The Fall of France
The Fall of France Rulebook
Table of Contents
Table of Contents
- Rule 1 - Introduction
- Rule 2 - Game Components
- Rule 3 - Basic Game Concepts
- Rule 4 - Sequence of Play
- Rule 5 - Zones of Control
- Rule 6 - Movement
- Rule 7 - Transportation Lines
- Rule 8 - Stacking
- Rule 9 - Combat
- Rule 10 - Armor and Antitank Effects
- Rule 11 - Support
- Rule 12 - Supply
- Rule 13 - Overruns
- Rule 14 - Special Ground Rules
- Rule 15 - Unit Breakdowns
- Rule 16 - Air Rules Introduction
- Rule 17 - Airbases
- Rule 18 - Movement of Air Units
- Rule 19 - Patrol Zones
- Rule 20 - Air Missions
- Rule 21 - Air Combat
- Rule 22 - Antiaircraft
- Rule 23 - Special Air Rules
- Rule 24 - Airborne Operations
- Rule 25 - Air Replacement System
- Rule 26 - Naval Rules
- Rule 27 - Weather
- Rule 28 - Nations
- Rule 29 - Reinforcements and Replacements
- Rule 30 - Preparing for Play
- Rule 31 - Special Rules
- Rule 32 - Victory
- Rule 33 - Scenarios
- Victory Point Chart
Rule 1 - Introduction
Fall of France 2004 is a detailed simulation of the Axis campaigns of conquest in Belgium, Netherlands and France in the summer of 1940. It covers the German blitzkrieg that overran Belgium, Netherlands and France.
Rule 2 - Game Components
Players may copy portions of the rules, orders of battle, and charts for their personal use.
Rules and Order of Battle Booklets:
- This rules booklet, the Fall of France 2004 Rules.
- The Fall of France Revised Order of Battle booklet.
Maps:
- Europa Map 16A. (Second Front)
- Europa Map 17A. (Second Front)
These maps cover France, the low countries, northern Italy, southern England, western Germany, and surrounding areas at a scale of 16 miles per hex. The hexes on the maps are numbered, and specific hexes are identified by map and hex number. For example, 16A:1506 refers to hex 1506 on map 16A.
Counters:
- Europa (Fall of France)
- Europa Universal Marker Sheet
Charts:
- One Combat Results/Terrain Effects Chart.
- One Unit Identification Chart.
- One Turn Record/Map Legend Chart.
- Two game charts (one Axis, one Allied).
- One Master Sequence of Play Chart.
Dice:
- Two six-sided dice are required for play.
Rule 3 - Basic Game Concepts
A. Units
The term units, when used by itself, refers to ground units only and does not include air units. The term forces refers to ground and air units collectively.
Units are rated based on their size, type, and capabilities. Typically, a unit has a unit size, a unit type, a combat strength (or separate attack and defense strengths), a movement rating, and a unit identification. The unit identification chart displays the layout of these symbols and ratings, as well as specialized symbols and ratings.
Some overall definitions apply to units.
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Size. Units are divided into two general categories, based on their size:
- Divisional Unit. Any unit with the division or divisional grouping symbol, except for headquarters.
- Non-Divisional Unit. Any unit smaller than a divisional unit: brigades, regiments, battalions, cadres, and headquarters.
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Class. Units are divided into three general classes, based on their types:
- Non-Motorized. All unit types listed as non-motorized on the unit identification chart. For example, a cavalry unit is non-motorized.
- Artillery. All unit types listed as artillery on the unit identification chart. Note that for game purposes antiaircraft and antitank units are not artillery. For example, a siege artillery regiment is an artillery unit.
- Combat/Motorized. All unit types listed as combat/motorized on the unit identification chart. For example, an armored brigade is a combat/motorized unit. In addition, any unit type that has the motorized symbol used in conjunction with its unit type symbol is combat/motorized. For example, an antitank battalion that also has the motorized symbol is a combat/motorized unit.
Note: "Combat/motorized" is abbreviated "c/m" in the rules. "Non-c/m" units are those that are not combat/motorized: all non-motorized units and all artillery units that are not combat/motorized.
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Regimental Equivalents. A regimental equivalent (RE) measures the size of a unit. REs are also used for any marker or other game feature that needs its size specified. RE sizes are as follows:
- 1/2 RE: Each transport counter, battalion or point of position AA.
- 1 RE: Each brigade, regiment, cadre, or divisional headquarters.
- 3 REs: Each divisional unit.
B. Sides
- Axis. The Axis player controls the forces and owns the territory of the Axis nations: Italy (Italian armed forces) and Germany (German Army, Luftwaffe, and Waffen-SS).
- Allied. The Allied player controls the French forces (Metropolitan, African, Colonial, Foreign Legion, Czech and Polish units) and owns the territory of France, plus the forces of the British Empire (British Army, Canadians, and Royal Air Force).
- Neutral. Luxembourg, Belgium, and Netherlands start the game neutral and are controlled by neither player. Luxembourg, Belgium, and Netherlands may join the Allies. A country that joins one side has its forces controlled and territory owned by that side's player.
C. Game Mechanics
- Fractions. Unless stated otherwise, always retain fractions. For example, half of 7 is 3 1/2.
- Cumulative Effects. Unless stated otherwise, all effects to units' strengths and all modifications to die rolls are cumulative. Example: A unit halved in strength twice is quartered in strength.
- Die Rolls. All rolls requiring two dice are identified as such in the rules. All other rolls require only one die.
- Accumulation. Each player receives various abilities on a turn by turn basis. The player may not accumulate these abilities from turn to turn unless the rules specifically allow this. For example, the Allied player may move 10 REs of units by rail per turn (per Rule 7A2). The Allied player cannot accumulate this ability from turn to turn. For example, if the Allied player does not move any units by rail in a turn, he cannot move 20 REs in the following turn.
D. Ownership
A player owns a hex if: 1) his units occupy the hex, 2) his units exert an uncontested zone of control into the hex, or 3) his units were the last to occupy or exert an uncontested zone of control (ZOC) into the hex. (Zones of control are defined in Rule 5. A unit with a ZOC has an uncontested ZOC in a hex if the hex is neither occupied by nor in the ZOC of an enemy unit.)
ZOCs alone do not gain ownership of enemy-owned cities or airbases. To gain ownership of a hex containing an enemy owned city or airbase, a friendly unit must occupy the hex.
By itself, a 1/2 RE sized unit cannot gain permanent ownership of a hex. When entering an enemy-owned hex, such a unit owns the hex only as long as it occupies the hex; upon leaving the hex, ownership reverts to the other player. It takes at least 1 RE of units (including, for example, two battalions together) or an uncontested zone of control to gain permanent ownership of a hex.
E. Geography
The game map shows national borders at the start of World War II (1 September 1939) and changes that occurred during the war. The international borders show the September 1939 borders, and the internal borders show internal divisions of certain nations.
The following terms are used:
- A major city is any partial hex, full hex city or multi-hex city.
- Greater Germany consists of the territory within the 1939 German borders. This territory, formerly part of the nation of Austria, is divided into two internal regions, which have no effect on the play of the game. For brevity, Greater Germany is called Germany in these rules.
- Italy refers to all of the Italian peninsula.
- French North Africa (offmap holding box).
- France consists of the territory within the 1939 French borders.
- Belgium consists of the territory within the 1939 Belgium borders.
- Netherlands consists of the territory within the 1939 Dutch borders.
- Switzerland consists of the territory within the 1939 Swiss borders.
- Great Britain consists of the territory within the 1939 United Kingdom borders.
- Maginot Line consists of the fortresses adjacent to the Luxembourg and German border from hex 16A:2026 to 16A:2622. The fortified hex sides, hex 16A:2623 to 16A:3227, adjacent to the Rhine river are not part of the Maginot line.
Rule 4 - Sequence of Play
The game is played in a series of game turns. Each game turn consists of an Axis player turn followed by an Allied player turn.
A. Sequence
Each player turn consists of the following phases.
- Initial Phase. The phasing player receives reinforcements. Both players determine the supply status of their units.
- Movement Phase. The phasing player moves his ground units. Both players may fly air operations.
- Combat Phase. The phasing player resolves attacks made by his units.
- Exploitation Phase. The phasing player moves his c/m units.
The Master Sequence Of Play Chart shows the sequence of play in detail.
B. Phasing
During the Axis player turn, the Axis player is the phasing player and the Allied player is the non-phasing player. During the Allied player turn, these roles are reversed.
C. Restrictions
Unless noted otherwise, activities may not be conducted outside this sequence. The activities mentioned above are explained in the following rules.
Rule 5 - Zones of Control
The zone of control (ZOC) of a unit represents the control a unit exerts over surrounding terrain. ZOCs affect many activities in the game, as covered in the appropriate rules.
A unit exerts a ZOC through the six hexsides of the hex the unit occupies into the six surrounding, adjacent hexes. A unit prohibited from entering a specific terrain type or crossing a specific type of hexside does not exert a ZOC into that hex or through that hexside. For example, a unit prohibited from entering mountain hexes does not exert a ZOC into any mountain hex. (Rule 6 covers prohibited terrain in detail.)
Every divisional unit has a ZOC. Non-divisional units do not have ZOCs. For example, an infantry division has a ZOC, but an infantry regiment does not.
A unit with a ZOC may temporarily lose its ZOC, depending upon certain activities. For example, a unit which uses administrative movement (Rule 6B) loses its ZOC. When a unit undertakes such an activity, it loses its ZOC as specified in the rule. A unit which loses its ZOC does not have a ZOC for any game purpose until it regains its ZOC.
Rule 6 - Movement
All phasing units may move during the movement phase. All phasing c/m units may move during the exploitation phase. The phasing player may move any or all of his units in the appropriate phases, but he is never required to move any unit.
A unit's movement allowance is the number of movement points (MPs) the unit may normally spend in a movement or exploitation phase. A unit may move up to the limit of its movement allowance, as restricted by terrain, ZOCs, and supply.
A unit spends MPs as it moves from hex to hex. For each hex entered, the unit spends a varying amount of MPs, depending upon the type of terrain in the hex being entered. The terrain effects chart lists the movement effects of hexes: c/m and artillery units use one set of costs, other units use another set of costs, and exceptions use a third set of costs. For example, the following units entering a mountain hex spend: 6 MPs for an artillery unit, 3 MPs for an infantry unit, and 2 MPs for a mountain unit.
A unit must spend MPs to cross hexsides that have MP costs listed on the terrain effects chart. The MP cost to cross a hexside is in addition to the cost to enter a hex, as shown by the plus sign (+) in front of the cost. For example, it costs a unit 2 MPs to cross a narrow straits hexside, in addition to the cost of the hex it is entering.
A unit may not enter a prohibited hex or cross a prohibited hexside. Prohibited terrain is listed as such on the terrain effects chart. For example, no unit may cross a karst hexside. In general, a unit may not enter a hex occupied by an enemy unit. Exceptions to this are covered in the appropriate rules.
A unit may always move a single hex (except into or across prohibited terrain) in a phase in which it may move. To do so, the unit spends all of its MPs and enters an adjacent hex, even if the cost to do so exceeds the number of MPs the unit has available that phase. It may move through enemy ZOCs when using this one hex movement ability. A unit may not spend MPs for any other purpose (such as breaking a rail line) when using this ability.
Lack of supply can affect movement as described in Rule 12E. Overruns (Rule 13) may occur during movement. Units may also move by special forms of movement, as covered in separate rules: rail movement (Rule 7A), air transport (Rule 20F), naval transport (Rule 26).
A. ZOCs
When a unit exits a hex that is in an enemy ZOC, it must spend a number of MPs to leave the hex, in addition to the terrain costs of movement. The ZOC costs are given on the ZOC movement costs table.
B. Administrative Movement
During the movement phase (only), a unit may use administrative (admin.) movement. Admin. movement allows a unit to move faster than regular movement, but imposes restrictions on the unit. A unit pays half the regular MP cost of terrain when using admin. movement.
For example, a unit using admin. movement to move on a road during clear weather pays 1/2 MP per hex.
A unit using admin. movement is restricted:
- It may not spend MPs for any purpose except admin. movement, rail movement, and naval transport.
- If it has a ZOC, it loses its ZOC for the entire movement phase.
- It may not start or move adjacent to an enemy unit during the entire movement phase in which it uses admin. movement.
- It may not enter an enemy-owned hex.
- It may not enter a mountain hex, cross a mountain hexside, or cross a major river hexside unless it is moving on a road.
Rule 7 - Transportation Lines
There are two types of transportation lines: railroads and roads. A unit may use a transportation line only when it moves in hexes directly connected to one another by the line.
A. Railroads
Units may move by rail on rail lines. There are two types of rail lines: high-volume and low-volume. For rail movement, the only difference between the lines is their effect on rail capacity.
Note: All adjacent hexes of a multi-hex city are connected by high-volume rail lines.
Units of the phasing player may use rail movement only in the movement phase. A unit moving by rail moves at an accelerated rate, ignoring regular terrain costs. To use rail movement, a unit must be on a rail line.
When using rail movement, a unit is restricted, in that:
- It may not enter or leave a hex in an enemy ZOC. However, an enemy ZOC (including its MP costs) in a hex is negated for rail movement purposes (only) if a friendly unit with a defense strength greater than zero occupies the hex throughout the movement phase. This unit must start in the hex and may not leave the hex during the movement phase. (ZOCs are covered in Rule 5.)
- It may move by rail only in rail hexes that were friendly owned at the start of the player turn, and only if a line of such rail hexes can be traced from the unit to a friendly owned rail marshaling yard (see Rule 7A1).
- If it has a ZOC, it loses its ZOC from the instant it starts to move by rail to the end of its rail movement.
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Rail Marshaling Yards. Each dot city, major city hex, standard port, major port, and great port on a rail line is a rail marshaling yard. Rail marshaling yards have an initial rail capacity value as follows: dot cities and standard ports 1 RE, and major city hexes and major and great ports 2 REs. If a hex contains both a city and a port that qualify as rail marshaling yards, the capacity of the yard is the greater of the two values.
For example, a hex containing a dot city (1 RE) and a major or great port (2 REs) would have a rail marshaling yard with a capacity of 2 REs. Rail marshaling yards are used for the purposes of rail nets (Rule 7A5) and bombing (Rule 20G1a).
Some rules require two rail marshaling yards or cities to be connected to one another. They are connected if a rail line of any length can be traced between them; this line is traced in the same manner as the road / rail element of a supply line (Rule 12B2) except that it may only be traced along rail lines.
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Operational Rail Movement. A unit may use operational rail movement, moving several hexes for each MP spent, as given on the Rail Movement Rates Table (on Game Play Chart 1). Unless prohibited by other rules, a unit may combine operational rail movement with other forms of movement in a movement phase. For example, a unit could move overland to a rail line, move by rail to a port, and then embark at the port to move by naval transport.
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Strategic Rail Movement. Due to limited nature of the rail nets involved, this rule is not used in Fall of France.
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Capacity. For each rail net (see below), each player has a rail capacity, which is the maximum number of REs that he may move by rail in a turn on that net. Cavalry and c/m units that move by rail count double their RE size against rail capacity. For example, an infantry regiment moving by rail counts as 1 RE, while a tank regiment counts as 2 REs.
If a unit uses a low-volume rail line at any time during its rail movement, it counts double its RE size against rail capacity that turn. Note that the size of c/m and cavalry units is doubled twice, once for being c/m or cavalry and once for using a low-volume line.
B. Roads
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General. A unit moving along a road pays the MP cost for clear terrain for each hex it enters; the actual terrain costs for hexes entered and hexsides crossed are ignored. Road movement has the same limitations as regular movement. For example, a unit moving along a road must spend additional MPs to exit a hex in an enemy ZOC. Roads may be used in both the movement and exploitation phases. In addition to the roads printed on the map, each rail line is also a road. Even when a unit is prohibited from using a railroad in a hex, it may still use the rail line there as a road.
