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War in Europe (Second Edition)

War in Europe (Second Edition) Rulebook

Table of Contents

Table of Contents

  • 1.0 INTRODUCTION
  • 2.0 GENERAL COURSE OF PLAY
    • 2.1 Number of Players
    • 2.2 War In Europe Player Roles
    • 2.3 Two Player Game
  • 3.0 GAME EQUIPMENT
    • 3.1 The Game Map
    • 3.2 The Playing Pieces
    • 3.24 Definition of Terms
    • 3.3 Game Charts & Tables
    • 3.4 Game Equipment Inventory
    • 3.5 Game Scale
  • 4.0 SEQUENCE OF PLAY
    • 4.1 The Game Turn
    • 4.2 Sequence Outline
    • 4.3 Strategic Cycle Sequence Outline
    • 4.4 Game Length
  • 5.0 MOVEMENT
    • 5.1 How to Move Units
    • 5.2 Movement Inhibitions and Prohibitions
    • 5.3 Terrain Effects on Movement
    • 5.4 Weather Effects on Movement
    • 5.5 Mechanized Movement
    • 5.6 Infantry Forced March
    • 5.7 Overrun Movement
    • 5.8 Terrain Effects Chart
  • 6.0 RAIL MOVEMENT
    • 6.1 Rail Capacity
    • 6.2 Rail Movement Allowance
    • 6.3 How to use Rail Movement
    • 6.4 Entraining & Detraining
    • 6.5 Rail Hex/Rail Line Status
    • 6.6 Repair Units
    • 6.7 Use of Rail Markers Diagram
    • 6.8 Off-Map Rail Movement
  • 7.0 SEA MOVEMENT
    • 7.1 Naval Transport
    • 7.2 Emergency Transport
    • 7.3 Amphibious Assault
    • 7.4 Tracing Sea Passage
    • 7.5 Black Sea
    • 7.6 Baltic Sea
    • 7.7 Axis High Seas Movement
    • 7.8 Axis North Sea Interdiction
  • 8.0 AIR MOVEMENT
    • 8.1 Display of Air Movement
    • 8.2 Air Assault
    • 8.3 Air Transport
    • 8.4 ATP Inter-Front Transfer
    • 8.5 Airborne Units
  • 9.0 ZONES OF CONTROL
    • 9.1 Units with Modified or No Zones of Control
    • 9.2 Effects of Zones of Control on Movement
  • 10.0 STACKING
    • 10.1 Units Which do not Count Against Stacking Limits
    • 10.2 Stacking Restrictions
  • 11.0 COMBAT
    • 11.1 Which Units May Attack
    • 11.2 Multiple Unit & Multi-Hex Combat
    • 11.3 Kampfgruppen & Battlegroups
  • 12.0 COMBAT RESOLUTION
    • 12.4 Effects on Combat Strengths & Combat Resolution Die Rolls
    • 12.5 Advance After Combat
    • 12.6 How to Retreat
    • 12.7 Retreat Conversion Option
  • 13.0 TACTICAL AIR POWER
    • 13.1 How to Use the Tactical Air War Displays
    • 13.2 Air Superiority [Air Combat]
    • 13.3 Sea Superiority
    • 13.4 Air-Ground Missions
    • 13.5 Air-Ground Interdiction
    • 13.6 Air Unit Transfer
    • 13.7 Creation & Replacement of Air Points
    • 13.8 Restrictions
  • 14.0 SUPPLY
    • 14.1 Judging Supply
    • 14.2 Supply Effects
    • 14.3 Supply Sources
    • 14.4 Tracing the Line of Supply
    • 14.5 Blocking Lines of Supply
    • 14.6 Tracing Ranges from Supplied Hexes
  • 15.0 WEATHER
    • 15.1 Summary of Weather Effects by Weather Area
    • 15.2 Inter-Area Restrictions
    • 15.3 Soviet & Finnish Lakes in Winter
  • 16.0 SPECIAL FORTIFICATIONS
    • 16.1 Maginot Line
    • 16.2 West Wall
    • 16.3 Swiss Redoubts and Sevastopol
    • 16.4 Tobruk
    • 16.5 Fortification Markers
  • 17.0 COMBINING, BREAKING DOWN & DISBANDING UNITS
    • 17.1 Combining Units
    • 17.2 Unit Breakdown
    • 17.3 Disbanding of Units
  • 18.0 REPLACEMENTS
    • 18.1 Restrictions
    • 18.2 Replacement Expense
    • 18.3 Replacement Point Inter-front Transfer
  • 19.0 FORTIFIED UNITS
    • 19.1 Restrictions on Conversion
    • 19.2 Restrictions on Fortified Units
  • 20.0 ARTILLERY & ANTI-TANK UNITS
    • 20.1 Artillery
    • 20.2 Anti-tank Units
  • 21.0 THE STRATEGIC CYCLE
    • 21.1 Sequence
    • 21.2 Limitation Imposed by the Counter Selection
  • 22.0 THE U-BOAT WAR
    • 22.1 U-Boat Combat
    • 22.2 U-Boat Attrition
    • 22.3 Effect on Other Reinforcements
    • 22.4 Allied Reaction [Optional]
    • 22.5 Maximum U-Boat Delay
  • 23.0 ALLIED REINFORCEMENTS
    • 23.1 Allied Reinforcements [Common]
    • 23.2 Commonwealth Reinforcements
    • 23.3 U.S. Reinforcements
    • 23.4 Other Allied Reinforcements
  • 24.0 THE STRATEGIC AIR WAR
    • 24.1 Strategic War Stage
    • 24.2 Strategic Air Bases
    • 24.3 Allied Strategic Bombing Points [Bombers]
    • 24.4 Allied Escort Points [Fighters]
    • 24.5 German Interceptors
    • 24.6 Choosing Targets
    • 24.7 Allied Air Asset Allocation
  • 25.0 PLOESTI
    • 25.1 Restrictions
  • 26.0 GERMAN PRODUCTION
    • 26.1 The Production Spiral
    • 26.2 Production Stage Sequence
    • 26.3 Production Points
    • 26.4 Economic Multiple & Economic Collapse
    • 26.5 Manufacturing & Resource Centers
    • 26.6 Availability of Centers
    • 26.7 Denial of Centers
    • 26.8 Progressive Building
    • 26.9 Rebuilds
  • 27.0 GERMAN REINFORCEMENT
    • 27.1 Placement Hexes
    • 27.2 Disbanding of Placement Hexes
    • 27.3 Effect of Enemy Forces
    • 27.4 Placement of Other Reinforcements
    • 27.5 Placement Hexes & Progressive Building
  • 28.0 PRODUCTION SCHEDULE
    • 28.1 German Production Limits [War in Europe Only]
  • 29.0 LOOTING SCHEDULE
    • 29.1 Greece, Belgium, Denmark, Switzerland & Yugoslavia
    • 29.2 Poland
    • 29.3 France
  • 30.0 SOVIET PRODUCTION
    • 30.1 Production Centers
    • 30.2 The Production Multiple & Production Point Pools
    • 30.3 How to Use the Soviet Production Display
    • 30.4 Rebuilding Soviet Units from Battlegroups
    • 30.5 Producing & Rebuilding Air Points
    • 30.6 Emergency Infantry Divisions
    • 30.7 Disruption of Arms Centers
    • 30.8 Soviet Resource Centers
    • 30.9 Lend-Lease
  • 31.0 PLACEMENT OF SOVIET PRODUCTION
    • 31.1 Distribution Among Training Centers
    • 31.2 Removal of Cadre Units
  • 32.0 SIBERIA & SOVIET SUPPLY SOURCES
    • 32.1 Siberian Transit Display
    • 32.2 Restriction on Siberian Use
    • 32.3 Soviet Supply Sources
    • 32.4 Siberian Reinforcements
  • 33.0 ALLIED PRODUCTION [OPTIONAL]
  • 34.0 UNITED KINGDOM PRODUCTION
    • 34.1 UK Production Points
    • 34.2 UK Personnel & Air Crew Points
    • 34.3 Allied Strategic Bombers, Escorts & Transfers
  • 35.0 UNITED STATES PRODUCTION
  • 36.0 POLITICAL POINTS
    • 36.1 Political Award for City Entry
    • 36.2 Entry into Egypt & French North Africa
    • 36.3 Occupation, Liberation & Reoccupation
    • 36.4 Use of Occupied Facilities
    • 36.5 Territories & Islands
    • 36.6 Political Points Awards Schedule
    • 36.7 Notes on Political Points and the Soviet Union
  • 37.0 PLAYER ASSOCIATION [DIPLOMACY]
    • 37.1 Effect of Association on Movement & Stacking
    • 37.2 Effect of Association on Supply, Rail & Ports
    • 37.3 Effects of Association on Combat
    • 37.4 Effect of Association on Sequence of Play
    • 37.5 Allied Strategic Bombing vs. Soviet Production
  • 38.0 WAR AND PEACE
    • 38.1 Soviet Belligerency
    • 38.2 Triggering Total War Status
  • 39.0 THE WINTER WAR & FINLAND
    • 39.1 Finnish Belligerency
    • 39.2 Time Limit for the Winter War
    • 39.3 Execution for the Winter War
  • 40.0 SOVIET-GERMAN PACT
    • 40.1 Economic Consequences of the Pact
    • 40.2 Political Consequences of the Pact
  • 41.0 CONTROL OF NEUTRALS & MISCELLANEOUS AXIS
    • 41.1 Neutral Control Table
    • 41.12 Effect of Neutral Control on Soviet War Status
  • 42.0 AXIS POWERS
    • 42.1 Germany
    • 42.2 Italy
    • 42.3 Hungary
    • 42.4 Rumania
    • 42.5 Bulgaria
    • 42.6 The Axis Player [Common Units and Capabilities]
  • 43.0 THE ALLIED NATIONS
    • 43.1 Poland
    • 43.2 The Netherlands
    • 43.3 Belgium
    • 43.4 Commonwealth
    • 43.5 The United States
    • 43.6 France [Third Republic]
    • 43.7 Vichy France
    • 43.8 The Allied Player [Common Units and Capabilities]
  • 44.0 SOVIET UNION
    • 44.1 Soviet Initial Condition
  • 45.0 SOVIET PEACETIME DEPLOYMENT & PRODUCTION, LIMITED WAR, AND POST-SURRENDER
    • 45.1 1939 Deployment (At Start)
    • 45.2 1941 Deployment (or Later)
    • 45.3 Soviet Production
    • 45.4 Soviet Production Multiples
    • 45.5 Timetable for Peacetime Deployment & Occupation
    • 45.6 Limited War Deployment
    • 45.7 Siberian Forces
    • 45.8 Alternating Between Limited War & Peace
    • 45.9 After the Surrender of the Soviet Union [WAR IN EUROPE]
  • 46.0 FINLAND
    • 46.1 Finnish Initial Condition
  • 47.0 ARMED NEUTRALS
    • 47.1 Norway
    • 47.2 Greece
    • 47.3 Yugoslavia
    • 47.4 Turkey
    • 47.5 Spain
    • 47.6 Sweden
    • 47.7 Eire [Republic of Ireland]
    • 47.8 Portugal
    • 47.9 Switzerland
  • 48.0 MINOR NEUTRALS
  • 49.0 PARTISAN WARFARE
    • 49.1 Partisan Cadres (0-5-0)
    • 49.2 Partisan Units [0-1-1]
    • 49.3 Partisan Divisions [2-5]
  • 50.0 ALLIED PARTISANS
    • 50.1 Counter Limitation
    • 50.2 Preconditions for Partisan Deployment
    • 50.3 German Security Divisions
    • 50.4 Yugoslavian Partisans
    • 50.5 Italian Partisans
    • 50.6 French Partisans
    • 50.7 Control of French & Italian Partisans
  • 51.0 SOVIET PARTISANS
    • 51.1 Counter Limitation
    • 51.2 Cadre Placement Table
    • 51.3 Cadre Conversion Table
  • 52.0 AXIS PARTISANS (OPTIONAL)
    • 52.1 Counter Limitation
    • 52.2 Preconditions for Partisan Deployment
    • 52.3 Cadre-to-Unit Conversion
    • 52.4 Unit to Division Conversion
    • 52.5 Ukrainian Separatism
  • U0.0 WAR IN EUROPE SPECIAL RULES
  • W0.0 WAR IN THE WEST SPECIAL RULES
  • E0.0 WAR IN THE EAST SPECIAL RULES
  • E2.0 REINFORCEMENT & WITHDRAWAL
  • E3.0 REBUILDING INTACT KAMPFGRUPPEN
  • E4.0 SS UNITS
  • E5.0 AXIS AIRBORNE UNITS & AMPHIBIOUS CAPABILITY
  • E6.0 LUFTWAFFE RESTRICTION
  • E7.0 REBUILDING SOVIET BATTLE GROUPS
  • E8.0 HUNGARIAN INVASION RESTRICTION
  • S0.0 SCENARIO FORMAT
  • S1.0 POLAND SCENARIO
  • S2.0 FRANCE 40 SCENARIO
  • S3.0 BARBAROSSA SCENARIO
  • S4.0 NORTH AFRICA SCENARIO
  • S5.0 STALINGRAD SCENARIO
  • S6.0 KURSK SCENARIO
  • S7.0 ITALY SCENARIO
  • S8.0 FRANCE 1944 SCENARIO
  • S9.0 DESTRUCTION OF ARMY GROUP CENTER SCENARIO
  • S10.0 1945: THE BATTLE FOR GERMANY SCENARIO
  • C0.0 CAMPAIGN SCENARIOS
  • C4.0 1942
  • C5.0 1943
  • C6.0 1944A
  • C7.0 1944B
  • C8.0 PUTTING IT ALL TOGETHER
  • C9.0 VICTORY (Three-Player Game)
  • D.0 DESIGNER'S NOTES
  • X.0 EXPERIMENTAL RULES
  • X2.0 ADDITIONAL UNITS
  • X3.0 AIR SUPREMACY
  • X4.0 U-BOAT WAR: SURFACE SORTIE & ASW
  • X5.0 NEW PARATROOPER RULES
  • X6.0 MORE PARTISANS
  • X7.0 MINOR ZOC ONLY +1
  • X8.0 ADDITIONAL COMBAT RESULTS
  • X9.0 NO SEVERE CLIMATE EFFECTS
  • X10.0 AFRIKA KORPS SUPPLY
  • X11.0 ALLIED CHANGING COMBAT STRENGTH
  • X12.0 SPECIAL SS RULES
  • X13.0 RANDOM WEATHER
  • X14.0 SEALION & AIR-SEA RULES
  • X15.0 POLAND SURRENDER
  • X16.0 BLITZKRIEG ZOCs
  • X17.0 AIR ATTRITION
  • X18.0 IMPROVED AXIS MINOR ARMOR AND MECHANIZED FORMATIONS
  • X19.0 UNITED STATES MARINE CORPS
  • X20.0 WESTERN ALLY EXPATRIATE UNITS
  • X21.0 SOVIET ALLY EXPATRIATE UNITS
  • X22.0 RUMANIA CHANGING SIDES
  • X23.0 FIGHTERS & BOMBERS
  • Y01.0 MAP, UNIT-COUNTER & CHART/TABLE ERRATA

1.0 INTRODUCTION

War in Europe is a division-level simulation of WWII in the European Theatre of Operations including all of Europe, North Africa and the Middle East. The playing pieces represent the armed forces of all the actual and potential belligerents.

