reinforcements
Nationalists:
- January 5: Units of the 11th Division may move, but must end their movement on the Sierra Mesegara. Once there they remain there the rest of the game unless destroyed.
- January 6: All 60th Division units enter at hex 1015.
- January 7: 81st Division, 40th Division, and one antitank company enter at 4805. One cavalry brigade of the 71st Division and all units of the 74th Division enter at 3501. Second cavalry brigade of the 71st Division, all units of the 112th Division, and one AT company enter at 1015.
- January 12: Eleven (11) Nationalist air points are now available per turn, weather permitting.
Republicans:
- January 12: Group C, consisting of the 61st and 71st Divisions, enters at 3427.
Assault Points
| Nationalists | Points | Republicans | Points |
|---|---|---|---|
| 24th Division | 3 | Toral Group | 10 |
| 22nd Division | 3 | Column F | 10 |
| 122nd Division | 4 | 22nd Corps | 7 |
| 112th Division | 4 | 17th Corps | 5 |
| All other Divisions | 5 each | Group C | 5 |
Victory Conditions
The Republicans win by exiting at least three (3) regiments and one (1) tank company off the north map edge and exiting at least three (3) regiments and one (1) tank company off the south edge. Any other result is a Nationalist win.
Special Scenario Rules
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Command & HQs: Ignore references to tracing command to a brigade HQ; instead, units trace directly to divisional HQs. (1) Republicans. Units can also trace to a leader, then to a division HQ and then to a corps HQ. The Toral units need only trace to their division HQs and then to group HQ. Group C units have no division HQs and trace to Toral HQ. Units of the 22nd Corps trace to their parent division HQs and then to the corps HQ. Column F units trace to the Toral HQ. (2) Nationalists. Nationalists units have only division HQs to which to trace command. Nationalist 122nd units may trace to any HQ.
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Weather: Game Turns 1 through 4 are automatically clear. Game Turns 5 through 8 are rolled for weather as standard. Game Turns 9 through 14 are rain/mud. Standard weather should be rolled after that. Air points may not be used during rain/mud turns.
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Turn One Republican Attacks: In Game Turn 1 all attacks made by the 47th, 6th and tank/BA-10 units receive a +2 DRM.
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Supply: All Republican units are automatically in supply and in command for turns 1 and 2. Starting with Game Turn 3, Republican supply may be traced to a road that exits off the east map edge, behind the Republican start line. All Nationalist units are automatically in supply in Game Turns 1 and 2. Afterward, Nationalist units are in supply by tracing three (3) hexes to a road that exits off the north, south or east map edges.
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Terrain: All tanks and armored cars may only cross river hexsides at bridges or roads. These units may not enter any rough terrain hex unless on a road. Artillery units may only move along roads and bridges.
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Forts: A unit in a fort hex is always in supply. The final attack column is shifted one the left when forts are attacked. Only Nationalist units may benefit from using a fort. A fort is destroyed once a Republican unit enters it.