Note: Roads may not be broken.
C. Bridges [Optional Rule]
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Ownership. A road or rail line crossing a river, canal, or major river hexside is a bridge. A player owns a bridge if he owns both hexes adjacent to the bridge hexside or if he was the last to do so. A player may not use a bridge unless he owns it.
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Demolition. Ground units may demolish a bridge by spending 4 MPs in either hex adjacent to the bridge to do so. More than one unit may spend movement points to demolish a bridge. Air units may demolish a bridge by bombing as described in Rule 20G2j.
A demolished bridge may not be used for any movement purposes, such as road movement, rail movement, admin movement, etc. For example, an infantry unit using a road to cross a river and enter a woods hex during clear weather normally pays 1 MP to do so; it must spend 3 MPs to do so if the bridge is destroyed (1 MP for the river and 2 MPs for the woods hex).
Supply lines may be traced across a demolished bridge without penalty.
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Repair. A demolished bridge may be repaired (Rule 14A2m), and a bridge may be used in the turn it is repaired.
Rule 8 - Stacking
A. Stacking Limit
Only a limited number of units may stack in a hex.
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Regular. The maximum regular stacking limit for a hex is:
- Three units of any unit size and unit type, plus
- Three REs of non-divisional units of any unit type, plus
- Two artillery units.
Examples: Each of the following combinations could stack in a hex: a) Three divisions, three mountain brigades, and two artillery regiments; b) three divisions, two mountain brigades, and three artillery regiments; c) one division, five cavalry regiments, and two artillery regiments.
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Mountain. The maximum stacking limit for a mountain hex is:
- Two units of any unit size and unit type, plus
- Two REs of non-divisional units of any unit type, plus
- One artillery unit.
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Special. Transport counters (Rule 14I) and position AA units (Rule 22A2) never count against stacking limits.
B. Effects
The stacking limit is in force at the end of each movement, combat, and exploitation phase. A player may not move his units so that they violate the stacking limit in any hex at the end of these phases. If, as a result of combat, a unit must retreat in violation of stacking, it must continue to retreat until the stacking limit is no longer violated. If it cannot do so, it is eliminated instead.
The stacking limit of a hex is also the limit on the number of units that may attack that hex from an adjacent hex.
Example: Units in two clear terrain hexes attack enemy units in a mountain hex. Since the hex under attack is a mountain hex, only units up to the mountain stacking limit may attack the hex from each of the two clear hexes, even though more units may be stacked in these hexes.
The stacking limit is not in force in the initial phase, when reinforcements and replacements enter play. Reinforcements and replacements may enter play in violation of the stacking limits during the initial phase, but only if the stacking limit will not be violated at the end of the following movement phase.
C. Corps/Army Markers
Players may use corps/army markers to help with stacking in congested portions of the map. Each player has a number of these markers, which have identifications and unit types, together with matching boxes on the game charts. To use a corps/army marker, simply remove a stack of units from the map, place a corps/army marker in its place, and place the stack in the marker's box on the game chart. Corps/army markers are used only for convenience for stacking; they do not increase the stacking limit of a hex or otherwise affect the play of the game. All units in a marker's box are treated for all purposes as being in the hex occupied by the marker.
Rule 9 - Combat
During the combat phase, the phasing player's units may attack adjacent enemy units. In this phase, the phasing player is the attacker and the non-phasing player is the defender.
A. Procedure
An attack consists of one or more phasing units attacking a hex that contains enemy units. In a combat phase, the attacking player may make a series of attacks, one after another, in any order. Attacking is voluntary; units are not required to attack.
For each attack, follow this procedure:
- Total the modified attack strengths of all units attacking an adjacent enemy-occupied hex. Terrain, supply, and support, as explained in later rules, can modify the attack strengths of units. To this total, add the bombing strength of any ground support bombing in the hex.
- Total the modified defense strengths of all units in the attacked hex. Terrain, supply, and support can modify the defense strengths of units. To this total, add the bombing strength of any defensive support bombing in the hex.
- Calculate the combat odds ratio. Compare the total attack strength to the total defense strength in the form attacker:defender. Round this ratio down in favor of the defender to correspond to a combat odds ratio on the combat results table. For example, an attack strength of 34 attacking a defense strength of 9 is 34:9, which rounds down to 3:1.
- Determine the combat result. Roll one die, and modify the number rolled by all appropriate terrain, armor/antitank, cooperation limits (Rule 31H) and special effects. Cross-index the adjusted die roll with the odds column to get the combat result. The combat result affects the units involved in the combat; implement it immediately.
B. General Restrictions
The following general restrictions apply to combat:
- No unit may attack or be attacked more than once per combat phase.
- No unit may attack into a prohibited terrain hex or across a prohibited terrain hexside.
- All units defending in a hex must be attacked collectively, with their defense strengths combined. Units in a hex may not be attacked individually.
- Each attack must be against the units occupying a single hex. Two or more enemy-occupied hexes may not be attacked in a single attack. Note that units stacked in the same hex may attack into different hexes, but even in this case, each attacked hex requires a separate attack.
- A unit may not split its attack strength so as to attack more than one hex.
- The stacking limit of the attacked hex limits the number of units in each adjacent hex that may attack the hex (see Rule 8B).
- Any attack at odds higher than 9:1 is resolved at 9:1 odds.
- Any attack at odds less than 1:4 is an automatic AE (attacker eliminated) result.
C. Combat Results
Combat results may affect the attacking units, the defending units, both sides, or neither side. When a combat result occurs, the owning players immediately apply it to their affected units.
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AE: Attacker Eliminated / DE: Defender Eliminated. Eliminate all affected units: reduce any unit with a cadre strength to its cadre strength; remove from play all other units. Retreat units reduced to cadre.
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AH: Attacker Half Eliminated / DH: Defender Half Eliminated. Eliminate units so that at least half of the total strength (attack strength for the attacker, defense strength for the defender) of the affected units is eliminated. All surviving affected units must retreat.
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AR: Attacker Retreats / DR: Defender Retreats. Retreat all affected units.
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AS: Attacker Stopped. The attack is inconclusive; neither side takes losses or retreats.
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HX: Half Exchange. Eliminate the side with the lower printed combat strength (or the defender if both sides are equal in strength). Retreat units reduced to cadre because of this result. From the other side, eliminate units so that the total strength loss at least equals one half the total strength loss of the eliminated side.
Example: An attack of 15 attacking strength points against 10 defending strength points results in an HX result. The defender, being the weaker side, eliminates his 10 strength points. The attacker must eliminate at least 5 points.
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EX: Exchange. Eliminate the side with the lower printed combat strength (or the defender if both sides are equal in strength). Retreat units reduced to cadre because of this result. For the other side, eliminate units so that the total strength loss at least equals the total strength loss of the eliminated side.
Example: An attack of 15 attacking strength points against 10 defending strength points results in an EX result. The defender, being the weaker side, eliminated 10 strength points. The attacker must eliminate at least 10 strength points.
D. Losses
Calculate all combat losses using the printed strengths of the involved units. Terrain, supply, and support may modify strengths for combat resolution, but these factors are not considered for losses. When determining losses, always use the attacker's attack strengths and the defender's defense strengths. Air units may aid units in combat (Rules 20G2b and c). However, the bombing strengths of air units are not included when determining losses. Air units are never eliminated due to ground combat resolution.
E. Cadres
Various divisional units can take losses in combat and remain in play at reduced strengths. These units have cadres printed on the back of their counters. When such a unit is eliminated in combat, it is reduced to its cadre instead of being removed from play. When calculating the total strength loss in a combat, the strength of a divisional unit reduced to a cadre is counted fully. For example, an 8 strength point division reduced to a 3 strength point cadre is counted as a strength loss of 8, not 5.
F. Movement After Combat
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Retreats. When a unit must retreat, the owning player moves it one hex away from the hex it occupied during combat, in accordance with the following priorities:
- to a hex not in any enemy ZOC and not in violation of stacking.
- to a hex not in an enemy ZOC but in violation of stacking.
- to a hex in an enemy ZOC (regardless of stacking). A unit that retreats to a hex in an enemy ZOC is reduced to a cadre if it has a cadre. If it does not have a cadre (or already is a cadre) it is eliminated.
When a unit violates the stacking limit, it must continue to retreat, per the above priorities, until it reaches a hex where it does not violate the stacking limit. If it cannot do this, it is eliminated.
A unit with no retreat route except into or across prohibited terrain or into enemy-occupied hexes is totally eliminated, even if it has a cadre.
Defending units retreating to a friendly-occupied hex that is subsequently attacked in the same combat phase contribute nothing to the defense of the hex. These units are affected by the combat result of the attack, but their combat strengths are not counted at all for any exchange purposes.
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Advances. Attacking units may advance after combat into the attacked hex, up to the stacking limit, if the attack clears the hex of enemy units. Advance after combat is voluntary. The units must advance immediately upon resolution of the attack, before any other attack is resolved. Defending units may not advance after combat.
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German Retreat Ability. Use the following exception to the rules on retreats (Rule 9F1). German c/m units (only) ignore enemy ZOCs when retreating, if they retreat to a friendly-occupied hex. If they retreat to a hex unoccupied by friendly units, they are affected by enemy ZOCs as normal. Note: Only German c/m units have this special retreat ability. All other units, including units stacked with German c/m units, do not have this ability.
G. Zero Strength Units
A unit with an attack strength of 0 may not attack by itself. It may participate in an attack made by other units, whereupon it is affected by the results of the attack (including advance after combat).
A unit with a defense strength of 0 is automatically eliminated when attacked, unless it is stacked with at least one unit with a defense strength greater than 0.
A unit with a combat strength of 0 is subject to all limitations of this rule.
H. Terrain Effects
The terrain of the defender's hex and the terrain of the hexside across which the attack is made may affect combat resolution.
The combat effects column on the terrain effects chart summarizes these effects. AEC refers to armor capabilities, as explained in Rule 10. In general, terrain may affect combat by halving or quartering some or all of the attacking units or by applying modifications (such as -1) to the die roll used to resolve the attack.
I. Required Losses
Certain units with special combat abilities are required to take losses under some circumstances if their special abilities are used. (The special abilities and whether required losses are incurred are covered in later rules.) If such units use their special abilities in a combat that results in losses to their side, at least half of all losses must be taken from these units, if possible.
Example: In an attack, the attacker used full AEC to modify the attack and obtained an exchange against the defender. The defender lost 20 strength points in the exchange; the attacker must lose the same amount. Since required losses are incurred when 1/2 or more AEC is used (Rule 10H), half of the losses (10 strength points) must be taken from units capable of 1/2 or more AEC that participated in the attack.
Rule 10 - Armor and Antitank Effects
Various unit types have armor and antitank capabilities, as summarized on the unit identification chart.
A. Categories
- AEC: Armor Effects Capability. AEC expresses the ability of an attacking or defending unit to use armor effects.
- ATEC: Antitank Effects Capability. ATEC expresses the ability of a defending unit to use antitank effects when the attacker has armor effects.
B. Values
Armor and antitank effects are calculated on a proportional basis, using regimental equivalents. To calculate the proportion, a player must know the value of each of his involved REs. There are four possible values a unit may have.
- Full. Each RE of the unit is counted as fully capable. For example, a German panzer division (3 REs) has as 3 REs of AEC.
- Half. Each RE of the unit is counted as one half capable. For example, a French armored division (3 REs) is counted as 1 1/2 REs of AEC; its remaining 1 1/2 REs are counted as having no AEC.
- Neutral. The REs of the unit are not counted when determining the proportion. For example, the 1 RE of a French artillery regiment is not counted when determining ATEC.
- None. All REs of the unit are counted in the proportion as having no capability.
C. Proportions
To calculate the proportion in a category, total the number of REs that have a capability. Divide this number by the number of non-neutral REs involved. Express the resulting proportion as a fraction. For example, if two German infantry divisions (6 REs, no AEC), one panzer division (3 REs, full AEC), and one motorized infantry regiment (1 RE, neutral and hence not counted) are attacking, then three out of a total of nine REs have AEC, for a fraction of 1/3.
Use the proportion to determine the die roll modification to combat. If the proportion is less than one seventh (1/7), then there is no die roll modification.
- AEC in the Attack. When the AEC proportion of the attacking units is at least one seventh but less than one half, the die roll modification is +1. When the AEC proportion is at least one half but less than one, the die roll modification is +2. When the AEC proportion is one, the die roll modification is +3.
- AEC in the Defense. When the AEC proportion of the defending units is at least one seventh but less than one half, the die roll modification is -1. When the AEC proportion is one half or greater, the die roll modification is -2. The defender may not use AEC in a combat if the attacking units have (or are capable of) one half or more AEC. In this situation, the defender may use ATEC but not AEC.
- ATEC. ATEC is used only when the attacking units have (or are capable of) one half or more AEC. Note that ATEC is used if the attacking units are capable of one half or more AEC, even if the attacking units do not (or cannot) use AEC. When the ATEC proportion is at least one seventh but less than one half, the die roll modification is -1. When the ATEC proportion is at least one half but less than one, the die roll modification is -2. When the ATEC proportion is one, the die roll modification is -4.
Example 1: A panzer division, two infantry divisions, and three artillery regiments are attacking in clear weather. The artillery units are AEC neutral and are not counted. Of the nine REs for the proportion, three of which are AEC. The proportion is 1/3, which is over 1/7 but less than 1/2. Thus, 1 is added to the die roll.
Example 2: One French tank cadre (1 RE) and one infantry cadre (1 RE) are defending in clear weather. The light tank unit is 1/2 AEC, giving a total of 1/2 RE of AEC in this case. There are two REs for the proportion, one half of which is AEC. The proportion is 1/4; 1 is subtracted from the die roll.
D. Cumulative Effects
In an attack where the attacker has AEC and the defender has AEC or ATEC, the modifications to the die roll are cumulative. For example, if the attacker is full AEC (+3) and the defender is full ATEC (-4), the net modification is -1.
E. Half Capability
Any unit listed as half capable in a category may be treated as neutral in that category, at the owning players option.
F. Neutral Restriction
A player may have up to twice the number of neutral REs as he has of full and half capable units. Neutral units in excess of this limit are treated as having no capability instead of being neutral.
Example: One panzer division, two motorized divisions, and three artillery regiments are attacking. Of the total of twelve REs, three are AEC and the remaining nine are neutral. However, only six (twice three) of these may be used as neutral; the remaining three are considered to have no capability. Thus, there are six REs for the proportion, of which three are AEC. The proportion is 1/2.
Note that for this rule, all REs of half-capable units are counted. For example, 2 REs of neutral units may be used without penalty to armor effects in conjunction with a 1 RE unit having 1/2 AEC.
G. Terrain
The terrain effects chart lists several terrain types as no AEC. This means that AEC may not be used by a unit attacking into such a hex, attacking across such a hexside, or defending in such a hex. ATEC is unaffected and may be used in such a hex if the attackers are capable of one half or more AEC, even though AEC may not be used due to the terrain.
Example: A British armored brigade is attacking a German heavy antiaircraft regiment in a dot city. Due to the dot city, the attacking unit may not use AEC. Since the armored brigade is capable of one half AEC or more, the defender may use ATEC. Thus, the die roll is modified by -4, due to the full ATEC capability of the defending unit.
H. Required Losses
If the attacker used 1/2 or more AEC in an attack, at least half of all losses to the attacker as a result of the attack must be taken from units capable of at least 1/2 AEC. If the defender used 1/2 or more AEC or ATEC defending against an attack, at least half of all losses to the defender as a result of the attack must be taken from units capable of at least 1/2 AEC or ATEC, respectively.