2.0 GENERAL COURSE OF PLAY

War in Europe is played in Game Turns with an intervening Strategic Cycle after every fourth Game Turn. Each Game Turn is composed of two or three Player Turns (depending upon whether or not it is a two or three Player game). Within the Game Turn the Axis Player is always the first player unless a specific instruction (or player agreement) states otherwise. The Allied Player normally takes the position of second player with the Soviet Player acting third and last. This would be the formal order of play unless some unusual coalition or circumstance dictates a change. In most normal situations the Allied and Soviet Players should be able to execute their respective turns simultaneously since for the vast majority of turns they are operating in different areas of the map with little or no interaction and cooperation. The rules on Diplomacy can modify the Sequence of Play (see [37.0]) in the three player game.

During a Game Turn each player moves his units and executes attacks on enemy units in turn, attempting to fulfill his conditions for victory. To move from one hex to another, each unit expends a portion of its Movement Allowance. Combat is resolved by comparing the total Combat Strength Points of adjacent opposing units and expressing the comparison as a simple ratio (odds). A die is rolled and the outcome indicated on the Combat Results Table is applied to the units involved.

2.1 Number of Players

[2.1] War in Europe can be played either as a two-sided or three-sided game. In a two-sided game the Soviet Union functions initially as an unusual "Armed Neutral" which (presumably) is eventually attacked by the Axis Player, falling therefore to the control of the Allied Player. In the three-sided game, one of the players is identified as the Soviet Player and as such has a completely free and independent role from the start of the game.

2.2 War In Europe Player Roles

[2.2] War In Europe is conceived as a three player game. That is, there are three clearly distinct sides represented by the Soviet Player, the Axis Player and the Allied Player. Only one player can emerge as a decisive winner though this in itself should be a rare event. Normally play will result in one player defeated with the other two players as various shades of winners.

The overall strategic situation casts the Axis Player in the role of pace setter. If he does not force the pace, attacking and expanding to the utter limit of his capabilities, the game will drag. While there are subtle and not-so-subtle incentives built into the game to encourage Axis aggression, nothing can substitute for the thrust of a competitive personality. A cautious Axis Player will never win, but he will rarely lose. An Axis Player content to merely overrun Poland, the Low Countries and, say, France is not much of a Nazi even though this is a farsighted and sensible course of action.

2.3 Two Player Game

[2.3] In a two player game the following rules prevail.

[2.31] From the beginning, the Allied Player has limited control of the neutral Soviet Union, to the extent that he is allowed to plan and execute Soviet peacetime production and move and deploy Soviet forces at peace. He must conduct the Winter War and in every other way comply with the provisions (explicit and implicit) of the Non-Aggression Pact. Prior to 0/8/41 he may not use Soviet forces to engage in Limited War. He must in every way conduct Soviet affairs as though he were a third person though he may assume the fore-knowledge that he will eventually one way or the other assume full control of Soviet power.

[2.32] Starting with Strategic Cycle 8/41 the Allied Player assumes full control of the Soviet Union. (If the Axis Player had attacked the Soviet Union prior to this date the Allied Player would already be in full control). While in full control the Allied Player may not treat Soviet Forces as Friendly to his own. Naturally they would be associated and since he controls them he would never worry about a Soviet double-cross, but he still can't stack Allied units with Soviet units or use Allied ports for Soviet supply etc. With full control comes the right to engage in Limited War, or, if the Allied Player desires, he may keep the Soviet Union at peace for as long as he wants.

[2.33] If the Soviet Union is defeated by the Axis (44.18) the Allied Player cannot win the game regardless of his success with the Allied forces. At best he can draw. (Note: This provision applies only to the two-player game.)

3.0 GAME EQUIPMENT

3.1 The Game Map

[3.11] The game map shows all the areas required for play of the game. A field of hexagons has been superimposed upon the game map to regularize positioning of the unit markers. Each hex on the game map has been given a four-digit number: the first two digits of the number describe the column (running NW to SE) and the last two digits describe the zigzag SW to NE row in which the hex lies. In addition, each hex number, when stated in the text, is preceded by an understood letter code that identifies the map section that the hex is in.

Example: The city of Nice, France (hex C1928) is in the same column as the city of Lyon (hex C1920). Nice is in the same row as the city of Vienna, Austria (hex C4728).

[3.12] The game map comes in nine 22" x 28" map sections. These are identified as Map sections "A" (Spain), "B" (Britain), "C" (France/Germany), "D" (Italy/Yugoslavia), "E" (Libya/Egypt), "F" (Sweden/Finland), "G" (Warsaw/Moscow), "H" (Black Sea/Stalingrad), and "J" (Turkey/Syria). On each map section is a compass rose, which should be oriented so that North is the same direction for all map sections. Each map section should be placed so that its position relative to every other map section corresponds to the diagram. If the map sections are properly arranged, the tinted edge of the hex field should form a border around the entire map.

[3.13] The map sections should be arranged so that the top row of each southern map overlaps the bottom row of each northern map, and the left edge of each map overlaps the right edge of the adjacent map so that the "0101" hex in the corner of each map shows.

The exception to this is Map Section "A." The eastern edge of Map section "A" overlaps the eastern edges of Map Sections "C" and "D," so that hex A3814 (San Sebastian) is adjacent to hexes C0116 (Bayonne) and C0115; and hex A3845 is adjacent to hexes D0113 (Constantine) and D0114.

3.2 The Playing Pieces

Playing pieces fall into three categories. The predominant category is ground combat units, representing military formations (normally of division size). These units possess combat and movement abilities and are essentially the Player's army. The second category consists of support units, which have limited combat and movement ability, but aid the ground combat units. Finally, there are various points and markers, whose roles are explained in the rules text.

The units (and a few of the markers) are printed on both sides. Usually, one side will indicate the basic unit and the reverse side will indicate some sort of changed status of that unit. Both sides of each unit are shown in the Summary of Unit Types (see 3.22). The units are distinguished by symbols and numbers on the counters (playing pieces).

It is strongly suggested that the players sort the units and markers by type and color and keep them segregated, as this greatly facilitates setting up and playing the game.

[3.21] Sample Unit

(The sample unit illustration is not reproduced in the text conversion.)

[3.22] Summary of Unit Types-see chart above.

[3.22.1] (New) Support units are mobile supply units, rail repair units, arms centers, training centers, partisan cadres and strategic air bases. All other units are ground combat units. Only ground combat units cut rail lines by entering a rail hex and only ground combat units count against Axis Africa limits.

[3.22.2] (New) Mechanized units are those units that have a mechanized ZOC, that is, panzer/armor/tank units, panzergrenadier/mechanized infantry units and reconnaissance/armored cavalry units. Motorized units are not mechanized units.

[3.22.3] (New) Anti-tank units are non-mechanized for purposes of season and climate effect on combat. However, this clarification does not matter in practice as all anti-tank units are Soviet and have zero attack strength and therefore do not suffer any mechanized effects for combat.

[3.22] Notes (clarification): This information clarifies the sentence "No ZOC – not even in its own hex."

A) An Arms Center, Strategic Air base, Fortification (either on-map or German marker), or Partisan Cadre has no ZOC, not even in its own hex, and does not by itself stop enemy movement into its hex.

A1) If an enemy unit enters a hex with a Soviet Arms Center or Allied Strategic Air base, the Arms Center or Strategic Air base is destroyed.

A2) If a hex with a Fortification (either German marker or on-map) other than Tobruk is entered by an enemy unit, the fortification is destroyed. If an enemy unit enters the Tobruk fortification, the Tobruk fortification is captured.

A3) If an enemy unit enters a hex with a Partisan Cadre, the Cadre is simply ignored and remains in the hex.

B) A fortified division (Soviet 0-3-0 or French 0-6-0), mobile supply unit or rail repair unit has no ZOC, not even in its own hex, but an enemy unit cannot move into its hex except through the overrun procedure. C) An anti-tank unit, artillery unit or training center has a ZOC in the hex it occupies, but no ZOC into surrounding hexes (see rules 20.17, 20.22 and 30.14).

[3.23] Markers are self-explanatory.

3.24 Definition of Terms

Attack Strength is the basic offensive power of a unit quantified in Attack Strength Points.

Defense Strength is the basic defensive power of a unit quantified in Defense Strength Points.

Combat Strength is a term used to describe both the offensive and defensive power of a unit when both the Attack Strength and Defense Strength of the unit are equal and are represented by a single number.

Movement Allowance is the maximum movement ability of a unit quantified in Movement Points. The Movement Allowance does not apply to Rail, Air or Sea Movement.

Size Symbols

  • XXX = Corps
  • XX = Division
  • X = Brigade
  • KG = Kampfgruppe of larger unit
  • BG = Battlegroup of larger unit
  • III = Regiment

[3.25] Permanence of Units and Points

Ground Combat and Support units are discrete entities that may not be divided or interchanged, except in specific cases described in the rules. Points (Air Points, Naval Transport Points, U-Boat Points, etc.) are given in denominations of value, and a player may freely "make change" among these denominations. Points are, however, subject to counter mix limitations. The owning player may voluntarily eliminate or reduce any unit or eliminate any point at the start of his player turn.

[3.26] Markers and Fortification Markers

Generally, markers are not subject to counter mix limitations and are freely interchangeable as described for Points above. An important exception is Fortification Markers. Fortification Markers are a special class of marker that are not interchangeable and are subject to the limits of the counter mix.

Once placed, a Fortification Marker may not be moved. A Fortification Marker is destroyed and removed from the board when an enemy unit occupies its hex. The owning player may also voluntarily disband it during his player turn.

Once removed from the map, a Fortification Marker is returned to the counter tray and is then available for future production.

[3.27] Hex Control

A player controls a hex, and the hex is considered "Friendly," if a Friendly unit was the last to occupy or move through that hex. A hex is "Neutral" if it is in a Neutral country. Any hex that is not Friendly or Neutral is an "Enemy" hex. In the following cases the word Control means Friendly and not Zone of Control: 6.62, 7.73, 8.26, 53.71, 31.0, 30.84, and 52.5.

3.3 Game Charts & Tables

Visual aids are provided for the players to simplify and illustrate certain game functions.

3.4 Game Equipment Inventory

ItemQuantity
Rules Booklet (pgs 1-48)1
Rules booklet (pgs 49-96)1
Counters (3 each of Sheets 1-5)15
Game Map Sections9
Allied Production & Charts1
Axis Production & Charts1
Soviet Production & Charts1
CRT's and Table Sheets2
Player Aid Sheet2
Dice2

If any of these parts are missing or damaged, write: Customer Service, Decision Games, PO Box 21598, Bakersfield, CA 93390.

Questions regarding the game, if stated in a "yes" or "no" or multiple-choice manner, and accompanied by a stamped, self-addressed envelope or an email will be answered. Send to: Decision Games, PO Box 21598, Bakersfield, CA 93390, or visit our web site at: Decisiongames.com.

3.4 (clarification) War in Europe contains

  1. Nine maps, labeled A (Spain), B (Britain), C (Germany), D (Italy), E (Libya), F (Finland), G (North Russia), H (South Russia), J (Iraq).

  2. Two rules booklets, pages 1-48 and 49-96

  3. 15 counter sheets, 3 of each numbered 1, 2, 3, 4, 5.

  4. 3 (German, Allied, Soviet) double-size Production Spirals

  5. 2 (Axis, Allied) double-size Reinforcement Calendar/Air Displays

  6. 2 (Axis East Front, Soviet) single-size Reinforcement Calendar/Air Displays

  7. Two single-size Combat Results Table sheets

  8. Player Aid Card (with Terrain Effect Chart, etc.)

  9. Two dice

  10. Box

  11. Plastic bags

  12. Registration Card (be sure to mail this)

3.5 Game Scale

Each Game Turn represents one week of real time. Each hex is equivalent to approximately 33 kilometers in distance.

4.0 SEQUENCE OF PLAY

4.1 The Game Turn

War in Europe is played in sequential turns called Game Turns. When playing the Campaign Scenarios, another event (the Strategic Cycle; see 4.3) occurs every fourth Game Turn. Each Game Turn is composed of a Joint Air War Turn of two Phases and two or three Player Turns of eight Phases each. The player whose Player Turn is in progress is called the Phasing Player. The Scenario Instructions will define who is the First Player.

4.2 Sequence Outline

A. JOINT TACTICAL AIR WAR TURN

  1. Tactical Air Commitment Phase: All players commit their available Air Points as desired.
  2. Air Combat Phase: Combat occurs between opposing Air Points. Players execute Port Suppression Missions. We assume that in most cases the Allies will be operating in the West and South Air Fronts exclusively while the Soviets operate in the East Air Front exclusively. Thus the execution of this turn can follow the format of Section 13.0. For those instances in which all three players are operating in the same Front, see Section 38.0.

B. FIRST PLAYER TURN

  1. Reinforcement/Replacement Phase: Any reinforcements due are placed on the map. Replacement procedure is conducted. The Phasing Player removes all of his Air Interdiction Markers from the map.
  2. Initial Movement Phase: The Phasing Player may move any or all Friendly units in any direction up to the limit of their Movement Allowance and within the restrictions outlined in the Movement and Supply Rules (Sections 5.0 and 14.0, respectively).
  3. Rail Movement Phase: The Phasing Player may move Friendly units that did not move during the Initial Movement Phase by Rail, in accordance with the Rail Movement Rules (Section 6.0).
  4. Sea Movement Phase: The Phasing Player may move Friendly units by Sea, in accordance with the Sea Movement Rules (Sections 7.0 and 13.32).
  5. Air Movement Phase: The Phasing Player may move Friendly Airborne units that did not move during the Initial Movement Phase by Air, in accordance with the Air Movement Rules (8.0).
  6. Combat Phase: The Phasing Player resolves all Amphibious Assaults and Air Assaults and executes any normal attacks on Enemy units at his option. Combat is resolved as outlined in the Combat Rules (Section 11.0).
  7. Mechanized Movement Phase: The Phasing Player may move (again) all of his armored, mechanized and cavalry units -- which were not moved by Rail or Sea Movement -- in any direction up to the limit of their Movement Allowance, within the restrictions outlined in the Movement and Supply Rules.
  8. Air Interdiction Phase: The Phasing Player places Air Interdiction Markers, as permitted by the Tactical Air Power Rules (Section 13.0).

C. SECOND PLAYER TURN

The second player repeats Phases One through Eight, becoming the Phasing Player and moving his own units.

D. THIRD PLAYER TURN

The third player repeats Phases One through Eight, becoming the Phasing Player and moving his own units.

E. HOUSEKEEPING

All players' Air Points should be returned to the Available Box of the Air Display. The Game Turn Marker is advanced one step on the Turn Record Track.

4.3 Strategic Cycle Sequence Outline

The Strategic Cycle intervenes after every fourth Game Turn and comprises of the following steps.

  • STAGE 1. THE U-BOAT WAR
  • STAGE 2. ALLIED REINFORCEMENTS
  • STAGE 3. THE STRATEGIC AIR WAR
  • STAGE 4. GERMAN PRODUCTION
  • STAGE 5. SOVIET PRODUCTION

These activities are conducted at the beginning of the cycle, before the 1/XX/XX game turn. In many rules sections, the cycle is referred to as "0/XX/XX." (In both these examples, "X" serves as a generic number.)