Rule 11 - Support
All units possess an intrinsic combat ability as given by their printed combat strengths. However, certain units are unable to use their strengths fully by themselves, due to a lack of supporting arms. These units are unsupported units.
Most units have supporting arms. These units are:
- All divisional units.
- All artillery units.
- All divisional headquarters.
- All units with the self-supported indicator (a black dot) in the upper left area of their counters.
All other units are unsupported. An unsupported unit has its combat strength halved as long as it remains unsupported. A supported unit provides support to all friendly unsupported units in its hex, unless the supported unit has the self-supported indicator. Units with the self-supported indicator do not provide support to other units.
Artillery units with the self supported indicator do not provide support to other units and stacked by themselves are subject to the restrictions of rule 14B.
When defending, the unit providing support must be in the same hex with the units it is supporting. When attacking, the unit providing the support must participate in the same attack as the units it is supporting, as well as being in the same hex with them.
Rule 12 - Supply
Supply affects the abilities of units in movement and combat. Units operate to their full extent if they are in supply; they operate less effectively if they are out of supply.
A. Supply Lines
The supply conditions of units depend upon the tracing of supply lines. A supply line may not be traced into a hex occupied by an enemy unit, into a hex in an enemy ZOC unless the hex is occupied by a friendly unit, into a prohibited terrain hex, or across a prohibited terrain hexside.
B. Tracing Supply
Both sides check the supply and isolation status of their units during the initial phase of each player turn, after all reinforcements and replacements appear. Units out of supply at this time are out of supply throughout the entire player turn.
A unit is in supply if a supply line can be traced from the unit to a supply source. The supply line may have four elements: overland, truck, road, and railroad (both high and low volume railroads).
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Overland. The overland element of a supply line may be traced to a truck, a road, a railroad, or a supply source. An overland supply line may be traced through both friendly and enemy owned hexes. The maximum length of this line is 7 hexes.
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Truck. The truck element of a supply line may be traced from a truck to a road, a railroad, or a supply source. The line may be traced to a road only if the unit's road element has not yet been traced. The maximum length of a truck supply line in hexes is 3 hexes. (Trucks are described in Rule 14J.)
Each mountain, forest, unfrozen swamp, and wooded rough hex counts as 2 hexes when tracing a truck supply line. When a truck supply line is traced across a major river hexside, this hexside itself counts as 1 hex against the length of the supply line. These penalties do not apply if the truck supply line is traced along a road.
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Road. The road element of a supply line may be traced to a railroad or a supply source. The maximum length of this line is 7 hexes. A road supply line may only be traced in friendly-owned territory.
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Railroad. The railroad element of a supply line may be traced to a supply source. It may only be traced in friendly owned territory. It may be traced an unlimited length along high volume rail hexes, but it may be traced through only a maximum of 7 low-volume rail hexes. Rail breaks do not block the tracing of the rail element.
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Terrain and Supply Lines. Each mountain, swamp, and wooded rough hex counts 2 hexes when tracing overland or truck supply lines (see Rules 12B1 and 12B2). When tracing an overland/truck line across a major river hexside, this hexside itself counts as 1 hex against the length of the supply line. These penalties do not apply if the overland/truck line is traced along a road.
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Isolation. A unit is isolated if the owning player cannot trace a line of communication (LOC) from the unit to a road or rail hex from which a supply line can be traced to a full or restricted supply source. An LOC may be up to 14 hexes in length and is traced the same as an overland element of a supply line. (Rule 12B1)
C. Supply Sources
Each side has its own supply sources, as listed below. A supply source may be used only by its own side and only if that side owns it.
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Full Supply Sources. Any and all units of a player may use a full supply source of that player, without restriction. Full supply sources are:
- German: Any major city in Germany.
- Italian: Any major city in Italy or any transportation line on the south edge of the map in Italy.
- French: Any hex of Paris or any two connected major cities. Two major cities are considered to be connected if an unobstructed path can be traced along transportation lines between the two cities.
- Belgium: Any major city in Belgium or any French source of supply.
- Dutch: Any major city in the Netherlands or any French source of supply.
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Restricted Supply Sources. A restricted supply source places limits on the nationality of units that may use it. Restricted supply sources are:
- British: Any of the following cities: Brest, Cherbourg, St. Brieuc, or St. Nazaire is a supply source for British units (only).
- French: Any hex of the Maginot line which has not been captured. See Rule 31A5 for restrictions.
Once the Axis player owns a British restricted supply, it no longer functions as a supply source, even if recaptured by the original owner.
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Supply by Air or Sea. Transport air units may fly supplies to airbases and may air drop supplies, as covered in Rule 20F. Naval transport points may land supplies at ports, as covered in Rule 26. Air and naval transport carry REs of supplies. When supplies arrive at a hex by air or naval transport, note the amount of supplies delivered in the hex, by writing down the hex number and the REs of supply there or by placing hit markers in the hex equal to the REs of supply there. Supplies delivered to a hex by these methods remain there for the next two initial phases; they are removed at the end of the second initial phase. For example, if Luftwaffe transports land supplies in a hex in the Axis air phase of the May II 40 turn, the supplies remain in the hex through the Allied initial phase and player turn of May II 40 and to the end of the Axis initial phase of Jun I 40. A unit may use friendly REs of supply if it can trace an overland supply line to the REs. Each RE of supply provides supply for 1 RE of units. For example, 2 REs of supply in a hex provides supply for up to 2 REs of units. If an enemy unit gains ownership of a hex containing REs of supply, these REs of supply are immediately eliminated.
D. Supply Effects
This rule covers the effects of supply on ground units. For the effects of supply on air units see Rule 23I. Note: The Supply Conditions Summary (on Game Play Chart 1) summarizes the effects of supply on ground units.
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In Supply. A unit in general supply operates normally.
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Out of General Supply. A unit out of general supply has its abilities restricted, depending upon the number of consecutive turns the unit is out of general supply. A turn out of general supply consists of two consecutive player turns. (Example: An Allied unit is first judged to be out of general supply in the Axis initial phase of the Jun I 40 game turn, and remains out of general supply thereafter. Its first turn out of general supply (at U-1 general supply state) consists of the Jun I 40 Axis player turn and the Jun II 40 Allied player turn.) Use supply status (U-1, U-2, etc.) markers to mark the turns units are out of general supply. Note that some of these markers are printed in red and some in black; use the black ones to mark units whose supply state changes during an Axis initial phase and red ones to mark units whose supply state changes during an Allied initial phase.
a. 1st Turn out of General Supply (at U-1 general supply state). On the first turn out of general supply, a unit has its attack strength quartered for combat and halved for overrun if (and only if) the unit is isolated (see Rule 3F2). On the first turn out of general supply, a c/m unit (regardless of isolation status) has its movement rating halved. A unit's attack strength is halved for combat. A unit's defense and AA strengths, armor/antitank capabilities, and (for a non c/m unit) movement rating are unaffected.
b. 2nd and Subsequent Turns out of General Supply (at U-2 or later general supply state). On the second and subsequent turns out of general supply, a unit, (whether isolated or not) including intrinsic AA, has its attack strength quartered for combat and halved for overrun, and has its defense strength, AA strength, and movement rating halved. The unit is no longer capable of armor/antitank effects; it is treated as having no capability for AEC and ATEC calculations.
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Elimination from Lack of General Supply [Optional Rule]. During each initial phase starting with the fourth turn out of general supply (at U-4 or later general supply state), the unit is checked for elimination if it is both out of general supply and isolated (Rule 3F2) at that time. (It need not have been isolated in the preceding turns.) For each unit, roll one die and consult the Success Table (on Game Play Chart 6):
E. Resource Points
Resource points are used for various purposes, such as construction of forts and permanent airfields and to increase a player's rail capacity. A resource point counter is used as a marker for resource points. The owning player may freely build up or break down his resource point counters at any time, as long as the total number of resource points in each hex does not change. For example, a player may break a 3-point resource point counter down to three 1-point counters.
A resource point does not count against stacking, does not have a combat strength, and does not have a ZOC. Such an item is ignored when combat or overrun occurs; it is never eliminated or retreated as a result of such actions. The phasing player may voluntarily eliminate any of his resource points at any time during his player turn.
Friendly-owned supply/resource items in a hex captured by the enemy may either be destroyed or captured. The player capturing the hex rolls one die for each resource point in the hex and consults the Success Table (on Game Play Chart 6):
A Success result means the item is captured. Any Failure result means the item is eliminated.
A resource point has no intrinsic movement ability. Instead, a resources item may be moved by operational rail and air and naval transport as described below. If using Optional Rule 12E2, resource points may also be carted by other ground units as described in that rule.
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Air, Naval, and Rail Transport. Resource items may move by operational rail movement (Rule 7A2), and use rail capacity according to their RE size, and spend MPs as if they were a 10 MP unit when doing so. Transport air units and naval transport points (NTPs) may transport resource points as covered in rule 20F and 31.
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Cartage by Ground Units (Optional Rule). A ground unit may cart (carry) up to its RE size in resource points.
A unit carrying resource points has 1 MP deducted from its movement rating. When a movement rating is to be halved, this MP is deducted first. Note that a unit can carry resource points and use admin. movement.
When advancing or retreating (Rule 9F), units may carry resource points up to their maximum limits.
Rule 13 - Overruns
Phasing units may overrun enemy units in the movement and exploitation phases. The phasing player performs an overrun by moving units into a single hex adjacent to the enemy units to be overrun; the overrunning units may not exceed the stacking limit of the hex. All overrunning units must be able to enter the hex being overrun.
The overrunning units must have a total attack strength sufficient to achieve at least 10:1 odds against the enemy units; the odds are computed in the same way that combat odds are, taking all terrain, supply, and support modifications into account except for defensive air support. Defensive air support (Rule 20F2c) is ignored for overrun purposes. Units being overrun immediately lose their ZOCs.
Each overrunning unit must spend MPs sufficient to enter the hex being overrun, paying all terrain, ZOC, and overrun MP costs. (Note that ZOC costs are not paid due to units in the hex being overrun, but are paid due to enemy units in adjacent hexes.) Overrun MP costs must be paid by each unit participating in an overrun, as given on the overrun MP costs table. The units in the hex being overrun are completely eliminated and removed from play (even if they have cadres), and the overrunning units may advance into the hex.
This advance is optional, but each overrunning unit must spend the required MPs even if it does not advance. After executing an overrun, the units may continue moving if they have sufficient MPs. A unit with insufficient MPs to pay the full MP cost for an overrun may not participate in the overrun, even if it has not moved at all in the phase. Overrunning units may use the road movement rate when executing an overrun if all other considerations for road movement are met.
A unit with a defense strength of 0 may be overrun at 12:1 odds by any unit with an attack strength greater than zero.
Rule 14 - Special Ground Rules
A. Engineers
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Construction. Construction engineers and other construction units have a variety of construction abilities, as described below.
A construction unit may build a fort in any clear or rough hex, except one already containing a fortification. The unit begins building a fort during its initial phase and must be in supply. (Place a fort under construction marker on the unit to show the construction.) It takes one game turn to build a fort.
For example, if a fort is begun during the Allied initial phase of the Jun I 40 turn, then it will be completed in the Allied initial phase of the Jun II 40 turn. (When completed, flip the fort under construction marker at the bottom of the stack in the hex.) If the construction unit leaves the hex at any time before the fort is built, the fort marker is removed from the map.
A construction unit may build a permanent airfield in any clear or rough hex (including such hexes containing other features such as reference cities or forts), except one already containing a permanent airfield. A permanent airfield is built in the same manner as a fort, taking one turn to build.
During the movement phase, a construction unit may build a temporary airfield in any clear or rough hex except one already containing any airfield. The unit must be in supply, and the airfield costs 6 MPs to build. Unlike a permanent airfield, a temporary airfield remains on the map only if there is a construction unit in its hex at all times. (The unit need not be the one that built the airfield.) If there is no construction unit in the hex, the airfield is removed from play.
Note that a permanent airfield may be built in a hex containing a temporary airfield. In this case the temporary airfield is removed from the map when the permanent airfield is completed.
A construction unit may repair damaged ports, bridges, airbases, and rail lines. In all cases, the general procedure is the same: the unit must spend a number of MPs in the hex of the item to be repaired. It costs a construction unit 2 MPs to remove one hit from an airbase, 4 MPs to remove one hit from a port, 4 MPs to repair a bridge over a minor river or canal, 8 MPs and a resource point must be spent (in the manner specified in Rule 14A1), and 4 MPs to remove a hit from a damaged rail line.
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Resource Point Cost. The owing player must spend one resource point for each fort or permanent airfield he builds. To begin construction, the player must trace an overland-element supply line from the construction unit to the resource point being used for construction. The resource point is spent when the units begins construction. If the construction is not completed, for any reason, the resource point is not recovered.
The 0-2-5 construction brigades count as two construction units for the purpose of quick construction.
Note: Construction of an item that takes one turn with normal construction must always be begun in the initial phase, even if quick construction is used.
- Motorized Limit. A c/m construction unit may not use its construction abilities in the exploitation phase.
B. Artillery
Artillery units do not defend with their full strength unless the number of non-artillery REs in a hex at least equals the number of artillery REs there. All artillery units in excess of this number defend with a total strength of 1.
Example: A player has three 2-3-8 artillery regiments and one 2-6 infantry regiment defending in a hex. Since only 1 RE of non-artillery units is in the hex, only one artillery regiment may defend using its full defense strength. The other two artillery units defend with a total strength of 1. Thus, the defense strength of the hex is 6.
Artillery units do not attack with their full strength unless the number of non-artillery REs participating in the attack at least equals the number of artillery REs. All artillery units in excess of this number attack with a total strength of 1.
C. Siege Artillery Units
A siege artillery unit has its attack strength doubled when attacking a major city hex or any fortification with a combat effect that halves or quarters the attacker (per the Fortifications Effects Chart).
D. Long-Range Siege Artillery
A long-range siege artillery unit is a siege artillery unit (per above), with an attack range of two hexes. When firing at two hex range, it is not subject to any combat results, may not advance after combat, and may not be included in exchange calculations. Long-range siege artillery may not attack by itself when firing at two hex range; it may only attack if units adjacent to the defending hex are attacking as well. When firing at one hex range (i.e. adjacent to the defending hex), long-range siege artillery is subject to combat results.
E. Headquarters
A headquarters unit has only a movement rating; its combat strength is 0. A headquarters unit is 1 RE in size, has heavy equipment, and does not have a ZOC. A headquarters is c/m if its unit type symbol is a c/m one. A headquarters is automatically AEC and ATEC neutral, regardless of the AEC and ATEC capabilities of its unit type symbol.
F. Mountain Units
Any unit with the mountain symbol as part of its unit type symbol is a mountain unit. Mountain units have movement and combat advantages in certain types of terrain, as summarized on the terrain effects chart. These abilities are in addition to any other abilities of the unit. A mountain artillery unit would use its mountain movement rate when moving through mountain terrain.
G. Fortress Units
Any unit with the fortress symbol (alone or with other symbols) is a fortress unit. In addition to the usual stacking limits, one fortress unit may be stacked in any hex containing a printed fortification.
H. Heavy Antiaircraft
A heavy AA unit does not have its attack strength halved when attacking across a fortified hexside or into a major city.
I. Transport Counters
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General. A transport counter (TC) has only a movement rating, and, in place of a unit size, a capacity in REs; its combat strength is 0. A TC is a c/m unit, has a RE size equal to half its capacity (but note that this would be doubled for purposes of rail movement and naval transport as a TC is a c/m unit), has heavy equipment, never has a ZOC (not even in the hex it occupies), never counts against the stacking limit (but any units it is carrying do count against the limit), and is ignored when calculating any combat proportion (AEC, ATEC, combat engineers, etc.). TCs can carry other units (and thus enhance the movement abilities of those units) as described below. Note that a TC cannot carry supply / resource items. Also note that a TC is not required to carry units and may move independently of any unit.
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Carriage of Units. TCs use their transport capacities to carry units. A TC's transport capacity is the maximum number of REs of units the TC may carry. For example, a 1-RE-capacity TC may carry up to 1 RE of units. A TC may carry nonmotorized and artillery units, in the movement and exploitation phases (only). Note that TCs cannot carry units during the combat phase and cannot ever carry c/m units.
The units to be carried by a TC in a phase must start the phase stacked with the TC and cannot have spent any MPs for any purpose during the phase (such as for construction, repair, or demolition in the starting hex). The TC then carries the units until the end of the phase. A TC and the units it is carrying are treated as if they were a single unit for all movement, naval transport, and MP expenditure purposes (only); this "single unit" uses the TC's c/m movement rating (the units being carried cannot use their own movement ratings), and has a size (for rail movement and naval transport purposes) equal to the size of the TC plus the size of any units the TC may be carrying. Note that the TC and any units it is carrying remain separate units (with their normal abilities) for all other purposes. For example, a unit with a ZOC does NOT lose its ZOC when carried by a TC. Special: A unit may not use its construction abilities (if any) while being carried by a TC.
J. Trucks
A truck counter has a movement rating but no combat strength; it is treated as a 0-strength German combat/motorized unit. It does not count against stacking and does not have a ZOC. For transport purposes, it is 1 RE in size and has heavy equipment. A truck may move in the exploitation phase.
A truck may be used to extend supply lines, as a source of supply, and to carry resource points, as described in the supply rules. Note: Trucks are different from the transport counters; they may not be used to combat/motorize or otherwise carry ground units.
K. Restricted Movement Units
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Rail only units. A unit with the printed movement rating of "R" may not move except by rail movement. In combat, it may attack an adjacent hex per the standard combat rules; however, it may not advance after combat. A rail-only unit required to retreat may retreat only to a hex it could enter using rail movement. If there is no such hex available, the unit is eliminated instead. Note that if a rail-only unit is in a hex when the rail line is broken, the unit may not leave the hex until after the line is repaired. If required to retreat from such a hex due to combat, the rail-only unit is eliminated instead. Rail only units do not use the rail capacity of the network.
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Zero Movement Units. A unit with the movement rating of 0 cannot move from the hex it occupies. It cannot be transported by air or naval transport. It cannot retreat and is eliminated if required to do so.
L. German Commandos
Commando units were in their infancy in 1940 and were specifically trained to seize bridges during the surprise offensive of May I 1940.
The commando unit may attempt to seize an enemy owned bridge when it enters the hex adjacent to the bridge hexside. If there are no enemy units in either hex adjacent to the bridge hexside then the attempt is automatically successful. If there are units in either of the hexes adjacent to the bridge, consult the Success Table:
- A success result means the attempt succeeded.
- A Failure means the attempt failed.
The Axis player may only attempt to seize a bridge during the May I surprise turn.
A seized bridge immediately becomes owned by the Axis player. During the combat phase, any one German unit may attack across this hexside without being affected by the terrain effects of the river, canal or major river hexside the bridge spans. Only one unit (of any size) may benefit from this; other units attacking across the hexside are affected by the hexside as normal.
Rule 15 - Unit Breakdowns
Various divisional units may break down into component units. These component units may subsequently assemble to form the divisional unit.
A. Procedure
A phasing divisional unit may break down into its component units at the start of its movement phase. There is no MP cost to break down. Remove the unit from the map and place its breakdown components in its hex. The stacking limit may be violated when a unit breaks down, as long as the limit will not be violated at the end of the phase.
A phasing divisional unit may be assembled at the end of its movement phase, if its component units are stacked in the same hex at that time. Remove the component units from the map and place the unit in the hex.
C/m divisional units may break down and assemble during the exploitation phase the same as in the movement phase.
B. Game Charts
Each player's game chart shows which divisional units may break down and lists their component units. The charts detail, by nationality, unit type, and unit ratings, all allowed breakdowns. Divisional units not listed on this chart may not break down. A player may not break down more units than there are breakdown counters provided in the counter mix.
A divisional unit may break down into supported components or into a headquarters and unsupported components.
Example: A German 7-6 infantry division may break down into three supported 2-6 infantry regiments or into an infantry division headquarters and three unsupported 2-6 infantry regiments. When a unit is broken down, place its counter in the appropriate box on the game charts.
C. Breakdown Combinations
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General. Most divisional units do not have specific breakdown counters. Instead, lettered breakdown counters of the appropriate nationality and unit type are used. Each set of lettered breakdown counters may be used to break down one divisional unit at a time.
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Specific. Certain divisional units have specific breakdown counters; these units are identified on the game charts. Such a unit may break down using only its specific breakdown counters, and these breakdown counters may not be used to break down any other unit.
Rule 16 - Air Rules Introduction
A. Air Units
Air units are illustrated on the Unit Identification Chart (UIC).
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Types. There are three basic categories of air units: fighters, bombers, and transports. Each category contains several specific air unit types, as shown on the Unit Identification Chart. For example, the fighter category contains both fighters (type F) and heavy fighters (type HF).
Unless otherwise noted in the rules, rules about "fighter," "bomber," and "transport" pertain to all air unit types within their respective categories. For example, a rule describing the abilities of fighters applies to all fighter types.
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Prefixes. Air unit types may have a prefix, as listed on the UIC. For example, a type NF is a night fighter: type F (fighter) and prefix N (night-capable). A prefix modifies, but does not change, the category of an air unit. For instance, a night fighter (type NF) is still a fighter. Unless indicated otherwise in the rules, any ability of a category in general or a type in specific includes all prefixes for that type or category. For example, a rule applying to type F air units applies to F and NF.
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Codes. Air units may have one or more codes, as listed on the Unit Identification Chart. Codes denote certain specific or special capabilities of air units. For example, a type B with a code V is a bomber that may carry antishipping torpedoes.
B. Concepts
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Operational Status. An air unit may be at one of four operational statuses:
- Operative: The air unit is capable of flying a mission during the current player turn. An operative air unit will be "face up" (ratings side up) at an airbase.
- Inoperative: The air unit cannot fly a mission. It has flown a harassment bombing mission in the previous player turn; has already flown a mission during the current player turn; or cannot fly a mission due to airbase capacity limits. An inoperative air unit will be "face down" (with "Inop." displayed) at an airbase. An inoperative air unit will usually become operative in the next initial phase.
- Aborted: The air unit has been aborted (due to damage from such causes as air combat or AA fire) and cannot become operative again until regrouped or repaired. An aborted air unit will be placed off-map in the appropriate aborted air units box on the owning player's Game Chart 1.
- Eliminated: The air unit has been eliminated (due to extensive damage from such causes as air combat or AA fire) and cannot become operative again until replaced. An eliminated air unit will be placed off-map in the appropriate eliminated air units box on the owning player's Game Chart 1.
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Terms. The following general terms are used:
- Target Hex: The target hex of an air unit is the hex in which it is to perform its mission. For example, the target hex of a bomber flying the ground support mission is the hex occupied by the enemy units to be bombed.
- Flight group: A flight group consists of one or more air units flying missions to a target hex in an air operation.
C. Air Activities Phasing
Air missions occur "on demand" in individual air ops. The air missions rule (Rule 20) lists, by individual mission, which missions are eligible to be flown in air ops that can occur in the various phases of the player turn. The Air Mission Eligibility Summary on the Master Sequence of Play summarizes this. Air ops occur in each player turn, as follows:
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Initial Phase. The following air activities occur in the initial phase of each player turn, in this sequence:
- The phasing player performs all air replacement activities: regrouping, reinforcements, replacements, conversions, withdrawals, transfers, and deactivations (Rule 25).
- After permanent airfields are built (Rule 14A1), all inoperative air units (of both players) become operative. Exception: Air units that flew harassment bombing missions in the previous player turn do not become operative; see Rule 20G2d.
- As air units become operative at an airbase (per step 2 above), the owning player checks the airbase's current capacity. If the number of air units present at the base exceeds its current capacity, the player immediately makes inoperative sufficient air units so that the base's capacity is not exceeded. For example, if an airbase currently has a capacity of 1, and there are 2 air units there, the owning player makes 1 air unit there inoperative.
- Both players may fly combat air patrol air ops (CAP). The non-phasing player may fly harassment bombing air ops.
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Movement Phase. Players fly any eligible air ops during this phase "on demand:" at any time during the phase they wish.
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Combat Phase. Before any ground combat is resolved, the following occurs in the combat phase, in this sequence:
- The non-phasing player flies defensive air support (DAS) air ops.
- The phasing player flies ground support (GS) air ops.
Ground combat is resolved after all DAS and GS air ops are initiated. As players resolve ground combat, GS and DAS air units resolve their missions and return to base.
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Exploitation Phase. Players fly any eligible air ops during this phase "on demand" at any time during the phase they wish. At the end of this phase (which is the end of the player turn), both players return to base all of their fighters still flying combat air patrol (CAP) air ops.
D. Air Operation Sequence
Unless otherwise stated for a particular mission, air ops are resolved as they are initiated, in the following air op sequence. In general, one player, the initiating player, initiates an air op and flies one or more missions to a target hex, and the other player, the reacting player, flies interception missions. The following general restrictions govern air ops:
- One player, the initiating player, announces that he is initiating a specific air op. Should both sides wish to initiate an air op at the same time, the phasing player first initiates an air op, and, when that operation is over, the non-phasing player then may initiate an air op (he may decide not to do so, for example, the outcome of the phasing player's air op may have removed the reason for the non-phasing player to initiate an air op). Continue to alternate air ops between the two sides until both sides no longer wish to initiate air ops at the same time.
- An air op consists of the initiating player flying one or more missions to a particular target hex. Until the initiating player's air units reach the target hex, the player is not required to reveal the target hex to the opposing player.
- The initiating player flies one or more missions to the air op's target hex and may fly escort missions for his flight groups. The player may not fly missions to any other target hex during this air op. The particular missions the player may fly in an air op are restricted by mission type and phase. For example, in the combat phase, the phasing player may fly ground support air ops (only). In a GS air op, only air units flying the GS bombing mission and fighters flying the escort mission may fly.
- The other player, the reacting player, may fly interception missions against the initiating player's air units. The reacting player may also have eligible fighters already flying CAP missions intercept the initiating player's air units. The reacting player may not fly any other missions during this air op.
- After the missions are resolved and air units return to base (see below), the air op is over. Once the operation is over, a player may initiate a new air op. (Note that the same player could initiate a new air op, and could even select the same target hex as the previous operation.)
- Unless specifically stated otherwise in a rule, the following conditions apply to air ops: 1) Only one air op can occur at the same time. 2) Once an air op is initiated, all other game activities are paused until the op is resolved. An air op is resolved in the following sequence.
- Mission Movement Step. The initiating player initiates the air op and flies all air units that will fly missions in the air op. In general, these air units will fly to the operation's target hex. (Escorts do not necessarily fly all the way to the target hex, as explained in the escort mission, Rule 20B.)
- Interceptor Movement Step. The reacting player may fly interception missions to the operation's target hex.
- Air Combat Resolution Step. Players resolve air combat between their air units.
- Mission Resolution Step. Transport and bombing missions are resolved as follows: a. Mission Declaration Substep. The initiating player declares the specific transport or bombing mission (Rules 20F and 20G) his air units are flying. For bombing missions, the player also specifies the specific targets of the bombing air units. b. AA Fire Substep. The reacting player resolves any antiaircraft (AA) fire against the initiating player's air units flying transport and bombing missions. c. Mission Results Substep. The initiating player resolves his transport and bombing missions.
- Air Unit Return Step. Both players return to base all air units flying missions. Air units returning to base immediately become inoperative (unless stated otherwise in the rules for specific missions).
Rule 17 - Airbases
Air units take off from and land at airbases. When not flying a mission, an air unit must be on the ground at a friendly-owned airbase.
A. Airbase Capacity
The capacity of an airbase is the number of air units that may become operative at that airbase in each initial phase (see Rule 16C1). There is no limit to the number of operative air units that may take off from an airbase. There is no limit to the number of air units that may land or be present at an airbase. Exception: Air units may not take off from or land at an airbase if its capacity is currently 0.
Airbase capacities are shown on the Airbase Summary (on Game Play Chart 2). (Note that the summary shows that the airbase capacity of a major city hex is 3, a change from the 6 it was in previous Europa games.) The total airbase capacity of a hex is the sum of the capacities of all the features in the hex. For example, the capacity of a hex containing an improved fortress and a 3-capacity permanent airfield is 4.
B. Air Unit Escape
When an enemy ground unit gains ownership of an airbase hex, each air unit there (whether operative or inoperative) attempts to escape. When an airfield is removed from play for any reason or being abandoned (Rule 17D below), each air unit there (whether operative or inoperative) attempts to escape. Roll a die for each air unit attempting to escape and consult the Air Unit Escape Table (on Game Play Chart 2):
- On an Air Unit Escapes result, the air unit escapes, flying a transfer mission (see below).
- On an Air Unit is Eliminated result, the air unit does not escape. The air unit is eliminated; place it in the appropriate eliminated air units box on the owning player's Game Chart 1.
After rolling for all air units at the airbase, the owning player immediately conducts a series of air ops for the escaping air units. Each escaping air unit may have its own air op, or several may fly in the same air op (if they all have the same target hex). The air op follows the standard air op sequence (Rule 16D), with the escaping air units flying transfer missions (Rule 20A). An operative air unit that escapes becomes inoperative upon landing during the air return step. An inoperative air unit which escapes becomes aborted upon landing during the air return step; place it in the appropriate aborted air units box on the owning player's Game Chart 1. If there is no friendly-owned airbase within transfer range, an escaping air unit is automatically eliminated.
C. Airbase Capture
All enemy airbases except temporary airfields may be captured and used. An enemy airbase is captured when a friendly ground unit gains ownership of the hex. A captured airbase immediately becomes a friendly airbase and may be used from the instant of its capture.
D. Airbase Damage
Airbases may be damaged due to a variety of causes. Use hit markers to show airbase damage. Each hit of damage on an airbase reduces its capacity by 1. No airbase may be damaged beyond its capacity. Damaged airbases may be repaired (Rule 14A1).
Ground units may damage the capacity of an airbase by spending MPs to do so in the airbase's hex. For every 2 MPs spent by a ground unit, the airbase takes one hit of damage.
Airbases may also be damaged due to bombing (Rule 20G2a). At any time during his player turn, the phasing player may abandon any friendly-owned airfield (permanent or temporary) at zero capacity, removing it from play.
Rule 18 - Movement of Air Units
Air units fly to their target hexes using movement points. An air unit's movement rating is the basic number of MPs the air unit has. The air unit's movement rating may be modified, depending on its mission. This modified movement rating is the air unit's range for the mission: the maximum number of MPs the air unit may use when flying to its target hex. An air unit always spends 1 MP for each hex it enters.
Air units flying missions fly in flight groups. A group can consist of one or more air units. As a group moves to its target hex, other flight groups (which are flying missions to the same target hex) can merge with the group. In any hexes along the path to the target hex, flight groups may join with or split off from the flight group. All air units flying in a flight group move together as a stack. Air units may fly to their target hex in any number of flight groups; it is not required that all air units flying to the same target hex fly in a single group.
Note that air units may have spent differing amounts of MPs when they join a particular flight group. If necessary (although it should rarely be needed), use status markers to keep track of MPs for individual air units in a flight group.
Air units flying missions return to base during the air unit return step of the air mission sequence. Unless stated otherwise, an air unit has the same range (modified movement rating) when returning to base as it did when flying to its target hex. If there is no friendly-owned airbase within range when an air unit must return to base, the air unit is immediately eliminated.
Rule 19 - Patrol Zones
This rule is not used in Fall of France 2004.