The 0/9/39 cycle is a special case since the game starts on 3/9/39. The Strategic Cycle is not conducted for 0/9/39. If playing the Campaign Game, the reinforcements listed on the cycle record tracks for 0/9/39 are received in the reinforcement or replacement phase of 3/9/39.

4.4 Game Length

Repeat Steps A through D for each Game Turn indicated in the Scenario. At the end of the last Game Turn, the game is over, and the players' performances are evaluated in terms of the Victory Conditions.

5.0 MOVEMENT

There are five Movement Phases in each Player Turn. During the Initial Movement Phase, the Phasing Player may move any, all, or no Friendly units. During the Rail, Sea, and Air Movement Phases, the Phasing Player may move certain units, in accordance with the Rail Movement, Sea Movement, and Air Movement Rules (Sections 6.0, 7.0, and 8.0, respectively). During the Mechanized Movement Phase, the Phasing Player may move Friendly armored, mechanized infantry, and cavalry units (only) which did not move by Rail or Sea, regardless of whether or not these units were moved during the Initial Movement Phase.

During both the Initial and Mechanized Movement Phases (only), units are moved according to the normal Movement Rules (5.0). A unit expends a portion of its total Movement Allowance to enter each hex. The cost to enter each hex depends on a variety of factors, including the terrain in the hex, seasonal weather effects, and the presence of Enemy Zones of Control in the hex. During the Initial Movement Phase, the Phasing Player may move as many or as few of his units as desired, within the limit of the units' Movement Allowances.

During the Mechanized Movement Phase, the Phasing Player may move (again) as many or few of his Mechanized units (only) as he desires, within the limit of their Movement Allowances. (Units that may be moved in the Mechanized Movement Phase, such as armored, mechanized infantry, and cavalry units, are hereafter referred to as "Mechanized" units.) A Mechanized unit may be moved in both the Initial and Mechanized Movement Phases, at the Phasing Player's option. Unused Movement Points may not be accumulated from Phase to Phase or transferred from unit to unit.

Move each unit individually, tracing the path of its movement through contiguous hexes. Once a unit has been moved and the player's hand withdrawn, the unit may not move again, retrace and/or change its path during that Movement Phase (exception: 5.7).

5.1 How to Move Units

[5.11] During the Initial Movement Phase and Mechanized Movement Phase (only) the Phasing Player's units are moved; all, some, or none of his units may be moved. No Enemy movement, and no combat, may occur during a Movement Phase. However, Overrun Attacks may occur (see Overrun, 5.7).

[5.12] Movement is calculated in terms of Movement Points. Basically, each unit expends one Movement Point of its total Movement Allowance for each hex it enters.

[5.13] A unit's Movement Allowance is variable. It may be altered by seasonal weather effects the supply state of the unit at the beginning of the Movement Phase. Similarly, the Movement Point cost to enter a given hex may be altered by the terrain in the hex, weather, the presence of Enemy Zones of Control, Enemy occupation, or Enemy Air Interdiction Markers in the hex. All effects which may alter a unit's Movement Allowance are always cumulative. Similarly, all effects which change the Movement Point cost to enter a given hex are also cumulative. Finally, whenever a unit's Movement Allowance is halved, any fractions are always dropped.

Example: Entering an Enemy-controlled, clear terrain hex would require the expenditure of three Movement Points: one Movement Point to enter the clear terrain hex and two additional Movement Points for entering an Enemy Zone of Control.

[5.14] During any Initial or Mechanized Movement Phase in which a particular unit is allowed movement a unit may always move one hex, regardless of the Movement Points it has to expend, except to move directly from one Enemy-controlled hex to another Enemy-controlled hex and except to Overrun.

[5.15] No regular combat may take place during the Initial or Mechanized Movement Phase. Overruns may take place during the Initial and/or Mechanized Movement Phase. An overrun is not considered regular combat; it is considered movement (see Overrun, 5.7).

[5.16] Units may freely enter or move through hexes containing other Friendly units, regardless of stacking restrictions. There is no additional Movement Point penalty for stacking or unstacking with Friendly units.

5.2 Movement Inhibitions and Prohibitions

[5.21] A unit may never enter a hex unless it has sufficient Movement Points to pay all the appropriate Movement Point costs implied by the terrain effects, Zones of Control, Enemy occupation, weather effects, the presence of Enemy Air Interdiction Markers in the hex (exception: 5.14).

[5.22] A unit may never enter an Enemy-occupied hex, except to execute an Overrun, Amphibious Assault or Air Assault.

[5.23] A unit may not end the Movement Phase in violation of the Stacking Rules (see Stacking).

[5.24] A unit may move through Enemy-controlled or Enemy-interdicted hexes by paying all the required Movement Points to do so.

[5.25] Units which move during a Friendly Rail, Air or Sea Movement Phase may not have moved during the Initial Movement Phase of the same Player Turn, nor may they be moved during the Mechanized Movement Phase of the same Player Turn (exception: 7.21, Emergency Naval Transport).

[5.26] A unit may never enter an all-Sea hex or cross an all-Sea or Blocked hex side, except when using Sea Movement (see 7.0).

[5.27] Units may not be moved off the map, except by specific direction of a rule (see 7.16, for example).

[5.28] Movement through blocked hex sides crossed by Rail Lines is by Rail Movement or Repair units only, regardless of weather (Exception: 15.1 and 15.3).

5.3 Terrain Effects on Movement

The cost in Movement Points to enter a given hex will vary according to the type of terrain in the hex and the type of unit that is entering the hex (see Terrain Effects Chart). Motorized units (all units with a Movement Allowance of 10) pay mechanized Movement costs, but move only in the Initial Movement Phase. Cavalry units pay infantry Movement Point costs.

Note: A mechanized unit moving across a river hexside in the Initial or Mechanized Movement Phase must always expend one additional Movement Point in order to cross the hexside, even if that hexside also is crossed by a Rail Line.

5.4 Weather Effects on Movement

The weather during certain Game Turns (specified as either Snow or Mud Game Turns on the Turn Record Track), affects the Movement Allowances of various units, as well as the entry costs for hexes containing certain terrain features (see Terrain Effects Chart and Weather Rules).

5.5 Mechanized Movement

During his Mechanized Movement Phase, the Phasing Player may move armored, mechanized infantry and cavalry units (only) up to their full Movement Allowances. This movement is additional to any movement made by these units during the Initial Movement Phase. Units which moved during the Rail, Sea, or Air Movement Phase may not move during the Mechanized Movement Phase. Overruns may be performed during the Mechanized Movement Phase, but no combat may take place after this phase in that Player Turn. All normal terrain, weather and supply effects on movement are in effect during the Mechanized Movement Phase.

5.5 (clarification) Mechanized Movement: During the mechanized movement phase, the phasing player may move panzer/armored/tank units, panzergrenadier/mechanized infantry units, cavalry units, armored cavalry/reconnaissance units, mobile supply units, anti-tank units, and artillery units (only) up to their full movement allowance, as long as the unit did not move previously this turn by rail or sea. Note that panzer/armor/tank units, panzergrenadier/mechanized infantry units, cavalry units, reconnaissance/armored cavalry units and mobile supply units may have moved previously in the initial movement phase; mechanized movement is in addition to this.

5.6 Infantry Forced March

During the Initial Movement Phase (only), the Phasing Player may attempt to force-march any of his infantry units. All infantry units except Finnish infantry units, German Security, and Static Divisions may be force-marched. Non-infantry units may never force-march. Each force-marching infantry unit is moved individually up to double its normal Movement Allowance. At the end of the unit's movement, the Owning Player rolls a die to determine the attritional effect of the forced march on that unit. If a roll of any number other than "one" is made, the unit suffers no adverse effect. If a "one" is rolled, the unit is immediately flipped over and becomes a Kampfgruppe-sized unit. If a Kampfgruppe-sized unit or a unit that cannot be reduced to Kampfgruppe-size rolls a "one" during its force-march attempt, it is eliminated.

[5.61] A single, separate die roll must be made for each infantry unit that force marches.

[5.62] Infantry units are subject to all normal modifications to their Movement Allowances while force marching. All normal modifications are first applied to the unit's printed Movement Allowance, and then the unit's adjusted Movement Allowance is doubled. For instance, an unsupplied unit would first halve its printed Movement Allowance for being unsupplied (fractions are dropped), and this adjusted Movement Allowance is doubled if the unit force marches.

[5.63] Infantry units that force-march may not take part in an Overrun.

[5.64] Infantry units that force-march may not enter Enemy-controlled hexes. They may move adjacent to an Enemy unit only if that Enemy unit is not exerting a Zone of Control into the hex to be entered (e.g. an armored unit in Rough Terrain). In such a case, the force-marched unit could attack it during the Friendly Combat Phase.

[5.65] Motorized units may not force march.

5.7 Overrun Movement

An Overrun is a form of attack that is conducted during the Phasing Player's Initial and/or Mechanized Movement Phase (only). It is considered to be solely movement, rather than combat. In executing an Overrun, the Overrunning units enter the hex of the unit(s) to be Overrun. This is an exception to 5.22. All of the units that participate in the Overrun must enter the hex through the same hexside but need not have begun the Movement Phase stacked in the same hex. Each unit participating in the Overrun is required to expend two additional Movement Points (in addition to the normal cost) for entering the hex. Once a hex to be overrun is declared by the phasing player, up to 3 friendly units participating in the Overrun may ignore the Zones of Control of all Enemy units in the hex that is being Overrun (consider that the units being Overrun have no Zones of Control during the Overrunning unit's movement).

Overrunning units must pay normal entry and exit costs to enter or exit any Enemy Zones of Control exerted by Enemy units that are not involved in the Overrun. In order to enter an Enemy-occupied hex, the Overrunning unit(s) must be able to muster 13:1 Combat Odds against the unit(s) in the hex. The enemy units in the hex are immediately removed from the map (during the current Movement Phase). After the Overrun units have been removed, those units that participated in the Overrun may continue moving up to the limit of their Movement Allowances. Note: Overrun Movement is treated as an exception to the rule requiring that each unit must individually finish its movement before any other Friendly unit is moved.

[5.71] Enemy units in one hex must be overrun as a group. Units stacked together cannot be individually overrun. The Defense Strengths of the units being overrun in a single hex must be combined and the Overrunning units must achieve 13:1 Combat Odds against this combined Defense Strength.

[5.72] Enemy Zones of Control do extend into hexes occupied by Enemy units. Thus, a Friendly unit entering a hex to execute an Overrun expends two additional Movement Points (over and above the two additional Movement Points required to execute an Overrun) if the hex to be Overrun is in the Zone of Control of another, uninvolved Enemy unit.

[5.73] A maximum of three Friendly units may enter an Enemy-occupied hex for the purpose of executing an Overrun.

[5.74] A unit may not participate in an Overrun against more than one Enemy-occupied hex in a single Movement Phase, even if it has sufficient Movement Points to do so.

[5.75] The supply state of all units involved in an Overrun (both the Overrunning and the Overrun units) is determined at the beginning of the Movement Phase in which the Overrun is executed. Unsupplied units participating in an Overrun do not automatically suffer an "AEx" Result (this is an exception to 12.43).

[5.76] Overrun movement is subject to the normal effects on Combat and Movement due to terrain, weather, supply, Zones of Control and Enemy Air Interdiction. Units Overrunning across a River hexside have their Combat Strengths halved.

[5.76] (clarification) Mechanized units attempting to overrun a stack with an anti-tank unit are halved in strength.

[5.77] Infantry units may not participate in an Overrun in a Movement Phase in which they have attempted to force-march.

[5.78] Entrained units may be Overrun. If an Overrun is executed against an entrained unit, the unit is automatically detrained and has its Defense Strength halved, retaining fractions (after normal modification is made for terrain, supply, etc.) when computing the necessary 13:1 Overrun odds.

[5.79] A unit that is Overrun never forms a Kampfgruppe or Battlegroup-sized unit. It is eliminated.

Example: Two German 10-8 divisions and an 8-8 division cooperate to Overrun an Enemy division that has a Combat Strength of "2" (face value). The odds are 28:2 (14 to 1), more than sufficient for the Overrun. Each of the German units expends two Movement Points to move to the Enemy hex, two more to Overrun, and an additional two for entering the Zone of Control of an uninvolved Enemy unit, which is itself not the subject of an overrun that Phase. Each of the German units expends a total of six Movement Points (and does not have enough remaining Points to continue moving).

5.79 (clarification) If a Mobile Supply Unit is overrun, at the attacker's choice the MSU may either be eliminated or replaced with a friendly Mobile Supply Unit (see rule 14.42).

5.8 Terrain Effects Chart

(See Player Aid Card) 5.8 (typo) Terrain Effects Chart: For a Maginot Line Hex, West Wall Hex, and Fortification Hex, the combat effects should say "See rule 16.0."

5.8 (correction) Terrain Effects Chart: A Maginot Line hex (including the Liege forts in hex C3208, see rule 16.15) negates an enemy ZOC (see rule 16.12). A West Wall hex or a fortification hex (a Swiss Redoubt, Sevastopol, or Tobruk) does not negate enemy ZOC (see rules 16.22, 16.3 and 16.4).

5.8 (clarification) Terrain Effects Chart: The darkened area for the line beginning Placement Hex should be extended upward to begin with the line beginning City or Capital Hex. That is, a City or Capital Hex, Minor/Major port, Resource/Manufacturing Center or Placement Hex are all NA (not applicable) for terrain effects.

6.0 RAIL MOVEMENT

During the Rail Movement Phase (only), the Phasing Player may move certain units by Rail Movement, within the restrictions of the Rail Movement Rules. Rail Movement is a special form of movement that may not be combined with any other form of movement. Rail Movement encompasses the act of entraining and/or detraining units, as well as the movement of entrained units between Rail hexes through a connecting Rail hexside. Rail Movement is governed by a number of special rules. The Phasing Player is restricted in the number of Friendly units that may use Rail Movement. Units using Rail Movement have a special Rail Movement Allowance during the Rail Movement Phase. The Phasing Player may use Rail Movement only into and through "Friendly" Rail hexes. Thus, Rail Movement depends on the status of each Rail hex to be entered during a given Rail Movement Phase.

The Soviet Union has a rail gauge that is different from that of the other European nations. Primarily this is a defensive measure on the Soviets' part, as non-compatible rail systems greatly compound the logistics difficulties of an invading force. Players must pay close attention to the type of rail they are repairing, as the cost varies greatly (see 6.62). Note that as the Axis repairs rail lines in the Soviet Union, the hexes are converted to European gauge; if the Soviet Player ever attempts to re-convert those rail hexes he must pay the cost of repairing "different gauge" rail.

6.1 Rail Capacity

Rail Capacity is defined as the maximum number of Friendly units allowed to use any form of Rail Movement (including entraining and/or detraining) during a Phasing Player's Rail Movement Phase. Rail Capacity is assigned to each player separately. Each player's Rail Capacity remains constant throughout the game.

[6.11] A player may never violate his Rail Capacity by having more Friendly units using Rail Movement than his Rail Capacity allows. Any time a player's Rail Capacity is exceeded, the opposing player may choose whichever of the excess enemy units he desires to be immediately removed from the map.

[6.12] All entrained, entraining and detraining Friendly units count against a player's Rail Capacity. Thus, a Friendly unit that detrains during the Phasing Player's Rail Movement Phase is counted against the player's Rail Capacity for that Movement Phase.