Rule 20 - Air Missions
Operative air units may fly any of several missions, depending upon their air unit types. The missions are described in detail below. Each mission lists which air unit types may fly the mission, what their ranges are, when the mission may be flown, and what the effects of the mission are. An air unit may fly only one mission per player turn.
A player announces the mission of each of his air units when it takes off. For a transport or bombing mission, the player simply announces that the mission is transport or bombing; he does not have to announce (or even decide upon) the specific type of bombing or transport mission at this time. He decides (and announces) which specific bombing and transport mission is being flown during the mission declaration substep of the air op.
A. Transfer
Any air units may fly transfer missions during the movement and exploitation phases. Special: An air unit may fly a transfer mission pursuant to an air unit escape attempt (Rule 17B) during any phase. An air unit's transfer range is four times its printed movement rating (not the three times its printed movement rating it was in previous Europa games).
An air transfer mission is flown in a series of legs from airbase to airbase, until the final destination is reached. Each leg has its own target hex and is resolved using the air op sequence (Rule 16D). The target hex of a leg is a friendly-owned airbase within transfer range. In the air return step of a leg, transferring air units land at the airbase in the target hex, and may immediately fly another leg. The air units continue to fly legs until the final destination is reached, whereupon the air units land there and become inoperative in the air return step.
B. Escort
Fighters may fly escort missions during any air op initiated by their owning player. A fighter's escort range is its printed movement rating. During an air op, the initiating player may fly escort missions. Escorts (fighters flying this mission) guard friendly air units flying other missions in the operation from interception.
An escort flies to any hex within its escort range. It may fly by itself or by joining a flight group. An escort does not have to fly to the target hex of the air op (and the target hex may be outside its escort range). If it does not fly to the target hex, it immediately returns to base and becomes inoperative when it reaches the limit of its range. If it does fly to the target hex of the operation, it participates in the rest of the air op sequence, guarding friendly air units there.
C. Interception
Fighters may fly interception missions during any air op initiated by the enemy player. A fighter's interception range is one half its printed movement rating (round fractions down). However, a fighter's interception range cannot exceed 8 hexes. For example, a Me 109E fighter (7F5 1/7) has an interception range of 3 hexes.
During an air op, the reacting player may fly interception missions. Interceptors (fighters flying this mission) fly to the air op's target hex, to engage enemy air units in air combat.
D. Patrol Attack
This rule is not used in Fall of France 2004.
E. Combat Air Patrol (CAP)
Fighters may fly combat air patrol missions during any initial, movement, or exploitation phase. A fighter's CAP range is its printed movement rating. The target hex of a CAP mission can be any hex within CAP range of the fighter.
For fighters flying CAP missions, follow the standard air op sequence (Rule 16D) until the mission resolution step is reached. At this time, the air op is suspended. The CAP fighter remains in its target hex, and the owning player may assign it to another air op later in the same player turn. During the mission movement step of a subsequent air op, the owning player may (but is not required to):
- Switch the CAP fighter to the escort mission (Rule 20B), if the fighter's hex is the target hex of an air op by the owning player. Example: During the initial phase of a player turn, the Axis player flies a CAP fighter to Lille (16A:1030), which is currently owned by the Allied player. During the combat phase of the same player turn, the Axis player initiates a bombing air op, with Lille as the target hex. He may thus switch the fighter in Lille's hex from CAP to escort.
- Switch the CAP fighter to the interception mission (Rule 20C), if the fighter's hex is the target hex of an air op by the enemy player.
- Once a CAP fighter switches missions (per above), it participates in the rest of the air op using the appropriate mission rules. Exception: When returning to base, the fighter uses its CAP range. If a CAP fighter is in the target hex of an air op, and the owning player does not switch it to escort or interception (per above), then the CAP fighter is ignored for all purposes for the rest of the air op.
At the end of each player turn, the players return to base all of their fighters still flying CAP missions.
F. Transport
Transport air units may fly transport missions, during their phasing player's movement and exploitation phases. Exception: The air drop transport mission may only be flown during the phasing player's movement phases.
An air unit's transport range is its printed movement rating. Transports may carry ground units & supply items, as their cargo. A transport must be "in supply" (Rule 12D1) to transport supply points. Transports cannot, however, carry any ground unit that has heavy equipment. Transports have the following cargo capacities.
A type T air unit has a cargo capacity of 1 RE of ground units or 4 REs of supply for regular transport. A type T air unit has a cargo capacity of 0.5 RE of ground units for airborne operations. The cargo to be carried must be present at the transport's airbase when the transport mission is initiated. Since transport missions can occur in the movement phase, note that the cargo may move to the airbase prior to its air transport in that phase. Once cargo is air transported in a player turn, however, it may not move or spend MPs for the remainder of that player turn.
A unit loses its ZOC while it is being air transported. Air combat, and antiaircraft fire that affects a transport also affect its cargo. If a transport is eliminated, its cargo also is eliminated. If a transport is aborted or turned back, its cargo returns to base with the transport. Two or more transports may combine to carry cargo. When doing so, a result to any one of the transports also affects the cargo. Always use the most severe result to the transports as the effect upon the cargo. For example, if one transport is turned back and the other eliminated, then the cargo is eliminated. There are two types of transport missions: regular transport and air drop.
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Regular Transport. The target hex of a regular transport mission can be any friendly-owned airbase within transport range. The mission is resolved per the standard air op sequence. The transport lands its cargo at the target hex during the mission resolution step. It returns to base in the air return step, and cannot carry cargo at this time.
Alternatively, a transport may fly a one-way regular transport mission, with a range twice its printed movement rating. In this case, the target hex of the mission can be any friendly-owned airbase within the one-way transport range. During the mission results substep of the mission resolution step, the transport ends its mission at the airbase, landing there with its cargo. It cannot fly during the air return step.
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Air Drop. Transports may air drop air-droppable units, only. (Air-droppable units and airborne landings in general are covered in Rule 24.) Note that resource points, supply and infantry replacement points cannot be air dropped.
The target hex of an air drop involving a ground unit may be any hex within transport range except for the following terrain types: prohibited terrain, mountain, forest, or wooded swamp. The target hex may be enemy-owned, in enemy ZOCs, and/or occupied by enemy units.
A transport air drops its cargo during the mission results substep of the mission resolution step.
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Air Landing. The German 22nd Air Landing Division is a unit specially trained to use transport aircraft to secure and reinforce paratroop airborne operations.
The target hex of an air drop involving a ground unit may be any hex within transport range except for the following terrain types: prohibited terrain, mountain, forest, or wooded swamp. The target hex may be enemy-owned, in enemy ZOCs, and/or occupied by enemy units.
A transport lands its cargo during the mission results substep of the mission resolution step. Each transport that participates in the Air Landing mission must roll for losses per Rule 24F.
G. Bombing
Any air unit with a bombing strength greater than zero may fly bombing missions. Air units may fly bombing missions as follows:
- During their phasing player's movement and exploitation phases: any bombing mission except ground support (GS), defensive air support (DAS), or harassment.
- During their phasing player's combat phase: GS bombing missions.
- During the enemy player's initial phase: harassment bombing missions.
- During the enemy player's movement phase: naval interdiction bombing missions.
- During the enemy player's combat phase: DAS bombing missions.
- Unless stated otherwise, an air unit's bombing range is its printed movement rating.
The target hex of a bombing mission is any hex within bombing range that contains a bombing target. Bombing targets vary by bombing mission, as explained below. Air units bombing a target in a hex may bomb it individually, or some (up to all) may combine their bombing strengths to make a single bombing attack. Exceptions to this general case are given in the specific bombing missions.
Unless otherwise stated below, bombing missions are resolved during the mission results substep of the mission resolution step. Several bombing missions require the use of the Bombing Table (on Game Play Chart 2) to resolve bombing attacks. For each such attack, use the bombing strength column that most closely matches (without exceeding) the bombing strength of the attacking air units. (If the bombing strength is less than 1, the attack automatically misses.) For example, a bombing attack with a strength of 8 points would use the 5 column. Roll one die and modify the number rolled with the appropriate modifiers on the Bombing Table. Cross-index the bombing strength column with the modified die roll to obtain a result. There are two possible results: M (miss) and H (hit). A miss has no effect on the target. A hit affects the target, as described in each bombing mission. Terrain, and bombing mission type may affect bombing strengths.
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Strategic Bombing. The following missions may be flown by air units with strategic bombing strengths greater than zero.
a. Rail Marshaling Yards. The target of this mission is an enemy-owned rail marshaling yard (rail marshaling yards are defined in Rule 7A1).
Consult the Bombing Table for each bombing attack made against the target. Each hit reduces the rail capacity of the enemy rail net containing the yard by the lesser of either 2 REs or the current capacity of the yard, for the enemy player's next player turn. For example, if a rail marshaling yard originally with a capacity of 2 REs has a current capacity of 1/2 RE (due to being captured and recaptured during play), then only 1/2 RE of rail capacity is lost on the net when a bombing hit is achieved on the yard. Also, a hit on the yard breaks the rail line in the hex, if it is not already broken.
The rail-capacity decrease is only for the enemy player's next initial turn; it is not permanent. The rail break, however, is permanent until repaired (Rule 14A1). Only a limited number of hits are allowed per yard in a player turn: 2 per yard with a current capacity of 2 or more REs, and 1 per yard with a current capacity of less than 2 REs. Hits in excess of a yard's limit have no effect.
b. Ports. The target of this mission is any enemy-owned port. Consult the Bombing Table for each bombing attack made against the target. Each hit damages the port. Mark each hit achieved on the port with a hit marker. (Ports are covered in detail in Rule 26A3.)
d. Terror Bombing. The target of this mission is any enemy capital. Consult the bombing table for each terror bombing attack. Consult the Bombing Table for each bombing attack made against the target. Each hit earns the Axis player 1 victory point (Rule 32C2). Only 6 terror bombing hits are allowed per eligible city per game (note that this is per game and not per game turn, and includes terror bombing hits inflicted by tactical bombing per Rule 20G2g). Hits in excess of this limit have no effect.
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Tactical Bombing. The following missions may be flown by air units with tactical bombing strengths greater than zero.
a. Airbases. The target of this mission is any enemy-owned airbase. A fighter's tactical bombing strength is increased by 1 (prior to any other modifications) when flying this mission. For example, a fighter with a tactical bombing strength of zero would have a strength of 1 when flying this mission. Consult the Bombing Table for each bombing attack made against the target. Each hit hits both the airbase and any one air unit (bombing player's choice) on the ground there. A hit on the airbase decreases the capacity of the airbase by 1. When the capacity of an airbase is reduced to 0, all further hits against the airbase (but not air units at that airbase) are ignored. Mark each hit achieved on the airbase with a hit marker. A hit on an air unit aborts it; place it in its aborted box.
b. Ground Support (GS). Air units, except type HB, may fly GS bombing missions to aid attacks made by friendly ground units. The target of this mission is the hex containing the enemy units the player intends to attack. The phasing player initiates and flies GS air ops in his combat phase, after the enemy player flies DAS missions and before any ground combat is resolved. Each GS operation follows the standard air op sequence, until the AA fire substep is reached. At this point, the mission is suspended until the players resolve the ground combat in the hex.
When the players are to resolve ground combat in a hex containing a GS operation, the remainder of the air op occurs in conjunction with the ground combat, in this sequence:
- When ready to resolve the combat, the attacker declares the attack, indicating the attacking units.
- The AA fire substep occurs, per Rule 22B1. Resolve any AA fire against the GS-mission units.
- The GS mission results substep occurs. Total the bombing strength delivered to the target hex by effective GS bombing (see below). GS bombing strengths may be modified due to terrain or fortifications, as shown on the Terrain Effects Chart and the Fortifications Effects Chart. (If there is a DAS air op in the hex, the suspended DAS is also resumed at this time.)
- Resolve the ground combat, adding the modified GS bombing strength to the total attack strength in the combat. Implement the combat result.
Rule 21 - Air Combat
Air combat occurs when fighters fly interception missions to hexes containing enemy air units flying missions. In each air op, air combat in the target hex is resolved during the air combat resolution step. There are two stages to air combat: preparation and resolution.
A. Preparation
Follow these steps to prepare for air combat:
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Mission Force and Screen Preparation. The initiating player separates his air units into two groupings: the escort screen and the mission force. All escorts are placed in the screen. Fighters flying bombing missions may jettison their bombs at this point but remain as part of the mission force.
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Interceptor Preparation. The reacting player then separates his air units into two groupings: those that will attack the screen (the engaging group) and those that will try to bypass the screen to attack the mission force (the bypassing group). The player divides his interceptors between these two groups as he wishes.
B. Resolution
In air combat, opposing air units fire upon one another. An air unit with a printed air attack strength of 0, however, may never fire in air combat.
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Sequence. Follow these steps to resolve air combat.
a. Screen Allocation Step. Interceptors allocated to attack the escort screen engage the screen in air combat. (Ignore all other air units in the hex during this step.) The intercepting player randomly selects one escort in the screen and randomly allocates one interceptor against it. Repeat this procedure, allocating an interceptor against each escort, to the extent possible. If one side has more air units than the other, the owning player allocates these extra air units against enemy air units, distributing them as evenly as possible. (For example, no enemy air unit can have three air units allocated against it until each enemy air unit has two air units allocated against it.) To allocate extra air units, the owning player chooses (not at random) one enemy air unit and then randomly selects one of his extra air units, allocating it against the enemy air unit. Repeat this procedure until all extra air units are allocated. If there are more escorts than interceptors, the owning player need not allocate them against the interceptors attacking the screen. Instead, he may have some or all of these unengaged escorts attack the bypassing group of interceptors (step c below).
("Randomly" does indeed mean the player chooses at random, such as putting the air units in a cup and drawing them out without looking.)
b. Firing Step. Resolve air combat between the allocated air units.
When one air unit is allocated against one air unit, each air unit fires once upon the other air unit. Implement the combat results after both air units have fired.
When several air units engage a single air unit, the engagement is conducted in a series of firing rounds. Randomly select the order in which the several air units, one per round, engage the single air unit. Resolve each round in order; with the two air units in the round firing upon one another. Implement the combat results after both air units have fired. The owner of the several air units may voluntarily end an engagement at the end of any firing round. The engagement automatically ends when:
- The first combat result (return, abort, or elimination) is achieved against the single air unit, even if all the several air units have not fired.
- All of the several air units have engaged the single air unit.
Rule 22 - Antiaircraft
Air units may undergo enemy antiaircraft (AA) fire when they fly certain missions. Various ground units, naval units, markers, and map features have AA strengths. There are two types of AA: heavy and light. This distinction is used both for ATEC purposes and for AA fire.
A. Capabilities
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Combat AA Units. A combat AA unit is any unit with the light or heavy AA unit type symbol, a unit size, and a printed combat strength (even if that printed strength is 0). Its AA strength is printed in the upper left corner of its counter.
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Position AA Units. A position AA unit has neither a printed combat strength nor a unit size; its AA strength is printed in the upper left corner of its counter. Position AA units function somewhat different than do regular combat units:
- Each has a combat strength of 0, regardless of the number of AA strength points it possesses.
- Any number of these counters may be in a hex; the stacking limit does not affect them.
- For transport and supply purposes, each position AA strength point counts as 1/2 RE (per Rule 3A3) and has heavy equipment.
- A position AA unit never has any ATEC capability, and is never included in AEC or ATEC calculations.
- During his player turn, the phasing player may freely break down and build up his position AA units as long as the total position AA strength in the hex does not change. For example, a 2-point position AA unit may break down into two 1-point position AA units.
- If position AA units are required to retreat due to combat results they are eliminated.
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Intrinsic AA. Various units, markers, and map features have intrinsic light AA strengths, as listed on the Intrinsic Light AA Summary (on Game Play Chart 2). For example, each British division, headquarters, and cadre has an intrinsic light AA strength of 1. For example, each German c/m division, headquarters, and cadre has an intrinsic light AA strength.
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Naval Unit AA. Naval transport points have light AA strengths of 1.
B. Resolution
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Restrictions. During the AA fire substep of an air op, the reacting player may fire AA against enemy air units flying air transport and bombing missions in the operation's target hex. The player may not fire AA against enemy air units flying any other missions. For example, a player may not fire AA against enemy fighters flying escort missions.
In general, all AA strength in a hex may fire upon the appropriate air units. The exception is against air units flying DAS bombing missions: Ground units attacking an enemy hex may fire AA against enemy air units flying DAS in the hex. Only ground units participating in the attack on the hex may fire. Total the AA strengths of the attacking units and divide this total by the number of hexes containing units attacking the hex. The resulting number is the strength of the AA fire.
Example: Axis air units are flying DAS over a hex. The Allied player is attacking Axis units in the hex with units in three hexes: these units have 4 AA strength points in one hex, 0 in the second hex, and 2 in the third. The Allied player's total of 6 AA points is divided by 3 (since the attacking units occupy 3 hexes); thus, the Allied player fires on the DAS air units with an AA strength of 2.
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Procedure. For each AA attack, follow this procedure to resolve AA fire:
- Total the AA strength eligible to fire at the target air unit.
- Find the appropriate AA strength column on the Antiaircraft Fire Table (on Game Play Chart 2). Use the column that most closely matches (without exceeding) the strength of the AA attack. For example, 9 points of AA firing would use the 7 column. Note: If the firing AA strength is less than 1, the AA fire has no effect.
- Roll two dice and modify the dice roll with the modifiers given on the Antiaircraft Fire Table.
- Cross-index the modified dice roll with the AA strength column to obtain a result. Results are identical to those of air combat (Rule 21B2) and are implemented immediately.
C. Harassment Abatement [Optional Rule]
Phasing units may use their AA strengths to try to abate the effects of enemy harassment bombing (Rule 20G2d) during movement and exploitation phases. To fire AA, units must start in or enter the harassment hex, ending their movement for the phase in that hex. Only one AA attack may be made in a harassment hex per movement or exploitation phase. Only c/m units may fire AA during the exploitation phase. Position AA, and intrinsic AA may not fire AA for the purposes of this rule.
For each AA fire, the firing player rolls two dice, adding the eligible AA strength to the roll, to determine whether the harassment in the hex is affected. Results are:
- 12 or less: No effect on the harassment.
- 13-18: Ignore one harassment hit in the hex for the rest of the current phase.
- 19 or more: Ignore all harassment hits in the hex for the rest of the current phase.
Note that the results of this AA fire do not actually affect any air units, but simply reduce the harassment hits.
Example: During the movement phase, phasing units with an AA strength of 4 attempt to abate harassment in a hex having two harassment hits. The phasing player rolls a 10 and adds 4 (for the AA strength) to produce a 14 result, negating one of the harassment hits in the hex for the rest of that movement phase.
Rule 23 - Special Air Rules
A. Staging
During the mission movement step of an air op, the initiating player's air units may stage before flying their missions. An air unit stages by flying a 1-leg air transfer mission (per Rule 20A). (It may be intercepted in the hex of the airbase it stages to.) Upon arriving at its staging airbase, the air unit then starts flying its mission. For example, the initiating player intends to fly a fighter on an escort mission. He first stages it to an airbase within transfer range. From that staging airbase, he then starts the escort mission. Note that: 1) a transport cannot carry cargo while staging (since it has not started its transport mission yet); and 2) air units only stage in the mission movement step, and never in the interceptor movement or air return steps.
An air unit may not stage if it is to fly a DAS or naval interdiction mission.
B. Extended Range
Air units may fly at extended range on various missions:
- Bomber and transport air units may fly most bombing missions at extended range by carrying reduced bomb loads. DAS bombing missions, however, may not be flown at extended range. A bomber or transport flying an extended range bombing mission has its mission range doubled, but its bombing strengths are reduced by 2/3rds. Example: A bomber with bombing strengths of 3-2 would have its tactical strength reduced to 1 and its strategic strength reduced to 2/3.
- Transports may fly extended-range transport missions. A transport flying an extended range regular transport or air drop mission has its mission range doubled, but its cargo capacity is halved. Alternatively, a transport may fly a 1-way regular transport mission at extended range, with a range 3 times its printed movement rating, but its cargo capacity is halved.
- Note that fighters may not fly extended range missions.
- An air unit flying at extended range may also return to base using its extended range.
C. Night Air Operations
An air op occurs either during daytime or at night. (The preceding rules describe daytime air ops.) At the start of an air op, the initiating player declares whether it is a day or night air op.
For the purposes of this rule, a night air unit is any air unit with an "N" prefix before its air unit type letter (such as NB or NF); all other air units are day air units. The presence of the N prefix does not change the general abilities of an air unit. For example, a type NB air unit is treated the same as a type B air unit in air combat and for AA fire. Night air units are not restricted to night operations and may participate in day operations without penalty. Day air units may participate in night air ops, but day air units are penalized when operating at night. The following missions may be flown at night:
- Transfer and transport missions.
- Any strategic (but no tactical) bombing missions.
- Interception missions, if flown by night fighters (only).
- CAP missions, if flown by night fighters (only). Air units flying night CAP may not interact with air units on day operations. Similarly, air units flying day CAP may not interact with air units on night air ops.
Note that no fighters may fly escort missions at night. Day air units are penalized when flying at night:
- A day air unit has its air attack strength reduced to 0 (and thus cannot fire in air combat) at night.
- A day air unit has its bombing strength halved when flying a night bombing mission.
- A day air unit flying at night may crash-land whenever it lands at an airbase: Roll one die and consult the Success Table (on Game Play Chart 6). A Success result means the air unit lands safely. A Failure result means the air unit crashes on landing and immediately becomes aborted: remove the air unit from play and place it in the aborted air units box on the owning player's Game Chart 1.
D. Fighter Capabilities
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Fighters-Bombers. A type F air unit flying a bombing mission has its air attack and defense strength reduced by 2. When reducing an air attack and defense strength, never reduce it below 1. For example, a Me 109E fighter (7F5) flying a bombing mission would have an air attack strength of 5 and an air defense strength of 3, while a CR.32bis fighter (3F2) flying a bombing mission would have an air attack strength of 1 and an air defense strength of 1.
In the air combat step, a fighter flying a bombing mission may jettison its bomb load during air combat preparation, at the option of the owning player. If this is done, the fighter reverts to its printed air attack and defense strengths. During the mission resolution step, however, the fighter cannot be assigned a specific bombing mission. (Note that it thus cannot undergo AA fire or bomb. It returns to base during the air return step as usual.)
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Scramble. If an airbase is in the target hex of an air op, the reacting player's fighters at that airbase may scramble during the interceptor movement step of the operation. Both operative and inoperative fighters at the base may scramble. A scrambling fighter flies a 1-leg air transfer mission (per Rule 20A). Upon arriving at its destination airbase, the air unit becomes inoperative.
E. Bomber and Transport Capabilities
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Dive Bombers. When using the Bombing Table, type D air units have their bombing die rolls modified by +1. This die roll modification is not used if any other air unit type combines its bombing strength with these units to make a bombing attack.
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Bombers as Transports [Optional Rule]. The following type B and HB air units may be used as transport air units, at the owning player's option:
- Axis: any He 111Hx (He 111H4, He 111H6, etc.), any SM.79-x, Z.506B.
- Allied: Am.143M, LeO.451, all type HB.
When used as a transport, the air unit has its air attack and air defense strengths each reduced by 2 (but never below 1), and is considered to be a type T for air combat and AA fire. In addition, bombers used as transports:
- May not air drop units (although they may drop supplies).
- Treat ground units (but not supplies) as double their RE size for transport purposes.
F. Gliders
Type GT air units are glider transports, with the same cargo capacity as type T. Gliders have a printed movement rating of "T;" they cannot fly by themselves but must be towed. One nonglider transport air unit may tow one glider air unit. (Note that towing a glider does not affect the transport's cargo capacity.) Stack the glider with the towing air unit. These two air units are treated as one for all purposes. Modify the air defense strength of the towing air unit by the air defense strength of the glider. For example, a Ju 52 (1T2) towing a DFS 230 (0GT-1) has an air defense strength of 1. Any combat result (from air combat, or antiaircraft fire) affects both the towing air unit and the glider equally.
A transport may not fly at extended range when towing a glider. A glider never counts against the capacity of an airbase. A glider air unit is eliminated (removed from play and placed in the eliminated air units box for the command) immediately following its use in an air drop mission. When a glider is used in a regular transport mission, roll one die whenever the glider lands at an airbase and consult the Success Table (on Game Play Chart 6). On a "F*" Failure result (only), the glider is eliminated; on any other result the glider is unaffected. Note: A glider may be eliminated only for transport; it may transfer without risk of elimination.
G. Air Unit Codes
Air units may have one or more codes, as listed on the Unit Identification Chart. Codes define certain specific or special capabilities of air units, and these capabilities often modify the bombing or AA fire die rolls, as listed on the appropriate tables. In addition, air units with codes have the following abilities.
- C: Carrier Capable. Code C air units are equipped and trained to operate from aircraft carriers. This has no impact for the game.
- F: Floatplane/Flying Boat. Code F air units are composed of floatplanes or flying boats. A code F air unit must base at an airbase in a partial-sea or partial-lake hex; it may not use any other base.
- S: Anti-Shipping Capable. Code S air units are specially trained to attack naval units, as shown in the modifiers to the Bombing Table.
- V: Anti-Shipping Torpedoes. Code V air units are specially trained to attack naval units, as shown in the modifiers to the Bombing Table. When a code V air unit flies a naval interdiction bombing mission, it may carry torpedoes instead of bombs. An air unit carrying torpedoes has its tactical bombing strength doubled when bombing naval units. Note that the air unit is also more vulnerable to AA when carrying torpedoes as shown by the modifiers on the AA Fire Table.
Rule 24 - Airborne Operations
The air drop mission (Rule 20F2) details how airborne units are transported to and dropped on a target hex. Parachute units only are airborne units. The air landing mission (Rule 20F3) details how air landing units are transported to a target hex.
A. Disruption
Airborne and air landing units may suffer disruption when making an air drop or air landing. During the mission resolution step, roll one die for each airborne or air landing unit making an air drop. Modify the die roll as follows for each airborne unit:
- -1 for dropping onto enemy units and/or into enemy ZOCs.
- -1 for dropping into a non-clear terrain hex.
- -1 for dropping into a major city hex. (This is in addition to the non-clear terrain modifier.)
- +1 if a unit uses a glider as part or all of its transport.
- +2 for surprise on the May I 40 turn against Belgium or the Netherlands.
Modify the die roll as follows for each air landing unit:
- -2 for air landing onto enemy units and/or into enemy ZOCs.
- -2 No permanent or intrinsic airfield in the hex.
- -1 for air landing into a non-clear terrain hex.
- +1 Airborne unit present in the same hex.
- +1 for surprise on the May I 40 turn against Belgium or the Netherlands.
If the disruption die roll is:
- 1 or less, the unit is disrupted and has its attack and defense strengths halved.
- -1 or less, the unit has its attack strength reduced to 0, has its defense strength halved, and is immediately eliminated if in an enemy-occupied hex.
- -3 or less, the unit is immediately eliminated.
An airborne/air landing unit remains disrupted until the start of its next friendly initial phase. For example, an airborne unit disrupted during the Axis movement phase would remain disrupted throughout the rest of the German player turn and throughout the entire following Allied player turn.
The disruption die roll is also used for each air dropped RE of supply. If the roll is 1 or less, the RE of supply has been scattered and is eliminated.
B. Ground Operations
An airborne/air landing unit does not gain full ownership of the hex it occupies during the player turn it makes the airdrop or air landing. It gains full ownership of the hex in the next friendly initial phase. If enemy units do not occupy the hex, then undisrupted airborne units gain immediate ownership of any airbase in the hex. For all other cases and purposes, the airborne units do not gain ownership of the hex.
For example, a supply line may be traced through a friendly owned hex occupied by an enemy airborne/air landing unit.
Airborne or air landing units that air drop or air land in hexes other than enemy-occupied hexes may attack adjacent enemy units per the standard combat rules. They may attack in conjunction with other friendly units. Airborne and air landing units, which air drop or air land in enemy-occupied hexes, must attack the enemy units in the hex during the combat phase. Adjacent friendly units may join in the attack.
When differing sides occupy the same hex, resolve combat as normal, except that AS (attack stopped) results are modified. If an AS result is rolled, the airborne and air landing units which air drop or air land in the enemy-occupied hex treat the result as an AR (attacker retreat) and must retreat. All other units treat the result as an AS.
Retreating units are subject to the effects of all ZOCs they enter, including the ZOCs of enemy units in the hex from which they retreat. Example: A parachute regiment drops in a hex occupied by an enemy division. During the combat phase, the parachute regiment must attack, and the combat result requires it to retreat. Since any hex it can enter is in the ZOC of the division in the drop hex, the parachute regiment is eliminated.
C. Planning and Preparation
Airborne operations involving airborne and air landing units (but not REs of supply) must be planned. The player must determine the target hex of an air drop or landing mission and the unit to be dropped there one turn in advance. Airborne operations planned for the surprise turn are planned prior to the start of the surprise turn. During the player's initial phase in the game turn prior to an operation, the player writes down the identity of the unit involved in the operation and the target hex of the operation. He may plan only one operation at a time per airborne unit. Once planned, he may cancel an operation in his next initial phase and plan a new one for the unit at that time. He may also cancel an operation during the phase in which it is to occur.
During the initial phase, a player may not plan an operation for a unit that is in an enemy ZOC at that time. Once planned, the operation must be canceled if the unit enters an enemy ZOC, attacks, or is attacked at any time from the planning of the operation to its execution. If for any reason the unit is not able to participate in the operation during the phase in which it is to take place, the operation must be canceled. An operation may be planned for a unit on the turn it arrives as a reinforcement.
D. Air Landing Transports
An air landing unit must solely use Ju-52 aircraft when making an air landing. They may not use gliders for any part of their transport. During the mission resolution step, roll one die for each transport making an air landing. Modify the die roll as follows for each transport aircraft:
- -2 for air landing onto enemy units and/or into enemy ZOCs.
- -2 No permanent or intrinsic airfield in the hex.
- +1 Airborne unit present in the same hex.
- +1 for surprise on the May I 40 turn against Belgium or the Netherlands.
If the disruption die roll is:
- 5 or 6, the transport returns to base.
- 3 or 4, the transport is aborted.
- 2 or less, the transport is eliminated.
E. Surprise
Due to the immense surprise effects airborne operations achieved during this period of the war, airborne and air landing units are treated as being supported on the player turn they make air drops or air landings.
Rule 25 - Air Replacement System
During the course of the game, players regroup air units, receive reinforcements and replacements, and must withdraw air units. A player performs these air replacement activities within the framework of the air replacement cycle. A player's air replacement cycle consists of two consecutive game turns beginning with his I player turn of each month (May I, Jun I, Jul I, Aug I, Sep I). All air replacement activities are performed during the player's initial phase. The air OBs list the reinforcements and replacements in the game.
The various activities occur as detailed below. Each player follows these procedures separately for each of his organizations.
A. Regrouping
During the initial phase, the phasing player may regroup pairs of aborted air units. For each pair, the air units must have identical model, type, and code ratings.
For each pair that is regrouped, place one in the eliminated box on its air chart and receive the other one as a reinforcement (Rule 25C below).
A player is not required to regroup any air units. Regrouping does not require the expenditure of air replacement points (ARPs; Rule 25D below).