[6.13] Each corps-sized unit using Rail Movement counts as three division-sized units for Rail Capacity purposes. Each Kampfgruppe-sized unit using Rail Movement counts as one division-sized unit for Rail Capacity purposes. Brigades and regiments also count as one unit each.

6.2 Rail Movement Allowance

The Rail Movement Allowance is a special Movement Allowance that replaces a unit's normal Movement Allowance during the Rail Movement Phase in which the unit is using any form of Rail Movement. A unit's Rail Movement Allowance is quantified in terms of Rail Movement Points. The Rail Movement Allowance for all units moving by Rail is 50 Rail Movement Points (see 15.1).

6.3 How to use Rail Movement

[6.31] A unit may entrain, move by rail, and detrain in the same Friendly Rail Movement Phase.

[6.32] It costs one Rail Movement Point for each Rail hex entered through a Rail hexside, regardless of the other terrain in the hex. An entrained unit must expend five additional Points to enter an Enemy Interdicted hex. Rail Movement Points may only be expended to entrain, detrain, or to move through Rail hexes during the Phasing Player's Rail Movement Phase. Unused Rail Movement Points may not be used for any form of non-Rail Movement, and may not be accumulated from Phase to Phase or transferred from one unit to another.

[6.33] In order to use Rail Movement during a Rail Movement Phase, a unit must not have moved during the Initial Movement Phase of the same Player Turn, nor may it use Sea Movement (exception: see 7.2), Air Movement, or movement during the Mechanized Movement Phase during the Player Turn in which it uses Rail Movement. There is no limit to the number of Turns a unit may remain entrained.

[6.34] An entrained unit may not enter an Enemy-controlled hex, even if a Friendly unit occupies the Enemy-controlled hex. If an Enemy unit moves adjacent to an entrained unit, the entrained unit must either detrain in that hex, or leave the Enemy-controlled hex (using Rail Movement) during the next Friendly Rail Movement Phase at a cost of five additional Rail Movement Points. Note: Certain units do not exert Zones of Control into certain terrain; an entrained unit may move adjacent to such an Enemy unit, detrain, and fight.

[6.35] Entrained units have no Zones of Control. An entrained unit may never attack an Enemy unit or participate in any way in an Overrun.

[6.36] If an entrained unit is attacked, it is automatically detrained (immediately and at no cost), and its Defense Strength, after being modified for terrain, supply and weather effects, is halved, retaining fractions.

6.4 Entraining & Detraining

[6.41] Units may entrain and/or detrain only during the Phasing Player's Rail Movement Phase. Ten Movement Points are expended from the unit's rail Movement Allowance to entrain or detrain. An entrained unit may be detrained at any time during the Phasing Player's Rail Movement Phase, providing it has sufficient Rail Movement Points remaining to pay the detraining cost. Use an Entrained Marker to indicate entrained units.

[6.42] A unit may not entrain in an Enemy-controlled hex (even if occupied by another Friendly unit). An entrained unit may detrain in an Enemy-controlled hex (at the regular detraining cost). A unit may entrain or detrain in an Enemy Interdicted hex at no extra cost.

6.5 Rail Hex/Rail Line Status

Generally speaking, there are two different types of railroads in Europe. All of Western Europe uses standard 4' 8.5" gauge track, while all of the Soviet Union uses Russian 5'6" gauge track. But regardless of which type of Rail Line is being considered, for a Friendly unit to use the Rail Lines of an Enemy country, the Rail Line must first be "repaired." For game purposes, it is necessary to define which Rail Lines can be used by either Player for purposes of Rail Movement and Supply. At any time during a game, a Rail hex will either be a "Friendly Rail hex," "Enemy Rail hex," or a "Neutral Rail hex." Only Friendly Rail hexes may be used for Friendly movement and/or supply purposes.

[6.51] In all Scenarios, before play begins, the status of all Rail hexes is determined and delineated by the use of Friendly Railhead and Rail junction Markers, within the specifications of the rules of the particular Scenario being played.

[6.52] In order to enter a Friendly Rail hex via Rail Movement, it must be possible to trace a line of contiguous Friendly Rail hexes from the particular hex in question to a Friendly Supply Source. It may be traced through Enemy-controlled and Enemy Interdicted hexes. It must be traced through connecting Rail hexsides that connect all of the contiguous Rail hexes in the Rail Line.

[6.53] Railhead and Rail Junction Markers (distinguished by nationality) are used in conjunction to delineate the path of Friendly Rail hexes and the extent of Friendly Rail Lines.

Railhead Markers are used to indicate those Friendly Rail hexes that are farthest along the Rail Line from the Friendly Supply Source, and should be placed with their "tail" indicating the direction of the Rail Line leading back toward the Friendly Supply Source. Railhead Markers are also used to indicate "Cuts" in the Rail Line. Whenever a ground combat unit enters or passes through an Enemy Rail hex, the Enemy Player should immediately place Railhead Markers on both sides of the hex to indicate that the Rail hex has been "neutralized." Whenever a contiguous series of Rail hexes has been neutralized, a pair of Railhead Markers should be used to indicate the stretch of neutral track lying between the Railhead Markers. In all cases, the rounded "heads" of the Railhead Markers should be faced toward each other to indicate the neutralized hexes.

[6.54] When neutral Rail hexes lay between the furthest Railhead Marker on that Rail Line and the Friendly Supply Source, the furthest Railhead Marker should be rotated 180° and left where it is so that it may be used again when the neutralized Rail hexes have been repaired. Until Friendly Repair units repair the neutral track, a Player uses the farthest Railhead Marker that is still connected to a Friendly Supply Source by a contiguous path of Friendly Rail hexes as the temporary Railhead.

[6.55] Rail Junction Markers are used to indicate the path of Friendly Rail hexes passing through a hex where two or more Rail Lines intersect. The arrows on a Rail junction Marker should be placed to indicate the direction of the Friendly Rail Line.

6.6 Repair Units

Repair units are used to convert Enemy Rail hexes into Friendly Rail hexes and to repair Neutral Rail hexes, converting them, also, into Friendly Rail hexes. The use of Repair units is subject to special limitations and restrictions.

[6.61] During each Initial Movement Phase, a Friendly Repair unit may enter one or more adjacent Rail hexes and convert or repair those Rail hexes for Friendly Rail Movement and Supply purposes. When a Repair unit enters a Rail hex, it may remove all other Markers that have been used to indicate the status of that Rail hex and advance a Friendly Railhead Marker into the hex. Repair units may convert or repair Rail Lines only during the Friendly Initial Movement Phase. Repair units may move only through Rail hexes that are connected by Rail hexside, or by Sea Movement.

[6.62] During the Initial Movement Phase, Repair unit movement does not count against Friendly Rail Capacity. Repair units may repair same gauge Rail Lines and may convert different gauge Rail Lines. For the rates of repair and conversion, see 6.69. When moving during the Initial Movement Phase, Repair units are exempt from terrain and supply effects on movement, as well as any additional cost due to Enemy Zones of Control or Interdiction Markers. However, their movement abilities are affected by Weather (see 15.1). Note that all Rail Lines outside of the Soviet Union (or Soviet-controlled territory at the start of a Scenario) are of the same gauge, and that the repair of different gauge Rail Lines will only occur when Soviet units are actually in play (i.e., in either War In the East or War In Europe).

If a different gauge Rail Line has been converted by a Repair unit, and has been subsequently cut by Enemy units, it may be repaired at a cost of one Movement Point per hex.

No unit (except for Repair unit(s)) on the "wrong" side of a neutralized or cut Rail hex (the side not reconnecting to a Friendly Supply Source—see 6.52) may use Rail Movement. A Repair unit may use rail movement and also may move normally along the Rail Line to the cut in order to repair it, but may not, of course, rail move and repair in that same turn.

[6.63] Any Rail hexside (a hexside crossed by a Rail Line symbol) that forms a part of a Friendly Rail hex is considered to be a Friendly Rail hexside. Thus, when converting or repairing Rail hexes, a Repair unit need not pass through all Rail hexsides. It need only enter a Rail hex adjacent to another Friendly Rail hex, at which time the two Friendly Rail hexes are considered automatically connected by the intervening Rail hexside.

[6.64] Repair units may use Rail or Sea Movement during the appropriate Friendly Movement Phases. When doing so, they are subject to all normal restrictions on the type of movement they are using. They count against Friendly Rail or Naval Capacity as one division each. Repair units may not move during more than one Friendly Movement Phase per Game Turn. When using Sea Movement, Repair units may embark or debark only in Friendly Major Port hexes that have either never "changed hands" or which have been repaired by the Overrunning Player for a minimum of 10 Game Turns.

Repair units moving by Rail Movement or Sea Movement may not repair or convert Rail hexes during that turn. The exception to this is that the Repair unit immediately and automatically repairs any rails in the hex in which it lands.

[6.65] Repair units may enter Enemy-controlled or interdicted hexes at no additional cost during the Initial Movement Phase. They may never attack Enemy units or participate in Overruns. Repair Units expend five additional Movement Points to enter an Interdicted hex when using Rail Movement.

Repair units may repair or convert Rail hexes occupied by Partisan or cadres units (but not hexes occupied by Partisan divisions.

[6.66] A Rail Repair unit defends normally when attacked but may only retreat through Friendly Rail hexes connected by Rail hexsides: if unable to do so, it is eliminated.

[6.67] Repair units count as one unit against normal Stacking Limits. They do not have a Zones of Control.

[6.68] When a country joins either the Axis or the Allies (due either to a violation of neutrality or a "political trigger"), all Rail hexes in that country automatically become a part of the Rail system of the side that the country has joined. Friendly units moving on Rail hexes of the country would count against the total Rail Capacity of either the Axis or the Allied Player.

[6.69] The following table details the number of hexes a Repair unit may repair or convert during the noted Weather Game Turns in the two Weather Areas that affect the Repair units:

NationalityWeather AreaClear RClear CMud RMud CSnow RSnow C
AxisModerate512010
AxisSevere511010
AlliedModerate512010

R=repair; C=convert

6.7 Use of Rail Markers Diagram

In the diagram, Axis units are shaded: Allied units are not.

The diagram (which shows a part of Map Section C with the terrain features removed) illustrates the proper use of Rail Markers to help define the paths of Axis and Allied Rail Lines. The Axis Railhead Markers are used to indicate Axis Rail hexes which are most distant from a Friendly Supply Source (in this case, a Manufacturing Center in Germany). Similarly, the Allied Railhead Markers are positioned in Allied Rail hexes which are furthest from an Allied Supply Source (in this case, the Port hex of Nantes (1107), and Port hexes further to the west. Note that an Allied Railhead Marker has been placed in hex 1107 to indicate that it is an Allied Supply Terminus).

The Railhead Markers are placed with their "tails" directed towards the Friendly Supply Source, with the exception of the Axis Railhead Marker in hex 1414, which has been reversed 180° to indicate that it is no longer a functioning Railhead. Railhead Markers have also been used to indicate Rail hexes which have been passed through by Enemy units and have not since been entered by a Friendly Repair unit. They are used in pairs to indicate a contiguous series of these "Neutralized" Rail hexes. They indicate that the Rail hexes between them are neutral; i.e., Friendly Supply and Rail Movement may not be traced through these hexes until a Friendly Repair unit has entered them. In the diagram, the following Rail hexes are shown as being neutral: 1413, 1515-1614-1615, 1711.

Between a Friendly Railhead Marker and the Friendly Supply Source, a Friendly Rail Junction Marker should be placed in each hex in which two or more Rail Lines intersect. The "arrowhead" of the Rail Junction Marker should be directed along the path of Rail hexes leading to a Friendly Railhead Marker. When two or more Rail Lines, both of which are Friendly, intersect, a Friendly Rail Junction Marker may be placed in the hex of intersection to indicate one path of Friendly Rail Lines, while a second Friendly Rail Junction Marker may be placed in a hex adjacent to the hex of intersection, and in a manner so as to describe the second path of Friendly Rail hexes (as in hex 1215 of the diagram).

Note: It is entirely possible to use the Rail Markers far more economically than in the manner in which they have been used in this diagram. For instance, if all intersecting Rail Lines passing through a hex are Friendly, no Rail Junction Marker whatsoever need be used in that hex. In general, the Rail Markers should be used only when and where they are absolutely necessary to define the status of particular Rail hexes and the outline of the Allied and Axis Rail networks.

6.8 Off-Map Rail Movement

It is possible to shift units between rail lines that do not actually connect on the map. To do so an entrained unit must move by rail off the eastern, western or southern map-edge in accordance with the Cases below. The unit must then spend one complete Game Turn off the map. On the Rail Movement Phase of the following Game Turn, the unit (still entrained) must be brought back onto the map from any Friendly rail-line leading off the same map-edge from which the unit exited. The unit must be brought back on the map: it may not be held off-map indefinitely. While the unit is off-map it continues to count against a player's rail capacity.

[6.81] Soviet East Map-edge Rail Movement

The Soviet player can use off-map rail movement from (and to) east edge rail hexes in Soviet control and major supply [32.3] in the Soviet Union (not Iran). To do so, an entrained unit must move by rail off the eastern map-edge (only). The unit must then spend one complete Game Turn off the map.

On the Rail Movement Phase of the following Game Turn the unit (still entrained) must be brought back onto the map from any eligible rail line leading off the east map-edge. The unit must be brought back on the map; it may not be held off-map indefinitely. While the unit is off-map it continues to count against the Soviet Player's rail capacity.

Note this is a different concept to moving a unit to Siberia per rule [32.22], as units moved in accordance with 32.22 must pass through the Soviet production system before they may re-enter the mapboard.

[6.82] Allied South Map-edge Rail Movement

The Allied Player can use off map rail movement from and to south map-edge rail hexes, meaning those in Egypt, Iraq and Iran. This movement depicts rail movement to a port off map and naval transport elsewhere. Hence, the procedure is somewhat different than Soviet east edge rail movement as described above. Allied Movement is further explained in [U3.0] as an exception to [7.13]. Whether or not a naval transport point needs to be used to enable this movement, and the time it takes to carry it out, are governed by [U3.1].

7.0 SEA MOVEMENT

There are three types of Sea Movement: Normal Transport, from one Friendly Port hex to another Friendly Port hex. Emergency Transport, also from one Friendly Port hex to another Friendly Port hex; and Amphibious Assault, from a Friendly Port hex to any non-Mountainous Coastal hex. The ability to move units by Naval or Emergency Transport is expressed in terms of Naval Transport Points. Each Transport Point represents the capability to move one division (or division-equivalent) of ground units. The ability to have units perform an Amphibious Assault is expressed in terms of Amphibious Assault Points. Each Assault Point represents the capability to have one division or division-equivalent perform an Amphibious Assault. Assault Points may also be treated as Transport Points in order to move units by Naval or Emergency Transport.

The Sea and Coastal hexes on the map are divided into Sea Areas labeled High Seas, Black, Baltic, Aegean, Adriatic, and West, Central and East Mediterranean. Small land-locked bodies of water are not seas. The capability to use Sea Movement in a given Sea Area is defined for each Player.