B. Withdrawals
The air orders of battle occasionally require the players to withdraw air units from play. Withdraw any air unit that meets the OB's specification, as follows:
- If at all possible, withdraw an air unit in play (either operative or inoperative).
- If none are in play, withdraw an aborted air unit, if possible. If an aborted air unit is withdrawn, the owning player must spend ARPs sufficient to repair it.
- If no aborted air unit is available, withdraw an eliminated air unit. If an eliminated air unit is withdrawn, the owning player must spend ARPs sufficient to replace it.
When spending ARPs as required above, the player must spend them before spending ARPs for any other purposes. If a player has insufficient ARPs, he keeps track of his ARP obligation. Whenever he receives ARPs subsequently, he must spend them to meet this obligation.
C. Reinforcements
Players receive air reinforcements during the game. A player places his reinforcements on the map during his initial phase, as operative air units at any friendly-owned, unisolated airbase with a capacity of 1 or more.
If a player has both reinforcements and withdrawals of the same air unit type in the same turn, follow this procedure: For each air unit in play that is withdrawn, place one reinforcement of the same type (if any is available) as an operative air unit at the airbase of the withdrawing air unit. Air reinforcements unable to enter play for any reason are eliminated instead.
D. Replacements
Players receive air replacement points (ARPs) in the initial phases at the start of each air cycle. The player uses ARPs to replace eliminated air units and to repair aborted air units. ARP may be accumulated from one air cycle to the next. A player may spend ARPs as follows:
- Replacement. A player may spend two ARPs to replace an air unit in his eliminated box. Place the replaced air unit on the map during the initial phase, as an operative air unit at any friendly-owned, unisolated airbase with a capacity of 1 or more.
- Repair. A player may spend one ARP to repair an aborted air unit. Place the repaired air unit on the map during the initial phase, as an operative air unit at any friendly-owned, unisolated airbase with a capacity of 1 or more.
Rule 26 - Naval Rules
A. Concepts
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Sea Zones. There are two sea zones:
- The Atlantic sea zone consists of all sea and coast hexes on Map 16A west of France and the Low Countries.
- The Mediterranean sea zone consists of the sea and coast hexes on southern portion of Map 16A and 17A.
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Naval Capabilities. Only the Allies have naval transport points, which they use to move units and REs of supply by sea.
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Ports. Any hex containing a port symbol is a port. There are four types of ports: minor, standard, major, and great. Each type of port has a capacity, which is the maximum number of REs of cargo (units and supplies) that may embark/disembark at a port of that type in a player turn. A port may be damaged due to bombing (Rule 20F). Each hit of damage on the port reduces its capacity by 1 RE. A port may take a maximum amount of damage, based on its type. The port summary lists the capacities and maximum damage for each type of port. For example, a standard port has a capacity of 6 REs and may take up to 7 hits. C/M and cavalry count as double their RE size for port capacity use. A player may use a port during a turn only if he controls it at the start of his initial phase.
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Beaches. A beach hex is a coastal hex of any terrain type except mountain. An unlimited number of REs may embark at a beach hex in a player turn only when British Emergency NTPs are used and are subject to the restrictions imposed by Emergency Evacuation (Rule 26B3). Some coastal hexes contain both a port and beach, each of which may be used.
B. Naval Transport
Each player may move cargo (ground units and REs of supply) by sea during his movement phase, through use of naval transport points (NTPs). Players have NTPs based on sea zones.
A player may use the NTPs of a sea zone only in that zone. NTP allowances and restrictions are:
- French Atlantic: 10 NTPs. The Allied player may use these NTPs to transport any Allied Unit in France and may only use French Ports. French NTPs are not allowed to transport to England.
- French Mediterranean: 30 NTPs. The Allied player may use these NTPs to transport any Allied Unit. French NTPs are not allowed to transport to England.
- British Atlantic: 15 NTPs. The Allied player may only use these NTPs to transport any British Unit from any port which is a British supply source to Britain. These NTPs may only be used after France has declared Paris an open city or the British Emergency naval transport has been used.
- British Emergency: Unlimited NTPs. The Allied player may use the British emergency NTPs to evacuate Allied units from any beach or port hex. He announces in any Allied initial phase prior to the declaration of naval patrol that he is using these NTPs, and he may then use them during that player turn. These NTPs may transport cargo only in the Atlantic sea zone within 6 hexes of a British Port. The British emergency NTPs may be used more than once per game.
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Regular Transport. A player uses his NTPs to transport cargo by sea during his friendly movement phase, between friendly-owned ports and/or beaches in the same sea zone. Each NTP carries 1 RE of ground units or 2 REs of supply. For bombing and interdiction purposes, trace the movement of the cargo on the map from its hex of embarkation to its hex of debarkation. This path must remain in the sea zone of its NTPs and may not cross land. Cargo may not remain at sea; it must land by the end of the movement phase. C/M units count double in RE size for naval transport only.
A unit is under no special restriction after moving by naval transport. For example, a unit may attack during the combat phase following its transport and does not have its attack strength reduced due to the transport.
When cargo is both embarked and disembarked at a port, the following rules are used. A unit must spend MPs in order to be transported: 2 MPs for a non-c/m unit and 4 MPs for a c/m unit. The unit may move both before and after its transport.
When cargo is embarked and/or disembarked at a beach, the following rules are used. Units with heavy equipment may not embark/disembark at beaches; only supplies and units without heavy equipment may. A unit spends all its available MPs in order to be transported and may not spend MPs for any other purpose.
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Naval Transport of Supply. NTPs can carry REs of supply. Supplies can be embarked at a port if a supply line could be traced from the port to a full supply source in the player's initial phase. (Note that restricted supply sources cannot be used for this purpose.)
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Emergency Evacuation. All units must abandon their equipment to use the British Emergency NTPs. The Allied player announces when the unit embarks that it is abandoning its equipment. The unit must be transported by sea to England and may not leave England for any reason for the rest of the game. (Place hit markers on these units to show that they've abandoned their equipment.)
Any Allied unit unable to trace to a regular source of supply may be transported by the British emergency evacuation. However, emergency evacuation may only be performed from a hex containing British units awaiting evacuation. When these units are evacuated, any other Allied unit may be evacuated with them. All units in a hex to be evacuated are evacuated at the same time. For each RE of Allied (non British) units that are evacuated, the Allied player receives one victory point. The Allied player may receive a maximum of 15 points from the evacuation of (non British) Allied units.
Rule 27 - Weather
The weather is clear throughout the Fall of France campaign.
Rule 28 - Nations
A. The Axis
Various Axis forces may only operate in certain areas of the map, as defined below. A ground unit may not voluntarily move or attack outside its operational area. If forced to retreat outside its operational area, it may not attack until it returns to its operational area. Axis units do not exert ZOCs into these hexes. Note: Axis forces may operate in all other Allied territory.
- Italy. The Italian operational area consists of Italy. Once Italy enters the war, the Italian operational area consists of the entire map.
- Germany. The German operational area consists of the entire map.
B. The Allies
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France.
a. Italian Border Garrison. The French player must garrison the Italian Border. Each hex of the border must contain at least one French unit, and there must be at least 20 REs of Allied units in any hexes of the line. The garrison may consist of any French units except position AA. Border hexes with all border hexsides consisting of impassable terrain do not have to be garrisoned. Check the garrison at the start of each Allied initial phase. If Paris has been declared an open city, then the garrison requirement is reduced to 10 REs. The Allied player loses 1 Victory point for each RE missing from the garrison each turn.
Once Italy joins the Axis, the Allied player is not required to maintain the border garrison.
b. Paris. The French government was unwilling to allow Paris, with the city's great architecture and art treasures, to risk the possibility of war damage as had happened to Warsaw and Rotterdam. Accordingly, the Allied player may declare Paris to be an open city during any Allied initial phase. Paris must be declared an open city if three of the following have occurred: 1) the Maginot line is isolated, 2) Belgium has surrendered, 3) the city of Lille has been captured and 4) less than 30 REs of British units remain in play.
Once Paris is declared to be an open city, the Allied player is advised to move all Allied forces from Paris. Starting with the German player turn following the declaration of Paris as an open city, any Allied unit or air unit in any hex of Paris must surrender (and be removed from play) immediately when a German unit moves adjacent or in to it. German forces are under no special restrictions in the city.
The Allied player may decide to fight for Paris rather than declare Paris an open city. However, for each separate overrun of a unit in or combat involving a unit attacking from or defending in any hex of Paris, the Allied player loses 10 victory points.
The declaration of Paris as an open city is considered defeatist. Therefore no French special replacements points are received after this declaration.
c. French Surrender. Whether the French government would seek an armistice or decide to continue the war from North Africa is beyond the scope of the game. For game purposes, it is assumed that if conditions turn for the worse France will seek an armistice from (i.e., effectively surrender to) Germany.
C. Neutrals
Neither side's forces may enter, pass through, or attack any hex of a country while it is neutral.
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The Netherlands. The Netherlands will enter war only if it is invaded. Once in the war, the Netherlands will collapse if, during any initial phase, a line of communications (Rule 12B6) cannot be traced from any major city in the Netherlands to any single French supply source hex. When the Netherlands collapses, all Dutch units that cannot trace a supply line to any French supply source hex individually surrender, any accumulated replacement points are lost and it no longer receives reinforcements or special replacements (Rule 29B4).
On subsequent initial phases, any Dutch unit that is out of supply surrenders. All surrendering units are immediately removed from play.
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Belgium. Belgium immediately enters the war if it or any neighboring neutral country is invaded. Belgian units may not voluntarily end their movement in France. Any Belgian unit voluntarily entering France is eliminated and placed in the replacement pool. Any Belgian unit forced to retreat into France must use all of its movement points to return to Belgium on its next turn and after the second complete Allied turn in France the unit is eliminated.
During the initial phase of any player turn, Belgium surrenders if all Belgian major cities have been captured by enemy units, and one of the following conditions 1) the Allied player has used the British emergency evacuation ability, 2) there are no French or British divisions remaining in Belgium or 3) there are fewer than 30 REs of Belgian units remaining. Belgium also surrenders if France surrenders. When Belgium surrenders, all Belgian units are immediately removed from play, any accumulated replacements are lost and it no longer receives reinforcements.
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Luxembourg. Luxembourg enters the war if it is invaded or, for game purposes, if Belgium is invaded. Since Luxembourg has no units, the surrender of Luxembourg need not be discussed.
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Switzerland. Switzerland is neutral at the start of the game and remains neutral throughout the game. Switzerland may not be attacked or have war declared on it. Ground or air units of either side may not enter/fly over Swiss territory and are removed from play if forced to.
Rule 29 - Reinforcements and Replacements
During the course of the game, each player receives reinforcements and replacements, may convert or upgrade units, may reorganize or disband units, and is required to transfer or withdraw units. Players receive reinforcements and replacements during their initial phases.
If a unit enters play (as a reinforcement or replacement) at a city that is out of supply, the unit's supply status is the same as that of the city. For example, if Lille has been out of supply for three turns and a replacement unit appears there, the unit is in its third turn out of supply. Note: Units appearing in a city that is isolated and has been out of supply for at least four turns are not checked for elimination (per Rule 12D) on the player turn they arrive.
The orders of battle specify all reinforcements and replacements in the game. On the OBs, unit identifications are given for historical interest and may be ignored except for breakdown purposes.
A. Reinforcements
Players receive reinforcements during the course of the game, as given on their orders of battle. A player's reinforcements are placed on the map during his initial phase. Reinforcements may be placed only in friendly-owned hexes; these hexes may be in enemy ZOCs. Reinforcements are specified by theater.
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Concepts. The OBs use the following terms and general definitions:
Reinforcements appear in any friendly-owned full, partial or dot city in the country. If a reinforcement has specific entry conditions listed on the OB, follow those instructions.
Forming/Full: Certain units which require a considerable amount of time to form, equip, and train go through a two-step process when appearing as reinforcements. Initially, the unit is listed as "forming" in a country. At this time, place it in the "forming box" for that country. When the OB then lists the unit as "full", remove it from the forming box and receive it as a reinforcement. If a player loses ownership of all cities in a country, then all units in the appropriate forming box are eliminated.
Convert: specifies when a unit (or units) converts into another unit (or units). The player must convert a unit in his initial phase on the turn the conversion is specified, if possible. To be converted, the unit must meet the same requirements as for a cadre to be rebuilt. (See Section B below: it must be in a city, be able to trace a supply line to an unisolated regular source of supply, and may not be in an enemy ZOC.) Remove the original unit from play and put the new unit in its place. If it is not possible to convert the unit on the turn specified, it must be converted in the first friendly initial phase in which it can be converted. Units removed from play through conversion are out of play; they are not eliminated and may not be replaced.
Unless otherwise specified, reinforcements that are unable to enter play as specified have their appearance delayed until they are able to enter play.
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Axis Reinforcements. The Axis reinforcements appear as described in section A.1 above, with the following additions:
- Arrive: Place in any friendly-owned hex on the east edge of the map in Germany. If specified as arriving from a specific theater, place as follows:
- Arrive from North: Place in the Kiel. (Units arrive in play via off map naval transport.)
- Arrive: Place in any friendly-owned hex on the east edge of the map in Germany. If specified as arriving from a specific theater, place as follows:
B. Replacements
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Production. Replacement points, and resource points are collectively called production. Players receive and use production during their initial phases. Unused production may be accumulated for use in later turns.
Districts generate production on the I turn of each month. The owning player receives his districts' production in his initial phase as follows:
The replacements charts list all production, by district. Each district generates its own production, but for each force these may be pooled by type and then used together. For example, all infantry RPs generated at French districts may be pooled. Once in the general pool, the production can be accumulated or spent as the owning player wishes.
RPs in a force's pool may be used to replace units in the replacement pools. A replaced unit appears in any friendly-owned unisolated city in the country of its replacement pool not including point cities. Resource points in a pool may appear at any friendly-owned unisolated cities in the pool's districts.
For each isolated or enemy-owned dot or major city hex in a district, reduce the district's production as follows:
- Inf RPs: 1/2 per city.
- Arm RPs: 1/2 per city.
- Resource Points: 1/2 per city.
In any case, if all cities in a district are isolated or enemy owned, the district automatically has no production. Recaptured cities have no production. If all cities in all districts of a nation are enemy owned, the production pools for that nation immediately drop to 0.
a. Replacement Points. Players receive replacement points (RPs), which are used to replace eliminated units and to rebuild cadres to full strength.
Each replacement point replaces one attack strength point of a unit. A unit with an attack strength of 0 has its replacement cost based on its defense strength. A unit with a combat strength of 0 is replaced at a cost of one RP.
Replacement points may be used to replace an eliminated unit at its cadre strength. The RP cost is equal to the strength of the cadre. RPs may be used to replace a unit to its full strength; the cost is equal to the full strength of the unit.
C. Special Reinforcements
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French Emergency Reinforcements. Once per game, the Allied player may activate from garrison ten French training regiments (0-1-5 units) into play in the same manner as regular reinforcements. These units must be placed in any city in their appropriate MR district as specified by the OB. If all cities in the specified MR are Axis owned then the unit is placed in the replacement pool instead. On and after the turn these regiments are brought into play, French regular replacements are no longer received.
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British Ground Units. Two brigades are designated as special reinforcements on the British order of battle. During any Allied initial phase, these units may be placed at any Atlantic port in France in accordance with all other reinforcement rules.
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British Fighter Command. a) Each fighter command air unit that is eliminated is replaced (use the same counter) on the first Allied initial phase following its elimination. However, each one of these air units lost counts for victory point calculation. b) Four fighter air units are designated on the British order of battle as Fighter Command air units. On the turn that the British emergency evacuation ability is first used, these air units immediately appear at any airbase in Britain. They may not use any airbase outside Britain.
Rule 30 - Preparing for Play
Assemble the maps to form the Fall of France game map as described below.
Overlap Fall of France map 16A with the Fall of France map 17A. The easternmost hex row on map 16A should overlay the westernmost hex row on map 17A. Hex 17A:0101 should overlay hex 16A:0133, and hex 17A:5101 should overlay hex 16A:5133.
Sort the counters by nationality, type, size, and strength. In general, ignore unit designations as they are for historical interest only.
The Fall of France 2004 Campaign orders of battle specify the initial deployment for both sides. Each player deploys his initial forces as indicated on his order of battle. The players may not violate the stacking limits when deploying units. Units may be deployed broken down.
The Allied player deploys first, placing all of his initial forces. The Axis player deploys second, placing all of his initial forces.
After the players deploy their forces, the game begins with the Axis player turn of the May I 40 turn. During the game, use the Fall of France 2004 orders of battles to determine reinforcements and replacements.
At the start of the game, the Axis player owns Italy and Germany. The Allied player owns France and Great Britain. Belgium, Netherlands and Switzerland are neutral.
Rule 31 - Special Rules
A. Fortifications
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Forts. When an enemy unit captures a hex containing a fort, the fort is destroyed and its marker is immediately removed from play.
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Fortified Hexsides. When an enemy unit captures a hex containing a fortified hexside symbol, the fortified hexsides in the hex are destroyed. (Place a destroyed marker in the hex to show this.) A destroyed fortified hexside may not be rebuilt in the context of the game.
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Fortresses. The effects of a fortress on combat are per the fortifications effects chart. When enemy units are the sole occupants of a fortress hex, the fortress is considered destroyed. Mark a destroyed fortress with a hit marker.
Fortress Eben Emael (hex 16A:1423) was built with little thought towards air defense. On the Axis player turn that a parachute unit air drops in the hex without becoming disrupted, the fortress has no effect on combat. Treat the hex as a clear terrain hex with no fortress.
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Westwall. The effects on combat of the Westwall are as follows: No AEC; occupants of a Westwall hex ignore retreats. Furthermore, subtract the number printed in the hex from the combat resolution die roll. A Westwall hex cannot be destroyed. While an enemy unit cannot benefit from a Westwall hex, any friendly unit that subsequently re-occupies the hex receives full defensive benefit from the hex.
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Maginot Line. In the 1920s and 1930s, the French government decided upon and implemented a program of the construction of massive fortifications along the most exposed (to Germany) portion of the French border, the Maginot Line.
While the term Maginot Line has often been construed to include the Rhine defenses and even the Maginot Line extension along the southern Belgian border, for game purposes it is used to refer only to the Maginot Lines hexes printed on the map.
The combat effects of the Maginot Line are as follows: No AEC; all units except siege artillery attacking across a border hexside into a Maginot Line hex are quartered; all units except siege artillery attacking across a non-border hexside into a Maginot Line hex are halved; occupants of a Maginot Line hex ignore retreats; and one is subtracted from the combat resolution die roll. Siege artillery attacks a Maginot Line hex with its printed factor; it is neither quartered nor halved as other units are nor doubled for attacking fortifications. Air units flying ground support missions in a Maginot Line hex have their TBFs halved.
B. Terrain
- Causeways. Roads and Rail lines that cross sea or lake hexsides are causeways. Ground units treat such a hexside as a narrow strait for all movement and combat purposes.
C. Holding Boxes
There are three off-map holding boxes on the Game Charts: French North Africa, Norway and Eastern Germany. The following rules apply to the holding boxes:
- Treat each off-map holding box as if it were a single hex. However stacking limits do not apply to off-map holding boxes; any number of units may occupy a hex.
- Each off-map holding box is a source of regular supply (Rule 12C) for all forces in its box.
D. Axis Occupation Forces
The Axis player must occupy captured Allied cities or pay a penalty. The required occupation forces are:
- 1 RE per Axis-owned dot city in Belgium, Netherlands or France.
- 3 REs per Axis-owned major city in Belgium, Netherlands or France.
The occupation forces may consist of any Axis units except position AA. Security and Police units count double their RE size for purposes of occupation only. Check the occupation forces at the start of each Axis initial phase. For each RE missing from the occupation forces, the Axis player loses 1 victory point per turn.
The Axis player must occupy a captured city starting with the game turn following the turn of its capture. For example, if the Axis player captures Lille in the June I 40 turn, then the city must be occupied in the June II 41 turn.
E. Surprise Offensive
In order to reflect each side's planning and preparations for the campaign, the first game turn is governed by several special rules. The first game turn has the following sequence of play:
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German Invasion Turn. This turn consists of a regular German player turn, excluding the exploitation phase. German forces may not use rail movement. Both Axis and Allied air units may operate as normal. French ZOCs do not extend into Belgium and Luxembourg for the German invasion turn only.
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Allied Reaction Phase. Units of invaded neutrals and certain French and British units are allowed to move.
a. Allies. Certain French and British units are allowed to move during this phase, in response to German actions. No unit may use rail movement during this phase. Administrative movement may be used. Units may move per the following:
If Germany invades Belgium, French and British units of the BEF, the 1st, 7th, and 9th French Armies on or north of hexrow 1500 must enter Belgium. However, these units may not move south of the Meuse River (the river flowing from Sedan to Liege). The following units may not advance into the Belgium on the surprise turn: positional AA units, fortress units, and British Pioneer Corps and Line of Communications Troops.
The French and British units must advance and occupy the Dyle river line in Belgium with at least 9 REs per hex. The Dyle river line is defined as the following hexes 1026, 1126, 1225, 1326, 1426 (Namur) and 1527. Units that do not occupy the Dyle line must remain within one hex of the line. If any hex of the Dyle river line is occupied by German units then the French and British units are not required to advance into Belgium.
b. Invaded Neutrals. If a neutral is invaded during the German invasion turn, then the Allied player has the option of moving the units of that country either during the Allied reaction phase or during the movement phase of the Allied first player turn. For simplicity, this decision applies to all units of the invaded neutral. For example, if Germany invaded Belgium during the invasion turn and the Allied player decided to move Belgian units during the reaction phase, then all Belgian units may move during this phase and none may move during the movement phase of the Allied first player turn. This decision is made separately for each invaded neutral.
If units of an invaded neutral are moved during the reaction phase, then no unit of that neutral may enter any hex outside its country (i.e., Belgian units must stay in Belgium) during the phase. Units of invaded neutrals may use rail movement during this phase. To reflect the military plans of Belgium and the Netherlands, no Belgian or Dutch unit may enter an enemy ZOC or leave their home country when moving during the reaction phase. Units that begin the phase in an enemy ZOC may remain in the ZOC, but if they do move they may not enter other hexes in enemy ZOCs.
F. Blitzkrieg
Various countries had formulated their basic military doctrine during the First World War (or earlier) and subsequently failed to revise it (or revised it poorly) as new conditions arose in the interwar years. These countries found it difficult if not near-impossible to keep pace with the rapidity of mechanized operations. For game purposes, the countries are France, Italy, Belgium, and the Netherlands.
If a combat/motorized (c/m) unit of such a country moves during its movement phase, then its attack strength is halved (in addition to any other conditions) for all overrun calculations and during the following combat phase. If a c/m unit retreats (due to combat) during the enemy player turn, then its attack strength is halved during the following player turn, whether it moves during its movement phase or not. (It is halved only once if it retreats during the preceding player turn and then moves during its movement phase.)
Denote the c/m units that move by placing them at the bottom of the stack in a hex with a hit marker above them: during the combat phase units above the hit marker attack normally while units below the hit marker are halved for moving. Note that c/m units which end their movement not adjacent to enemy units need not be marked, since they will not be able to attack in the following combat phase.
During the exploitation phase, c/m units of such countries have their movement factors halved and, if moved, their combat factors halved for overrun calculations.
It is assumed that such countries will attempt to remedy this situation when events prove how unprepared they are to engage in mobile warfare. For game purposes, such a country is released from all restrictions of this rule on and after the third game turn of full-scale operations. For a neutral country, the first game turn of full-scale operations is the game turn that it enters the war. For France, the first game turn of full-scale operations is the first turn of the game. Thus, French units are restricted by this rule on the May I 40 and May II 40 turns; they operate normally starting with the Jun I 40 turn.
G. Allied Frontage
Due to political and military considerations, the BEF must maintain at a minimum, a two hex section of the front line consisting solely of British units. The Belgians must maintain a three hex section of the front line consisting solely of Belgian units until they surrender. Front line hexes are hexes which can be attacked by Axis forces the following turn. This BEF requirement is waived if the emergency evacuation capability is used to evacuate 10 or more REs or if 20 REs of British losses have been sustained. Losses of positional AA or transport counters do not count toward the twenty REs. This requirement is checked at the during the Axis initial phase starting on the May II regular turn. The penalty for failure to maintain the 2 hex front line is -5 victory points per hex per turn.
H. Cooperation Limits (Advanced)
For the purposes of this rule, Allied Forces are divided into three contingents: British, French and Belgium/Netherlands. The British contingent consists of all British Forces. The French contingent consists of all French, French Foreign Legion, Czech and Polish Forces. The Belgium/Netherlands contingent consists of all Belgium/Netherlands Forces.
Axis Forces are divided into two contingents: Italian and German. The Italian contingent consists of all Italian Forces. The German contingent consists of all German Forces.
The following rules are in effect:
- Units of one contingent may not provide support (per Rule 11) to units of any other contingent.
- Air units of one contingent may not fly ground support for units of any other contingent. For mixed contingents attacks, calculate GS and DAS limits (Rules 20G2b and 20G2c) separately for each contingent.
- French/Belgium/Netherlands units may not use British transport counters.
- If Units from more than one contingent participate in an attack, subtract 1 from the combat resolution die roll.
I. Non Historical Options [Optional]
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French Anti-Tank Deficiency. The French did not have significant numbers of Anti-Tank Guns. If the French had better understood the nature of mechanized warfare with the rapid fall of Poland, they could have attempted to remedy this situation by converting their antiquated 75mm Artillery regiments into Anti-Tank regiments. There are nineteen such regiments in the French OB. Convert the nineteen 1-8* Artillery regiments into 1-8 Antitank regiments according to the OB.
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Dyle river advance. The Allies plan to advance into Belgium to the Dyle river caused the British army to get cut off from the French army and evacuated through Dunkirk. The allies do not have to advance into Belgium per Rule 31D2a.
Rule 32 - Victory
A. Game Length
The game starts with the May I 40 turn and ends when France surrenders and no British forces remain in France. If not ended earlier, the game automatically ends at the end of the Sep II 40 game turn.
B. Victory Points
All VP awards are cumulative.
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Losses. At the end of the game, VPs are awarded to a player for enemy losses due to combat, overruns, occupation, etc. Forces evacuated to Britain are not counted as losses.
German and British ground unit losses count for VP calculations; players should keep track of the total number of REs lost by both German and British forces as this number may differ from the map situation at the end of the game due to replacement points.
German and British air unit losses count for VP calculations; players should keep track of the total number of air units lost by both German and British forces as this number may differ from the map situation at the end of the game due to air replacements.
Losses are not judged on a unit elimination/cadre basis but by regimental equivalents. For example, if a British division abandons its equipment, then the German player receives three VPs.
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Bombing. Strategic bombing of cities is governed by Rule 20.G.l.b; terror bombing of cities is governed by Rule 20.G.2.g.
C. Levels of Victory
At the end of the game, each player calculates and totals his VP awards. The German total is compared to the Allied total, and this ratio is rounded down to correspond to one on the table below. The table determines the victor and his level of victory.
D. Victory Determination
At the end of the game, the players determine victory by their actions and achievements. At the end of the game, each player totals his VPs. The victory chart (on the last page (page 37) of this rules booklet) lists the VP awards.
Note: When totaling VPs for eliminated units, check for the presence of cadres in play at the end of the game.
Compare the winning player's total to the loser's, to determine the winner's level of victory, as follows:
| German VPs : Allied VPs | Level of Victory |
|---|---|
| 4:1 or more | German Decisive Victory |
| 3:1 | German Substantial Victory |
| 2:1 | German Marginal Victory |
| 1:1 | Allied Marginal Victory |
| 1:1.5 | Allied Substantial Victory |
| 1:2 or less | Allied Decisive Victory |
Rule 33 - Scenarios
The rules describe the Fall of France campaign game, which covers the entire Axis 1940 campaign in the West.
A. The Fall of France (Historical Scenario)
The order of battle charts give deployment instructions for all forces in this scenario. Units must be deployed as indicated on the charts. The forces are deployed in the following order: 1) Belgium and the Netherlands; 2) France and Britain; 3) Germany.
Italian forces are not deployed until Italy enters the war. The scenario starts with the German invasion turn of the May I 40 turn and ends with the Sep II 40 turn or as indicated in Rule 32B. Two scenario rules are in force for this scenario.
- Invasion. During the German invasion turn, Germany must invade Belgium and the Netherlands.
- Reaction. During the Allied reaction phase, French and British units eligible to move must enter and end their movement in Belgium or the Netherlands; their movement must be in accordance with Rule 31E2.
B. The 1940 Campaign (Free Deployment Scenario)
All Allied and German units listed on the order of battle charts in the various groupings marked with asterisks have free deployment, as specified below. These groupings, called armies for convenience, are:
- Germany: 18th Army, 6th Army, 4th Army, 12th Army, Panzer Group Kleist, 16th Army, Army Group C, and High Command Reserves.
- France: 7th Army, 1st Army, 9th Army, 2nd Army, 3rd Army, 4th Army, 5th Army, 8th Army, and High Command Reserves.
- Britain: British Expeditionary Force.
All other forces are deployed according to the orders of battle. French fortress units must deploy in their assigned hexes per the OB. Deploy all these forces except the Allied air units, German air units, and Italians at this point. The Italians are deployed when Italian intervention occurs.
Each player then secretly assigns (writes down) a hex number for each of his armies except the high command reserves. French and British armies are assigned hexes in France; the BEF may not be assigned a hex south of hexrow 1500. German armies are assigned hexes in Germany.
Forces are then deployed in the following order:
- All Allied armies assigned hex numbers are deployed. Place the units of such armies in France in any hex within three hexes of the army's assigned number.
- All German armies assigned hex numbers except for Panzer Group Kleist are deployed. Place the units of such armies in Germany in any hex within three hexes of the army's assigned number.
- French High Command Reserves are placed anywhere in France at least three hexes from the German or Belgian border. Allied air units are deployed.
- Place all units of Panzer Group Kleist in Germany in any hex within three hexes of the group's assigned number. German High Command Reserves are placed anywhere in Germany at least three hexes from any border. German air units are deployed.
The scenario starts with the German invasion turn of the May I 40 turn and ends with the Sep II 40 turn or as indicated in Rule 32B.
Victory Point Chart
Axis VPs
- Each British RE eliminated: +2
- Each British RE that abandons its equipment: +1
- Each British air unit aborted/eliminated: +2/+4
- Each terror bombing hit: +1
- Each British Emergency NTP eliminated: +1
- France surrenders: +200
- If the French surrender on or before Jul I 40: +50
- If the French surrender on or after Sept I 40: -100
- If the Belgians surrender on or after Jul I 40: -25
- Each RE missing from occupation each turn: -1
Allied VPs
- Each Axis c/m RE eliminated: +2
- Each Axis non-c/m RE eliminated: +1
- Each Axis air unit aborted/eliminated: +2/+4
- Each Allied (non British) RE evacuated by British Emergency NTP (15 REs maximum): +1
- If any city in Germany or Italy is Allied-owned at any time in the game: +20
- Each strategic bombing hit: +1
- Each combat or overrun in Paris: -10
- Each RE missing from the Italian border Garrison each turn: -1
- Each British front line hex less than two per turn: -5
- Each Belgian front line hex less than three per turn: -5
- Each (non British) Air unit evacuated to England: +2