All Friendly Sea Movement occurs during the Friendly Sea Movement Phase. Units may not combine Sea Movement with any other form of movement in the same Game Turn (exception: see 7.2). In all types of Sea Movement, the transported units must be able to trace a path of contiguous Sea, Coastal, or River hexes from the embarkation hex to the debarkation hex, specifying the exact route followed. Sea Movement may not be traced through a hex occupied by an Enemy ground unit, although an Amphibious Assault (only) may be launched into such a hex. Naval Transport is considered to have unlimited range. There is no limit to the number of hexes a unit may move in a single Sea Movement Phase, provided that the required path of hexes is traced. Emergency Transport has a range of four hexes: i.e. the path of Sea, Coastal, or River hexes traced by the moving unit may be no more than four hexes long.

Normal stacking limitations apply throughout the Sea Movement Phase. No more than four non-Soviet (or three Soviet) units may embark or debark from a hex in a single Sea Movement Phase.

Units attempting to move by Sea may be vulnerable to attacks by the Enemy Player either in the form of Air-Sea Interdiction, or Allied Naval Interdiction. Units that are successful in attempting Sea Movement are simply moved to their destination hexes by tracing the required path.

7.1 Naval Transport

[7.11] The Allied Player receives a set Naval Transport Capability measured in Naval Transport Points available per Game Turn, according to the Standard Scenario Instructions or Rule 43.86. This capability may be increased or decreased during the course of a Scenario by the Scenario Instructions. Axis Naval Transport Points available are listed by the specific Scenario Instructions or created via German Production. The use and attrition of these Points is controlled by the Axis High Seas Movement Rules.

Additionally, certain nations have a permanent Naval Transport Capability in certain Sea Areas, to which the player may fall heir.

[7.12] Naval Transport is always completed in a single Friendly Sea Movement Phase (exception: 7.16). Naval Transport requires no Movement Points and is exempt from normal restrictions imposed on movement by terrain, supply, weather and Zones of Control. Naval Transport is vulnerable to Air-Sea Interdiction. Axis Naval Transport in the High Seas Area is vulnerable to Allied Naval Intervention.

[7.13] A unit using Naval Transport must leave (embark) from and land (debark) in a Friendly Port hex. A unit using Naval Transport may embark and/or debark in Enemy-controlled hexes. A unit using Naval Transport may not attack or participate in an Overrun in the Game Turn in which Naval Transport was used. It may defend normally.

[7.14] All ground units may be moved by Naval Transport, regardless of unit type (exception: 7.15).

[7.15] Only infantry and anti-tank units may use Naval Transport in the Black Sea Area. Mobile Supply and Repair Units may embark or debark only at a Friendly undamaged (or fully repaired) Major Port hex.

[7.16] In addition to his normal capabilities, the Allied Player may transport units off the map by tracing a path off the Northern map edge of Map Section F, the Northern or Western map edge of Map Sections A or B, and the Southern map edge of Map Section E. A unit that has left the map in this manner may return on any of the listed map edges after four Game Turns during the Sea Movement Phase. This off-map procedure allows, for example, movement between Great Britain and Egypt without traversing the Mediterranean and is called "Rounding the Cape." Axis units also may "Round the Cape;" however, they are subject to High Seas Intervention Attrition during all four turns and Air Sea Interdiction the first turn.

[7.17] Certain nations have a permanent Naval Capability in certain Sea Areas. These capabilities, if any, are given in the Rules Booklet in the rules section pertaining to the particular country in question.

[7.18] Naval Transport may not be used to transfer a unit to an Amphibious Point being used as a Minor Port (7.35) during the same Game Turn in which that specific Amphibious Point was used for an Amphibious Assault.

7.2 Emergency Transport

Emergency Transport is a type of Naval Transport also calculated on the basis of Naval Transport Points. Emergency Transport is conducted in the same manner as Naval Transport, except for the following rules.

[7.21] A unit moving by Emergency Transport need not have begun the Friendly Turn in a Friendly Port hex. Instead, the unit need only begin the Sea Movement Phase in such a hex (that is, a unit may move to a Port hex during the Initial Movement Phase). This is the only case where a unit attempting Sea Movement may participate in any other movement during the Player Turn.

[7.22] The path of Sea and/or Coastal hexes traced by a unit using Emergency Transport may not exceed four hexes in length (not including the hex of embarkation).

[7.23] Emergency Transport is not subject to Enemy Air-Sea Interdiction. Axis units tracing Emergency Transport through a High Seas hex are subject to Allied Naval Intervention.

[7.24] A unit using Emergency Transport is automatically reduced to its Battlegroup strength. If the unit does not form a Battlegroup, apply 7.25 (See 7.29 if German Personnel or Western Allied Production options are in effect.)

[7.25] If the unit being transported would not normally form a Battlegroup, it is eliminated. If the destination port is in supply, however, the Owning Player (except for the Soviet Player) may place the eliminated unit or on the Reinforcement Track 8 Game Turns (not Cycles) after the turn in which Emergency Transport was conducted. It arrives as a normal reinforcement during the Reinforcement Phase of that Game Turn. For minor countries, see 7.28.

Example: In 1944, a German 3-8 panzer brigade is trapped out of supply in Dieppe. The Axis player decides to attempt to save it by emergency transporting it to Calais. Neither port is suppressed. To do so, he must commit a Naval Transport Point to perform the transport. If the unit survives Allied Naval Intervention, it will appear as a reinforcement in Germany eight turns later. If Calais was also out of supply this would be a pointless exercise, unless the German player also committed naval assets to providing supply in the high seas, in which case at the risk of having a goodly portion of the Kriegsmarine sunk, the 3-8 would escape Air-Sea Interdiction and might live to fight another day. It would not matter if there already were four units stacked in the Calais hex as stacking limits apply at the end of the phase and the 3-8 will have been removed by then.

Example: In the same situation as above the German player wishes to emergency transport a 6-5 instead of a 3-8. The 6-5 will arrive in Calais as a 1-5 (if it survives Allied Naval intervention) regardless of the supply situation and the German need only commit 1 NTP. In this instance, however, Calais is subject to stacking limits at the end of the phase.

[7.26] In the case of the Soviet player, if a non-Battlegroup-forming unit is Emergency Transported, it is not placed on the Reinforcement Track. Instead the Soviet player immediately removes the unit and credits his personnel point pool with personnel points in accordance with the following table:

UnitPoints
1-4 Infantry or Mountain Division0.5
1-4 Paratroop1.0
1-3 Cavalry Division, 2-5, 3-5, (1)-100.25
1-3 Cavalry BG1.0
1-4 Infantry BG1.25
1-5 Guards BG2
1-6 BG, 2-6 BG, 1-10 BG1

The Soviet player records any fractional points and adds them to the pool when he has a whole point, retaining any remainder for possible later use. The Soviet player does not regain any arms points from this process.

[7.27] Mobile Supply (MSU) and RR units cannot be moved via Emergency Transport.

[7.28] If the unit that used Emergency Transport is from a minor country that does not receive reinforcements, the unit appears in that Country's capital if that capital is still Friendly to the nation in question.

[7.29] (This case replaces 7.25 for the German Player when using the German Personnel Point option, and the Allied Player when using Western Allied Production.)

If the unit being transported does not form a battlegroup, then it is eliminated. If the destination port is in supply, however, the Owning Player is credited with the Personnel Points in accordance with the following tables:

German UnitPoints
1-5 Inf KG, 1-10 Mot KG, 2-10 Mot KG7
1-3 Cavalry KG7
2-5 Airborne Regiment5
3-8 Panzer Bde, 3-10 Mot. Bde4
2-8 PzG KG, 2-8 Pz KG8
3-8 SS PanzerGrenadier KG9
3-8 SS Panzer KG10
(1)-5 Artillery KG3
CW and U.S. UnitPoints
2-10 Motorized BG8
2-10 Paratroop BG9
3-10 Motorized Brigade5
2-8 Armor BG8
3-8 Armor BG (USA)8
3-8 Armored Brigade4
2-5 Mountain BG8
1-10 Artillery BG2

The Axis player does not receive any personnel points for a Ukrainian unit, as they cost none. They are treated as any other "minor;" that is 7.28 is applied to them. Kiev is considered to be the capital of the Ukraine for the application of 7.28.

No personnel points are received when a unit is reduced to a Battlegroup because of emergency transport – they are received only when a unit without a Battlegroup (including a Battlegroup itself) is removed from the map after transporting. No production points are ever returned, only the personnel.

7.3 Amphibious Assault

The Allied Player begins each Scenario with a certain number of Amphibious Assault Points and may receive more as reinforcements. At the start of the Scenario, place the indicated number of Amphibious Points in the Amphibious Assault Availability Box. The Axis Player may receive Amphibious Points only through German Production. On a Game Turn during which a player conducts an Amphibious Assault, he must remove the appropriate number of Amphibious Points from the Availability Box and place them nine Game Turns ahead on the Turn Record Track (i.e. used Amphibious Points automatically appear as reinforcements nine Game Turns after they are used). This is done during the Sea Movement Phase. Each Amphibious Assault Point may transport one division, regiment or brigade.

[7.31] Amphibious Assault is completed in a single Friendly Sea Movement Phase (units may not remain "at sea"). Amphibious Assault does not require Movement Point expenditure. It is vulnerable to Air-Sea Interdiction, and Axis Amphibious Assault traced through any High Seas hex is vulnerable to Allied Naval Intervention.

Units conducting an amphibious assault which suffer a "Br" result would take an "Ex" in lieu of retreat. If units conduct an amphibious assault and force the defending unit to retreat into a hex that holds attacking airborne units, the retreating units must attack the airborne units if they are the sole units occupying that hex. The retreating units would then attack the airborne units at half strength.

[7.32] Like Naval Transport, Amphibious Assault may not be combined with any other form of movement during the same Game Turn.

[7.33] A unit using Amphibious Assault must embark in a Friendly Port hex and may debark only in either a Friendly Port hex or any non-Mountainous terrain Coastal hex. If the unit debarks in a Friendly Port hex, it is treated exactly as if it had moved by Naval Transport (the Amphibious Points used must still be placed nine Game Turns ahead on the Turn Record Track); if it debarks in a non-Port hex, then the following procedure applies:

Place the debarking units on the desired non-Mountainous hex. Assaulting units may debark in a hex containing an Enemy unit. In the Player Turn that they debark (only), the assaulting units do not have a Zone of Control. Instead, they control only the hex they physically occupy; if this hex is also occupied by an Enemy unit, both Players are considered to control the hex for purposes of judging supply during the Combat Phase.

Units performing an Amphibious Assault may not attack adjacent units. They must, however, attack all Enemy units in their hex during the Combat Phase. All defending units in this attack must retreat (or be eliminated) on Combat Results of "Br," "Dr," "Ex," "1/2Ex," or "De" with the attacking units applying the indicated Combat Results as normal (a Br result requires the Attacker to avoid retreat by converting it to AEx). If any other Combat Result is indicated, the assaulting units are totally eliminated (they do not form battlegroups). All mechanized units performing an Amphibious Assault have their Attack Strengths quartered; all other assaulting units have their Attack Strengths halved.

[7.331] A unit being moved via an Amphibious Assault Point may move a maximum of 24 hexes from the port of embarkation to the hex of debarkation over Water hexes. The debarkation hex must be within 12 hexes of a Friendly non-Mountainous hex in Major Supply (see 14.6). Gibraltar is an exception to the non-Mountainous hex restriction; all operations that can occur from Major Supply can use Gibraltar as the supply source.

7.331 (clarification) This rule requires an amphibious assault to land within 12 hexes of a hex in major supply. As such, the historical Allied invasion of Norway near Narvik (see S2.52 France '40 Allied Setup: AMPH and French 3-4 and UK 2-10 on F2807 and UK 2-10 on F2808) is not allowed by the rules. With the agreement of all players before the game starts, such an invasion may be allowed from Lerwick B4611 (only).

[7.332] An Amphibious Assault may take place only in a non-Mountainous Beach hex. A Beach hex is defined as a partial land hex that is adjacent to an all-sea hex or a portless island hex. A portless Island hex is defined as a hex containing portions of, or all of, an island that has no port. There is no requirement for an Amphibious Assault to trace a path through the all-Sea hex that defines the beach hex. The Amphibious Assault must only be able to trace normal Sea passage to the hex being assaulted.

NOTE: Genoa (C2428) cannot be invaded via Amphibious Assault, while the hex south of Bergen (B5518), hex B5519, can be from either B5418 or B5419.

EDITORS' NOTE: Obviously, some coastlines such as Norway will lead to differences of opinion. A list of All-Sea hex clarifications is listed elsewhere. When in doubt, consider the terrain; if the hex can be reached only via Amphibious Assault, then it is an Island hex. B5616 and B5617 appear to be Island hexes, but normal land movement rules allow movement into these hexes. Therefore, they are not portless Island hexes.

[7.34] Allied Naval Gunfire Support: All Allied units performing an Amphibious Assault have the die roll increased by "one" when resolving combat during the Combat Phase of the Player Turn in which they debarked. This modification is made in addition to any other die roll modification due to Air Ground Support or weather. If the Axis units attack an Allied unit on a Beach hex, the die roll is reduced by one. "Beach" is defined as a hex which has been Amphibiously Assaulted. There is no time limit involved in the provision of the Naval Gunfire Support to Allied units in a hex that was amphibiously invaded.

[7.35] After providing transport for an Amphibious Assault, an Amphibious Point may be placed on the "Beach" hex. When so placed, it performs as an Amphibious Supplyhead (see 14.32), and is considered a Minor Port for purposes of Naval Transport only. Such usage delays the nine-Turn recycling until the Player removes the Point (after he has established a better Supply Line). An Amphibious Unit acting as a Minor Port may be suppressed by an Air-Sea Mission. If suppressed, it ceases to function as a Minor Port but is not destroyed.

An Amphibious Assault point on a Beach hex may not be captured or destroyed. If the Beach hex is recaptured, the Amphibious Assault Point is recycled.

An Amphibious Assault Point being used as a Minor Port may transfer only two units via Sea Movement (example: one unit brought in and one Kampfgruppe shipped out). Normal stacking rules apply, and up to four Amphibious Points in addition to the normal units may be in one hex.

[7.36] Only ground combat units may perform an Amphibious Assault. Units performing an Amphibious Assault may not debark into a Coastal hex of the High Seas Area (exception: 7.37) during a Snow Game Turn. Amphibious Assaults are likewise prohibited in the Baltic Sea during Mud and Snow Game Turns.

[7.37] Extraordinary Amphibious Assault

Allied units may perform Amphibious Assaults during Snow Game Turns into North African Coastal hexes.

[7.38] Example of an Amphibious Assault:

Example: Four Western Allied 8-10 units perform an Amphibious Assault against a German 0-5-1 on a Coastal hex. The attacking Strength of 32 is halved to 16, yielding 3 to 1 Odds. The Allied Player uses Air-Ground Support combined with Naval Gunfire Support to raise the die roll number by two. The two 9-8 units landing in the adjacent hex cannot participate in the assault.

Ground Combat units already on land may assist (at full strength) an Amphibious Assault, and may take the appropriate losses if called for by the Combat Results Table.

7.4 Tracing Sea Passage

When executing Sea Movement, a Player traces Sea Passage. Sea passage is a contiguous series of all-Sea hexes, Coastal hexes and the hexes which serve to define rivers and estuaries. A river or estuary is defined by the two adjacent hexes that have that hexside in common.

[7.41] Island and Estuarial Ports

Many Ports are so located that they appear to lie inland from the sea, that is, the hex they are in is not directly adjacent to an all-Sea hex. They all, however, are connected to an all-Sea hex by either a river or an estuary. An estuary is one or more connected all-Sea hexsides which are defined exclusively by Coastal hexes.

If the player could move an imaginary unit from the inland Port to a Coastal hex adjacent to an all-Sea hex, exclusively through contiguous hexes defining the river or estuary which connects the inland Port to the sea, only then may the Player trace supply and/or Sea Movement to the Port. This imaginary unit could not move through Enemy units, but could move through Enemy Zones of Control (Movement Point costs are irrelevant). The same test may be made to penetrate Scandinavian fjords.

[7.42] Kiel Canal

The river connecting the Port of Kiel, on Germany's Baltic coast, with the mouth of the Elbe River (on the North Sea) is the Kiel Canal. The Axis Player (only) may trace Sea Passage and/or supply along this Canal so long as the entire canal meets the test in 7.41.

[7.43] Tracing Supply Through Sea Hexes

When tracing supply from Port to Port through Sea or Coastal hexes, the player must have a Naval Transport Capacity that could operate between the two Ports. If the player could transport a unit between the two Ports in question, only then could he trace supply between the two Ports.

[7.44] Zuider Zee

Hexes C3604 and C3704 are considered to be the Zuider Zee. Units performing an Amphibious Assault may not enter any hex of the Zuider Zee.

[7.45] Allied Mediterranean Limitation

If Alexandria is Axis-occupied, the Allied Player may not trace Sea Passage into the Eastern Mediterranean or Aegean Sea Areas. If Gibraltar is Axis-occupied, the Allies may not trace Sea Passage into the Western Mediterranean Sea Area. If both are Axis-occupied, the Allies may not trace into any Sea Area of the Mediterranean.

[7.46] International Straits

Whoever last occupied Gibraltar has the right of free Sea Movement through the Straits of Gibraltar. The presence of hostile or neutral forces in other Coastal hexes defining the Straits has no effect on the right of passage, or neutrality. The Dardanelles and the Bosporus (between European and Asian Turkey) may be transited by Sea Movement only if all the hexes defining them are in Friendly hands. The Straits of Messina (between Sicily and mainland Italy) may be transited by Sea Movement only if the hexes defining it are all in Friendly hands.

7.46 (clarification) The Dardanelles straits are defined as the 3 hexsides between hexes H0427 and H0428 on the west side and H0528 and H0529 on the east side. Occupation of any hex in the Dardanelles by an enemy ground unit prevents sea passage past that hex. All 4 hexes must be friendly to trace sea passage through the Dardanelles. The Bosporus is defined as the 5 hexsides between hexes D5628, D5728, D5827 on the north side and D5529, D5629, D5729, and D5828 on the south side. Occupation of any hex in the Bosporus by an enemy ground unit prevents sea passage past that hex. All 7 hexes must be friendly to trace sea passage through the Bosporus. The straits of Messina are defined by hex D2620 on the north side and hex D2621 on the south side. Occupation of either hex in the straits of Messina by an enemy ground unit prevents sea passage past that hex.

[7.47] Occupation, Control & Use of Ports

Whenever a Major Port "changes hands" (i.e., control passes from one player to the other), it is considered destroyed and functions in all ways as though it were a Minor Port. It is considered automatically repaired and returns to Major Port status after four Game Turns. Minor Ports are not affected by a change of ownership.

On the Game Turn that he violates the neutrality of a country, a Player may freely move into vacant Ports of that violated country without destroying them. (This movement may be by any means, including Air and Sea Movement.) A Repair unit may debark in an unoccupied Major Port on the initial turn of invasion as part of the invading force. Beginning at the end of the Air Interdiction Phase of the invading Player on the turn of violation, the port may be used normally to judge Supply, Air Range, Line of Communications, etc. Prior to that time, the port may be used only for debarkation and to supply the units in that port hex.

[7.48] Suez Canal

The Allied Player (only) may trace Sea Passage through the Suez Canal so long as all the hexes defining the Canal are in Friendly hands. Reinforcements due in Suez or "round the Cape" units may either land in Suez or, alternatively, land in some Friendly Major Port in the Eastern Mediterranean. The Suez Canal is considered a river for Ground Movement and Combat purposes.

[7.49] Adriatic

The Allied Player may trace Sea Passage through the Adriatic Sea Area only if Italy has surrendered to the Allies. The Allied Player may use that part of the Adriatic south of any friendly Adriatic Ports, provided there are no Ports friendly to the Axis Player farther south in the Adriatic.

7.5 Black Sea

The Player who controls Sevastopol (hex H2021) has a Naval Transport Capability in the Black Sea. When the Soviet Player controls Sevastopol the Soviets have a capability of three Naval Transport Points in the Black Sea. When the Axis Player controls Sevastopol, the Axis has a capability of one Naval Transport Point in the Black Sea.

[7.51] Sevastopol must be a functioning Major Port to provide Naval Transport capability. It may be suppressed but it may not be destroyed. In other words, during the four Game Turns after Sevastopol changes hands, neither player can have a Naval Transport capability in the Baltic.

[7.52] If the Allied Player controls the Dardanelles, Sea of Marmora and Bosporus he may project his Naval Transport Capability and Amphibious Assault Points into the Black Sea, (assuming of course that he has not lost these privileges in the Eastern Mediterranean.) By the same token if the Soviet or Axis Player controls this passage he may project his Black Sea Naval Transport Capability into the Aegean and Eastern Mediterranean Seas (which assumes that he also controls Sevastopol.)

[7.53] If the Dardanelles, Sea of Marmora, Bosporus, and the Aegean are Friendly to the Axis Player, the Axis Player may trace Aegean Sea capacity into the Black Sea.

7.6 Baltic Sea

Under most circumstances the Allied Player is prohibited from exercising Naval Transport or Amphibious assault in the Baltic. However if he can contrive to control either Kristiansand or Oslo he may then trace Naval transport to these ports, and on subsequent Game Turns he may execute Naval Transport and Amphibious Assault in the Skaggerak and Kattegat. (Note that he can't just sail into these ports the way the Axis Player can.) Then, assuming he has the right to transit in the Skaggerak and Kattegat he may extend his right into the Baltic as a whole if and when he captures Copenhagen (and of course secures some safe passage through the Danish leads.) Note that the map does not clearly differentiate the Kattegat from the main body of the Baltic Sea. Assume that the Kattegat ends where it touches land.

[7.61] The Baltic is considered to "freeze" during the 1st through 4th and 13th Cycles of each year. This affects the following port hexes: Riga, Talinin, Oranienbaum, Leningrad, Helsinki, Turku, Pori, Oulu, Lulea and Stockholm. While the Baltic is frozen, minor ports become inoperable for all purposes. Reduce affected Major port hexes to Minor ports. Land movement (except Rail Movement) is prohibited on the Baltic Sea, inlets, and fjords when the Baltic is frozen.

[7.62] An Amphibious Assault is not allowed past Helsinki/Talinin until both Helsinki and Talinin are Friendly to the Player using Amphibious Assault.

[7.63] Amphibious Assaults may not be performed in or through the Baltic Sea during Mud or Snow Game Turns.

7.7 Axis High Seas Movement

The Axis Player may build Naval Transport Points and Amphibious Assault Points that he may use to transport German units (only) through High Seas hexes subject to the Sea Movement Rules. He may build Surface Fleet Points whose primary function is to reduce the probability of attrition due to Allied Intervention against High Seas Movement. Naval Transport Points and Surface Fleet Points are also necessary, and at risk, if the Axis Player traces a Line of Supply through High Seas hexes.

When not in use, German Naval Transport Points, Amphibious Assault Points and Surface Fleet Points are stored in the Naval Operations Box. When making High Seas Movement, the Axis Player would symbolically remove these Points from the Box to show what Points he was using to make the Sea Movement, placing them in the middle of the North Sea, stating as he does so, "I am using these Naval Transport (or Amphibious) Points to transport these units," specifying the destination and point of origin, and the number of Surface Fleet Points used to reduce the probability of Allied Naval Intervention attrition. At the conclusion of the Sea Movement Phase, any surviving Points would be returned to the Naval Operations Box.

[7.71] Allied Naval Intervention Against High Seas Movement

Allied Naval units are an invisible presence acting against any Axis High Seas Movement. Pursuant to the rules of Sea Movement, the Axis Player moves each of his Sea-going units from its embarkation hex to its debarkation hex, using in the process one of the Naval Transport or Amphibious Assault Points assigned by the Axis Player. Upon debarkation of each unit, the Allied Player exercises the Allied Naval Intervention Routine, which determines whether the transit was successful and without loss, or whether the transported unit suffered attrition due to intervention (and loss of the transporting Point). Any Surface Fleet Points assigned to Sea Movement reduce the probability of attrition to the Sea Movement, but themselves become a target for attrition. If, however, the path of Axis Sea Movement is traced entirely through a line of hexes within Axis Air Range AND outside of Allied Air Range, Allied Naval Intervention does not take place at all.

[7.72] Allied Naval Intervention Routine

Knowing the number of Surface Fleet Points assigned to "protect" Sea Movement, the Allied Player rolls a die. If the die roll is greater than the number of Surface Fleet Points, then the transported unit suffers attrition. If the die roll is less than or equal to the number of Surface Points, then the unit does not suffer attrition. A full-strength unit that suffers attrition is reduced to a Kampfgruppe. A unit that does not form a Kampfgruppe, or a Kampfgruppe-sized unit itself that suffers attrition is eliminated. An attrition result also eliminates the transporting Naval Transport or Amphibious Assault Point.

[7.73] Each unit moving through the High Seas hexes (and its transporting Point) is exposed in turn to attrition by Allied Naval Intervention. This attrition is additional to any caused by Air-Sea Interdiction, etc. German Air Superiority has no bearing on Allied Intervention. Only the existence of German Surface Fleet Points (Surf's) diminishes the probability of Intervention attrition.

[7.74] Attrition of German Surface Fleet Points

At the conclusion of any Axis Sea Movement Phase which saw Sea Movement through the High Seas Area, German Surface Fleet Points used to lower the probability of Intervention are themselves exposed to attrition. The Allied Player rolls the die. The number rolled is the number of Surface Fleet Points that the Axis Player must eliminate. If the die roll is higher than the number of Surface Fleet Points used, then all Surface Points used would be lost.

[7.75] The Axis Player may use Naval Transport and/or Amphibious Assault Points to supplement the permanent Baltic Capacity. Such usage is not exposed to Allied Intervention.

[7.76] Axis units using a permanent Naval Transport Capacity are not subject to Allied Naval Intervention.

Players' Note: The Axis Player has the power to guarantee (for one Turn) that High Seas Movement will not be subject to attrition of the transport forces. All he needs to do is assign six Surface fleet Points to "protect" his move.

[7.77] Tracing Axis Supply Through High Seas Hexes

The Axis Player may trace supply from Port to Port through High Seas hexes only if he has one Naval Transport Point and one Surface Fleet Point in existence in the Naval Operations Box at the time he judges supply. If he does not meet this condition, then he may not trace supply through High Seas hexes from Port to Port. At the end of any Game Turn in which the Axis Player has traced supply through High Seas hexes, he must roll the die. If he rolls a "one" he must eliminate one Surface fleet Point; if he rolls a "two" or "three," he must eliminate a Naval Transport Point; a "four," "five" or "six" has no effect. If, however, the path of Axis High Seas Supply is traced entirely through a line of hexes within Axis Air Range AND outside of Allied Air Range, there is no attrition of Axis Surface or Transport units.

[7.78] German Naval Transport and Surface Fleet Points used to satisfy the supply judgment condition may not be used for Sea Movement in the same Game Turn, or vice-versa.

[7.79] The Axis Player is never required to trace supply through High Seas hexes. He may, for example, throw a force into Great Britain and then refuse to trace supply to it. The German Player decides if he is running Supply via High Seas at any time during the Game Turn. He rolls for attrition at the end of that Game Turn.

7.8 Axis North Sea Interdiction

Whenever the Allied Player traces an Amphibious Assault through any hex of the North Sea, each of the moving units are exposed to Axis North Sea interdiction (in addition to other possible types of Air-Sea Interdiction.) This interdiction capability represents a large variety of local defenses, primarily minefields and light naval units assigned to coastal duties. This rule also applies to Allied units using naval transport trying to seize Denmark using [7.47] or Allied attempts to move units by naval transport to Stavanger or Bergen while the Germans hold Denmark. This rule also applies to units trying to withdraw from North Sea hexes by amphibious transport. The effectiveness of this Interdiction varies with the year:

Die Roll'39'40'41'42'43'44'45
1DDDDDDD
2——DDD——
3———————

[7.81] Explanation of Results

D = same effect on Amphibious Assault Points as Air-Sea interdiction in 13.36.

— = No effect.

The North Sea is bounded by hexes (inclusive): C2702, C2802, C2803. C2804; the line of hexes running B3320 - B5229. The Axis player retains this capability as long as he controls a supplied port hex on the North Sea. Each unit is attacked separately and may not be attacked more than once per Game Turn.

7.9 (clarification) Sea Area Summary

Moving generally from North to South and West to East the named sea areas are as follows:

  1. White Sea (portion of High Seas)
  2. High Seas
  3. North Sea (portion of High Seas)
  4. Skaggerak/Kattegat (portion of Baltic Sea)
  5. Baltic Sea
  6. Western Mediterranean
  7. Central Mediterranean
  8. Eastern Mediterranean
  9. Adriatic Sea
  10. Aegean Sea
  11. Black Sea
  12. Caspian Sea

7.10 (clarification) Naval Transport capability summary

  1. The Allies have 15 permanent naval transports (43.86). Passage though Straits of Gibraltar is controlled solely by whomever controls Gibraltar, other hexes of the straight do not matter (7.46). Allied ownership of Gibraltar is needed to trace Allied sea passage into the Western Mediterranean (7.45). Allied ownership of Alexandria is needed to trace Allied sea passage into Eastern Mediterranean or Aegean Sea. If neither Gibraltar not Alexandria is owned by Allies, then in addition the Allies cannot trace sea passage into Central Mediterranean (7.45). Allies may trace sea passage into Adriatic only if Italy has surrendered to Allies. Allies may only use that part of Adriatic south of any Allied port, provided no Axis ports are farther south (7.49). Allies can only trace sea passage into Skaggerak/Kattegat if Oslo or Kristiansand is friendly controlled; then into rest of Baltic only if Copenhagen is controlled (7.6). Allies can trace sea passage into Black Sea from Aegean if Bosporus, Sea of Marmara, and Dardanelles are entirely controlled (7.5). If Allies trace sea passage into the North Sea (including Stavanger or Bergen), it subject to Axis North Sea interdiction as long as the Axis hold a port on the North Sea (7.8).
  2. France has one permanent naval transport in the Western Mediterranean. It is inherited by Vichy France. If Vichy is attacked by more than 50% CW units (versus US units), then the transport becomes Axis controlled. If France surrenders, as opposed to becoming Vichy, then the transport becomes Axis controlled.
  3. Germany has one permanent naval transport in the Baltic Sea. German built transports can be used in the Baltic or High Seas to transport German units.
  4. Italy has one permanent naval transport in the Central Mediterranean and the Adriatic Sea. It cannot carry a rail repair unit (42.24) It can only carry Italian or German units (42.66). It may extend into Aegean if Greece surrenders (and then into the Black Sea if the Bosporus, Sea of Marmora, and Dardanelles Straits are entirely Axis-controlled), into the Eastern Mediterranean if Alexandria is captured, and into the Western Mediterranean if Gibraltar is captured.
  5. Greece has one permanent naval transport in the Aegean. If Greece is occupied, the captured Greek naval transport can only be used in the Aegean.
  6. Spain has one permanent naval transport which is able to move Spanish units (only) between Spain, the Balearic Islands, and Tangiers in Africa. If Spain has joined the Axis or has been conquered by the Axis, then the Axis may use the captured Spanish naval transport for supply tracing purposes to the above mentioned areas.
  7. The Soviets have one permanent naval transport in the White Sea between Murmansk and Archangelsk.

8.0 AIR MOVEMENT

There are two types of Air Movement: Air Transport, from one Friendly-supplied hex to another Friendly-supplied hex, or hex occupied by a Friendly ground unit; and Air Assault, from a Friendly-supplied hex to any other hex (within certain restrictions). Air Transport Points are used for either purpose. Each Allied or Soviet Air Transport Point lifts one division or brigade. Each Axis Air Transport Point lifts one regiment. Air Transport Points are allocated by the player to his respective Air Front Air War Displays.

All Friendly Air Movement occurs during the Friendly Air Movement Phase. Air Movement may not be combined with any other form of movement in the same Game Turn. In all types of Air Movement, the transported unit must be able to trace a contiguous path of hexes from the embarkation hex to the debarkation hex, specifying the exact route followed. Air Movement may be traced through a hex occupied by an Enemy unit or through an Enemy-controlled hex. Under certain circumstances, Air Movement may also be traced into such a hex. Air Movement may not be traced into any hex of a neutral country without violating that country's neutrality.

Air Transport has a range of 20 hexes; Air Assault has a range of 12 hexes (six hexes for the Soviet Union). The path traced by the moving unit may not exceed these lengths, depending on the type of Air Movement used. Once the movement path has been traced, units using Air Movement are simply placed in their destination hex. Air Movement may not be traced through any hex of an Air Front in which the Enemy Player has Air Superiority (see 13.12). Only airborne units may use Air Movement. If any unit is not in supply at the end of a Player Turn in which it has used Air Movement, it is eliminated.

The Axis airborne divisions (German 7-5, Italian 3-4) may not be moved by air. Instead, they break down into three 2-5 and two 1-4 regiments, respectively. These regiments may use Air Movement separately and may combine into the proper division if they are stacked together at the end of the Axis Player Turn.

8.1 Display of Air Movement

[8.11] When not in use, Air Transport Points are kept in the Air Points Available Box of the Air Front Air War Display. When the player desires to use the Points for Air Movement, he places them in the Air Movement box of the Display, during the Joint Air War Turn. This act creates an air-lift capability, which the player may then use during his Player Turn.

[8.12] A section of the Air Points Available Box is "Airborne Units available for Air Assault." The owning player removes airborne units from the map and places them in this box. This removal occurs during the player's Initial Movement Phase. The units so removed must be in a Friendly-supplied hex within the Air Front from whose box they are removed. The hex may not be Enemy-controlled. This act positions airborne units for use in Air Assault (see also 8.52). Such units may be returned to the map via Air Assault (or Air Transport), or as a reinforcement (see 8.52). While in the Box, the units can be assumed to exist "at large" somewhere behind their own lines. This somewhere will be defined by the Friendly Player at the moment he executes an Air Assault.

[8.13] Air Transport Points (ATP) are liable to "attrition" and must be "recycled" after participating in Air Movement. At the end of an Air Movement Phase in which they have performed Air Movement, each ATP must roll the die for attrition. On a die roll of "1" (after moving a unit by Air Transport) or a die roll of "1" or "2" (after moving a unit for Air Assault) the ATP is considered destroyed and is removed from the play of the game. If the ATP is not thus eliminated, it is instead removed from the Air Movement Box and placed four Game Turns ahead in time on the Turn Record Track. When play progresses to this future Turn, the Air Point is retrieved (during the Reinforcement/Replacement Phase) and may be deployed by the Player into any Air Front.

8.2 Air Assault

[8.21] Only airborne units, which begin the Air Movement Phase in an Available Units Box, may use Air Assault.

[8.22] During the Air Movement Phase, the Player declares an Air Assault. He identifies the hex from which the airborne units and the linking Air Transport Points are assumed to originate (embarkation hex), and traces a path in hexes to the hex he designates as the debarkation hex (drop zone). The designated embarkation hex must be in the same Air Front as the Air Transport Points and airborne units and must meet the supply criteria outlined in 14.6. No debarkation hex may be chosen which cannot possibly be in Friendly Supply by the end of the Air Interdiction Phase of the current Player Turn.

[8.23] Units moved by Air Assault may not execute any other type of movement during the Game Turn in which they moved by air.

[8.24] Units which are moved by Air Assault may end their Air Movement Phase (debark) in any hex not prohibited to land units and within their range limitation (see 8.28), regardless of the presence of Enemy units or Zones of Control, with the exception that the airborne units may not debark in a Mountainous terrain hex. If the unit does debark in an Enemy-occupied hex, it must attack all Enemy units in the hex during the Combat Phase of the present Player Turn. This may be done in conjunction with other adjacent ground combat units that are also attacking Enemy units in the hex.

If a Combat Result of "De," "AEx," "Ex," or "Dr" is obtained; the appropriate results are applied, first to the defending unit and then to the attacking units. The defending units may not exercise their combat option to remain in the hex (see 12.7), and all surviving defending units must retreat from the hex or be completely eliminated. The airborne units performing the Air Assault remain in the (debarkation) hex.

Units performing an Air Assault may not retreat from their debarkation hex during the Player Turn in which they used Air Movement. If a Combat Result of "Br" is obtained, the procedure for the defender remains the same as above (i.e. the defending units must retreat or be completely eliminated). After this has been done, the attacking units must suffer an Attacker Exchange Result (i.e., exercise their combat option to remain in the hex since they cannot retreat).

On a Combat Result of "AEx" or "Ae," the airborne units performing the Air Assault are completely eliminated, and do not form battlegroups. The defending units are unaffected.

8.24 (correction) Air Assault: If a combat result of "De," "1/2Ex," "Ex," or "Dr" is obtained, the appropriate results are applied, first to the defending units and then to the attacking units.

[8.25] During the Player Turn in which they debarked, units performing an Air Assault may attack Enemy units only in the same hex as themselves. They may not perform Overruns. However, other Friendly ground combat units adjacent to the debarkation hex may combine to attack Enemy units in the debarkation hex and these adjacent units may be used to fulfill the Attacker Exchange requirements of a "Br" Combat Result outlined in 8.24. Adjacent units participating in combat that survive the application of Combat Results may advance into the debarkation hex.

[8.26] During an Assault, airborne units never have a Zone of Control (see Section 8.0 Procedure). Moreover, until the beginning of the Air Interdiction Phase of the Player Turn in which they debarked, units which have performed an Air Assault do not control the hex they physically occupy, nor block Enemy supply paths, cut rail lines, control hexes for any purpose, or perform any of the other functions which would normally be performed by a unit physically occupying a hex. This is true regardless of the presence of other Enemy or Friendly units in the hex.

Exception: There may be a brief time before the Air Assault is resolved during the Combat Phase when both Friendly and Enemy units occupy the same hex. Until the combat mandated by the Air Assault is resolved, neither Friendly nor Enemy units may retreat into the hex in question.

Airborne units dropped via Air Assault do partially own the hex into which they are dropped if the hex is unoccupied by Enemy units. The Airborne units do block retreats, but do NOT block supply. The dropped units do not have a Zone of Control into the surrounding six hexes. An airborne unit may not be dropped either into a combat situation or into an unoccupied hex if there is no chance for the unit to be in Supply at the end of the Air Interdiction Phase.

[8.27] For each Friendly ATP that is used for Air Assault, the Phasing Player must roll for attrition and recycle the ATP (see 8.13).

[8.28] Air Assault Range Limitation: Units using Air Assault may not be dropped in any hex which is more than 12 (six for Soviet assaults) hexes away from an embarkation hex.

[8.29] An airborne unit being used in an Air Assault is halved on Attack Strength during the combat phase of the drop. Note that attacks at odds less than 1-2 are prohibited.

8.3 Air Transport

[8.31] Only Friendly airborne units which fulfill these conditions may be Air Transported: they must begin the Air Movement Phase in an Available Airborne Units Box or be physically deployed on the map in a hex from which a supply path to a Major Supply Source may be traced. This hex may not be in an Enemy Zone of Control (Friendly units do not negate Enemy Zones of Control for this purpose). Only ATPs which began the Air Movement Phase in the Available ATP Box "on the same Front" as the airborne unit to be moved may be used, i.e. the airborne unit must be in the Available Airborne Units Box of the same Air Front as the ATP, or must physically occupy a suitable hex within the same Air Front to which the ATP is allocated.

Airborne units in a particular front's Available Airborne Units Box may be transferred between fronts via ATP.

[8.32] Airborne units that begin the Air Movement Phase in a hex to which a Supply Path of Major Supply quality cannot be traced, or in a Mountainous terrain hex, may not use Air Transport. Supply for this purpose is judged at the beginning of the Air Movement Phase.

[8.33] Units that are moved by Air Transport may be debarked in either a Friendly-supplied hex, or in a hex occupied by a Friendly ground unit, regardless of the presence of Enemy Zones of Control. Units may not debark in a Mountainous terrain hex.

[8.34] Units moving by Air Transport may debark in a hex in which other units are performing an Air Assault, since the units performing the Air Assault could fulfill the requirement for a Friendly ground unit outlined in 8.33. However, such units would be treated exactly as units performing an Air Assault, with the exception that the units would not participate in combat and would instead suffer the same Combat Results as the units performing the Air Assault. If the assaulting units are eliminated due to lack of supply (see 8.26), the units which debark in the hex by Air Transport would also be eliminated. If this method is used, then the ATPs which were used must undergo the die roll for attrition as if they had performed an Air Assault.

[8.35] A unit using Air Transport may not attack an Enemy unit or participate in an Overrun on the Game Turn that it uses Air Transport. It may defend normally.

[8.36] If the debarkation hex of a unit moving by Air Transport is on an Air Front other than the one in which the unit was embarked, the unit is transported as usual. However, Air Transport may not be traced into any hex of an Air Front in which the Enemy Player has Air Superiority (see 13.2).

[8.37] Air Transport Range Limitation: Units using Air Transport may not be debarked in any hex which is more than 20 hexes away from a non-Mountainous terrain hex from which a supply path of Major Supply quality can be traced.

8.4 ATP Inter-Front Transfer

Air Transport Points that are not used for Air Movement on a Given Game Turn may be transferred from one Front to another at the end of the Joint Air War Turn.

8.5 Airborne Units

[8.51] During the Reinforcement Phase, the Phasing Player may receive additional ATPs and airborne units as reinforcements. ATPs may be placed on any Front, within the normal restrictions. Airborne units must be placed on the map and treated as normal reinforcements.

[8.52] Airborne units deployed on the map may not be used for Air Assault. In order to perform an Air Assault they must be transferred to an Available Airborne Units Box. At the beginning of the Initial Movement Phase, the Phasing Player may remove any supplied airborne unit from the map and place it four Game Turns ahead on the Turn Record/Reinforcement Track. At the end of these four Game Turns, at the end of the initial movement phase, the unit may be placed in any Air Front Available Airborne Units Boxes, and they then may use Air Assault including in that Game Turn. At any time during or after this four Game Turn period the unit may re-enter the game as reinforcement, at the option of the owning player. However, the unit would then require another complete four Game Turn period before it would be available for Air Assault.

An airborne unit in the Available Airborne Units Box on one Front may transfer to the Available Airborne Units Box on another Front and be ready for Air Assault on the next turn; i.e., the transfer takes one turn.

9.0 ZONES OF CONTROL

The six hexagons immediately surrounding a hex constitute the Zone of Control of any units in that hex. Hexes upon which a unit exerts a Zone of Control are called "controlled" hexes and inhibit the movement of Enemy units. All units exert a Zone of Control (except as noted in the rules below).

9.1 Units with Modified or No Zones of Control

[9.11] Entrained units do not exert a Zone of Control.

[9.12] A Partisan unit exerts a Zone of Control in the hex it actually occupies. A Partisan Cadre has no Zone of Control.

[9.13] The Zones of Control of armored and mechanized infantry units never extend into Rough terrain, Swamp or Woods hexes (but do extend out of such hexes into Clear or Broken terrain). The Zones of Control of cavalry units do extend into Mountain, Rough, Swamp and Woods hexes. No unit's Zone of Control extends across Blocked, Sea or unfrozen Lake hexsides.

[9.14] Adjacent Friendly units do exert their Zones of Control into each other's hexes. Note: This is important during the execution of an Overrun (see 5.7).

[9.15] Enemy Air Interdiction Markers function in a manner that is similar to a Zone of Control. A unit must expend two additional Movement Points to enter a hex containing an Enemy Air Interdiction Marker, but this is a temporary impediment and is not considered a Zone of Control. There is no additional Movement Point cost to leave a hex containing an Enemy Air Interdiction Marker. Enemy Air Interdiction has no effect on a hex that is in the Zone of Control of an Enemy ground unit.

9.2 Effects of Zones of Control on Movement

[9.21] All units must expend two additional Movement Points over and above the ordinary cost to enter a given hex if it is an Enemy-controlled hex. All units must expend two additional Movement Points to leave an Enemy-controlled hex. Therefore, units may move directly from one Enemy-controlled hex to another, at the cost of four additional Movement Points. Friendly units do not negate Enemy Zones of Control for movement purposes. The presence of more than one Zone of Control in a hex has no additional effect on the cost in Movement Points to enter the hex. The presence of an Enemy Zone of Control in a hex is not negated by a Friendly Zone of Control which extends into the same hex.

(The "Zone of Control Movement Example" diagram is not reproduced in the text conversion. The numbers in parentheses represent the Movement Point expenditures made by the moving unit.)

[9.22] Units that are participating in an Overrun may ignore the Zones of Control of all Enemy units in the hex being Overrun (see 5.7).

[9.23] Units using Rail Movement are restricted from entering or entraining in Enemy-controlled hexes (even if occupied by a Friendly unit).

[9.24] Motorized infantry units possess a non-mechanized Zone of Control.

[9.25] Until the completion of the first Movement Phase triggering the violation of one country by another, Zones of Control do not extend across border hexsides. NOTE: Zones of Control do extend across border hexsides for those countries that are belligerents at the start of a scenario.

10.0 STACKING

Each player is restricted in the number of units he may have in any one hex at the end of any Phase. No more than four Axis, Neutral or non-Soviet Allied units may be so stacked. No more than three Soviet units may end a Phase in any one hex. All units count against a player's stacking limit, except as specified in the following Cases.

10.1 Units Which do not Count Against Stacking Limits

Partisan units and Partisan Cadres do not count against the Stacking Limit. Game Points and Markers (of all types) never count against the Stacking Limit.

10.2 Stacking Restrictions

[10.21] There is no limit to the number of units that may enter or move through a hex during a Game Turn, as long as the Stacking limits are strictly observed at the end of each Phase. Units may never occupy a hex at the end of any Phase in violation of the Stacking limits. At the end of any Phase, the Enemy Player may immediately eliminate any units in violation of the Stacking limits. (Exception: see 12.62.)

[10.22] The relative size of units (divisions, corps, etc.) has no bearing on Stacking.

[10.23] Units of different types and units of allied nationalities may stack together freely.

[10.24] There is no additional Movement Point cost to stack or unstack Friendly units. Entrained units may stack.

11.0 COMBAT

Ground combat may occur between adjacent opposing ground combat units at the Phasing Player's discretion. The Player whose Combat Phase is in progress is the Phasing Player. The Phasing Player is the Attacker; the non-Phasing Player, the Defender, regardless of their overall strategic position.

Total the Combat Strengths of all the attacking units involved in a specific attack and compare it to the total Combat Strength of all units in the hex under attack. State the comparison as a probability ratio: Attacker's Strength to Defender's Strength. Round off the ratio in favor of the defender to conform to the simplified Odds found on the Combat Results Table, roll the die and read the result on the appropriate line under the odds. Apply the result immediately, before resolving any other attacks being made during that Combat Phase.

11.1 Which Units May Attack

[11.11] During the Combat Phase of his Player Turn, the Phasing Player may attack any and all Enemy units adjacent to Friendly units. Only those Friendly units directly adjacent to a given Enemy unit may participate in an attack upon that unit.

[11.12] Attacking is completely voluntary. Units are never compelled to attack, and not every unit adjacent to an Enemy unit need participate in any given attack. Friendly units in a stack that are not participating in a given attack are never affected by the results of that attack.

[11.13] An Enemy-occupied hex may be attacked by as many units as can be brought to bear in the six adjacent hexes.

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

[11.15] A unit that participated in an Overrun during a Friendly Movement Phase may participate in an attack during the Friendly Combat Phase of the same Player Turn. Overruns are considered movement, not combat.

[11.16] Only units physically deployed on a map section may be involved in combat (Russian units may not fight back onto the eastern map-edge; neither can Allied units onto the southern map-edge).

11.2 Multiple Unit & Multi-Hex Combat

[11.21] All units defending in a given hex must be involved in the combat, and they must all be attacked as a single strength. The defender may not voluntarily withhold any units in a hex under attack. The attacker must attack all the units as a whole. The Strengths of all the units in the hex are totaled, and this total Strength is attacked. Different units in a given hex may not, therefore, be attacked separately.

[11.22] Units in a hex that contains an attacking unit need not participate in that same attack or any attack. Thus, when one unit in a stack is attacking a given hex, another could attack a different hex or not attack at all.

[11.23] If a unit (or units) is adjacent to more than one Enemy-occupied hex, it could attack all of them in a single combat. Thus, units in a single hex can attack more than one other hex. The only requirement is that all attacking units must be adjacent to all defending units. Friendly units in different hexes may not attack Enemy units in different hexes in a single combat unless all opposing units are mutually adjacent.

11.3 Kampfgruppen & Battlegroups

Certain combat units have core elements called either Kampfgruppen (Axis units) or battlegroups (Allied units). The terms are identical in meaning and they are used interchangeably in the rules, unless otherwise noted. Units that have battlegroups have a reduced-strength unit of the same type printed on the back of the counter. The notation "BG" or "KG" is on this unit. Units that do not have such notations on their reverse side do not form battlegroups.

[11.31] A unit is turned into a Battlegroup (by flipping it over) when it is eliminated by combat (De, Ex, 1/2 Ex). Units that make unsuccessful Amphibious or Air Assaults or are Overrun will be totally removed from the map and do not form battlegroups.

[11.32] At the moment that a unit is reduced to its Battlegroup, the Battlegroup has the option to retreat one hex. In some cases, this will save the unit from being Overrun in the Enemy Mechanized Movement Phase.

[11.33] Battlegroups have the capacity to be built back up to full Strength. Once rebuilt, the counter is again flipped over to reveal the full Strength unit.

[11.34] A Battlegroup is in all ways considered a normal unit. It may fight, move, etc. If a Battlegroup is attacked and eliminated, it is removed from the map. It does not form a still smaller unit.

[11.35] When an infantry Battlegroup attempts to force march and a die roll of "one" is made, the Battlegroup is eliminated.

[11.36] A Battlegroup-sized unit counts as one unit for all purposes.

12.0 COMBAT RESOLUTION

War in Europe uses four Combat Results Tables for resolving combat under differing climatic conditions and to reflect changes in doctrine during the four-year span the war encompassed.

(For the Combat Results Table and 12.1 through 12.3, see the separate sheet of tables).

Note: When units of nationalities using different Combat Results Tables combine in an attack, the attack is resolved on the Combat Results Table most favorable to the attacker.

Note: When a combat result forces a stack of units to retreat, the player who owns the retreating stack may split up the stack and send the units making it up into different hexes. He must split up the stack if there is no other way to prevent his units from being overstacked at the end of the Combat Phase.

Note: A DE result causes the unit to form a Battlegroup or Kampfgruppe if it can.

12.4 Effects on Combat Strengths & Combat Resolution Die Rolls

The Combat Strength of a unit may be affected by terrain, weather, the supply state of the unit and whether or not the unit is entrained. These effects always act cumulatively upon a unit's Combat Strength. Whenever a unit's Combat Strength is halved, fractions are retained. The die roll used when resolving a combat may be affected by Air-Ground Support and terrain effects.

[12.41] Various Terrain Effects change the Combat Strength of attacking or defending units (see the Terrain Effects Chart).

[12.42] Unsupplied units have their Combat Strengths halved (fractions retained, see Supply). Note that the retention of fractions (instead of rounding up or down) will affect Combat Odds calculations. If an attack is made at Odds of 30 to 10 l/2, the odds would be rounded off to 2-1 for combat resolution. An attack made at 30 to 10 is resolved at 3-1 odds.

[12.43] Whenever any unsupplied units participate in an attack, the attacking group automatically loses attacking Combat Strength Points equal to the printed Strength of the defending unit(s). The automatic loss is in addition to any losses incurred by the Combat Result dictated by the Combat Results Table. For example, if three unsupplied Axis units with a modified Combat Strength of 12 attack an Allied unit with a printed Combat Strength of 4, the Axis units automatically must lose a minimum of four Combat Strength Points. This automatic minimum loss is added to any loss dictated by the Combat Results Table. Thus, using the above example, if the Combat Result indicated an Ex Result, four Allied Strength Points would be eliminated and the Axis units would be required to lose eight Strength Points.

Note: The attacker's automatic losses are not applied until after that particular combat has been resolved. If both supplied and unsupplied units participate in an attack, the attacker is still subject to automatic losses equal to the printed Defense Strength(s) of the unit(s) being attacked. These automatic losses may be taken from either supplied or unsupplied attacking units (at the attacking player's option), or both, if necessary.

[12.44] Certain units have their Combat Strengths affected by Weather.

[12.45] Entrained units are automatically detrained if attacked and have their Combat Strength halved, retaining fractions.

[12.46] The die roll for combat resolution is increased by "one" if the attacker allocated Air-Ground Support (before die rolling). However, a die roll of "six" remains a "six."

12.5 Advance After Combat

[12.51] If, as a result of combat, any of the defending hexes are completely vacated by the defending units and there exist attacking units which were not retreated as a result of that combat, the attacking units may advance into the vacated hex up to the normal Stacking Limits. This advance is optional. The advance must, however, take place immediately, before resolving any other combat. This advance is not considered movement and expends no Movement Points.

[12.52] Attacking units advancing after combat may do so even in a situation where they are moving from one Enemy-controlled hex to another. Advancing units may not engage in another combat during that Phase.

12.6 How to Retreat

Units are required to retreat as a result of Dr and Br Combat Results. A "Dr" result requires all units defending in that particular combat to be retreated one hex. A "Br" result requires that all of the attacking and defending units involved in that particular combat be retreated one hex. The owning player may always choose his own route of retreat within the restrictions of the following cases. Retreats are not considered movement and do not expend Movement Points.

[12.61] The owning player is restricted when choosing a retreat route for any and all of his units which must be retreated due to a "Dr" or "Br" Combat Result. Units must be retreated in the priority in which these restrictions are presented.

[12.62] Whenever possible, units must be retreated into a vacant hex which is not in an Enemy Zone of Control. If this is not possible, units should be retreated into Friendly occupied hexes. Units may not retreat into an Enemy-controlled hex. For retreat purposes, Enemy Zones of Control do not extend into Friendly-occupied hexes. Due to a retreat combat result (only), units may be retreated into Friendly-occupied hexes in excess of normal Stacking Limits. However, in all such cases, the normal Stacking Limits must be met by the end of the next Friendly Movement Phase or any excess units are eliminated (the owning player may choose which units). A unit which is retreated into a Friendly-occupied hex may not add its Combat Strength to the defense of that hex if it is subsequently attacked in the same Player Turn, but the retreated unit would be affected by the results of an attack against that hex executed during the same Player Turn.

[12.63] Whenever a Kampfgruppe or a Battlegroup is formed as a result of combat, that unit has the option to retreat one hex. This retreat must be made immediately during the Combat Phase, before any other combat is resolved.

[12.64] Repair units may be retreated only into an adjacent Friendly Rail hex. If they cannot do so, they are eliminated.

[12.65] Partisan Cadres do not retreat. Partisan units may be retreated normally.

[12.66] Units are prohibited from retreating into the following hexes (or through the following hexsides).

  1. Enemy-occupied hexes;
  2. Enemy-controlled hexes, unless occupied by a Friendly unit;
  3. Sea hexes or unfrozen Lake hexes;
  4. Sea hexsides, blocked hexsides or unfrozen Lake hexsides;
  5. Off the mapedge.

Within these restrictions, a unit may be retreated in any direction. If a unit has no other course of retreat except into or through a hex or hexside forbidden to it, it is eliminated.

12.7 Retreat Conversion Option

Whenever a Retreat result is obtained on the Combat Results Table, the affected player(s) may choose to stand in place and convert the result into a loss result. The one exception is that the defending player may not exercise this option when subjected to an Amphibious or Air Assault.

When the result is "Dr" the defender may lose his entire force and reduce his unit(s) to Battlegroup(s) and stand in place. The attacker is unaffected.

When the result is "Br" the defender first decides whether or not he'll stand (and lose and reduce all his units to battlegroups): then the attacking player decides whether or not to stand and lose units and reduce to battlegroups a force at least equal to that of the defender (in face value Strength Points). These two decisions are made independently of each other.

Units that do not form Battlegroups may be involved in such conversions or retreats, but, of course, they are totally lost. There is no benefit in exercising the option if one's entire force is composed of such units. A Kampfgruppe or battle group formed by exercising the Retreat Conversion Option may not be retreated (exception to 12.63). It may advance as per 12.5.

In a multiple hex battle, different options cannot be applied to the units in different hexes. If the defender or attacker applies the Retreat Conversion Option, then all units of that side involved in that specific combat must do the same. However, the attacker needs to meet the required losses only once—not for each hex.

13.0 TACTICAL AIR POWER

Tactical Air Power is represented by Tactical Air Points (hereafter simply called Air Points). The players use these Points to engage in the Tactical Air War, which consists of the execution of four different Missions: Air Superiority, Sea Superiority (applied as two Missions: Port Suppression and Air-Sea Interdiction), and Air-Ground. The conduct of the Tactical Air War is regulated by the use of the Air Front Air War Display, of which there are three, corresponding to the three Air Fronts (or Theatres). The boundaries of these Air Fronts are outlined on the map.

The players assign their Air Points to these Tactical Air War Displays (Air Charts). In so doing they are assigning the Points for use on that Air Front. An Air Point may be used only for a Mission on the Front to which it is assigned. The conduct of the Tactical Air War is prepared during the Air Commitment Phase of the Joint Air War Turn. Thereafter, the different Missions are executed in accordance with the Sequence of Play.

Tactical Air Missions have limited range. For the Axis and Allied Players, this range is 12 hexes from an appropriate source of Supply. For the Soviet Union, this range is six hexes. This range applies to all missions except Air Superiority, which is considered to have infinite range so long as the conditions of 13.29 are satisfied.

13.1 How to Use the Tactical Air War Displays

[13.11] Each Tactical Air War Display consists of an Available Air Points Box and six tributary boxes, labeled respectively: Air Movement, Air Superiority, Port Suppression, Air-Ground, Air/Sea Interdiction and Air Transfer (see Section 8.0 for use of Air Movement). At the beginning of the game, the players divide their Air Points among the three Displays in accordance with the Scenario Deployment Instructions. Thereafter, the number of Air Points in a Display will fluctuate to reflect losses, reinforcements and transfers between Theatres.

[13.12] During the Air Commitment Phase of each Joint Air War Turn, both players simultaneously remove as many Air Points from their respective Available Air Points Boxes as they desire and secretly redistribute them in whatever manner they wish among the four Air Mission Boxes for each Front. An Air Point may be committed to a single Mission per Turn, for one Turn at a time (exception: see 13.31). It may be committed only for a Mission in its Air Front. (You may not take a Point available in the West Display and commit it to a Mission on the South Front.) Air Points may be left "uncommitted" in the Available Air Points Box. There is a maximum number of Air Points that may be assigned to Air Superiority per Player, per Front. In two- and three-Player games, Soviet and Allied Air Points are counted separately. The maximum for the East Front is 30 Air Points, for the South Front is 60 Air Points, and for the West Front is 120 Air Points. The reduction of available air points due to weather does not modify this limit.

[13.13] At the end of the appropriate Phase, each player should return all of his surviving Air Points from the various Air Missions Boxes to the Available Air Points Box of the same Front. At the end of the Game Turn, all Air Points remaining in an Air Missions Box are automatically returned to the Available Air Points Box of the same Front. At the end of each Air Commitment Phase, both Players reveal the number of Air Points they have allocated to each of the various Air Missions on each of the Fronts. Uncommitted Air Points may not be attacked and have no effect on the play of the game for the Game Turn in which they are uncommitted.

13.2 Air Superiority [Air Combat]

During each Air Combat Phase, all Air Points committed to Air Superiority must participate in Air Combat. Air Superiority on each Front is resolved separately in the following order: East Front, South Front, West Front. For each Front the Player who has committed more Air Points to Air Superiority Missions becomes the "attacker" on that Front for the entire Air Combat Phase. The attacker allocates his Air Points assigned to Air Superiority into a number of attacks against Enemy Air Points which were allocated to Air Superiority. The attacker may allocate his attacks in any manner he wishes, as long as every defending Air Point is attacked in a separate combat action and is attacked once and only once.

EXAMPLE: On the West Front, the Axis Player has committed six Air Points to Air Superiority, while the Allied Player has committed only three Air Points to Air Superiority. The Axis Player would become the attacker and the Allied Player, the defender. The attacker could allocate: three attacks at 2 to 1 Odds; or two 1 to 1 attacks and one 4 to 1 attack; or one 3 to 1, one 2 to 1 and one 1 to 1 attack.

NOTE: Associated (see 37.0) Air Points have no bearing on the Joint Air War. It is conceivable that the Allies could have 60 points, the Soviets 50 points and the Axis 80 points on air superiority on the same front, with the Allies and Soviets in Association with each other. The Axis is the stronger player and only the worst series of die rolls in recorded history could cause the Allied and/or Soviet Player to gain Air Superiority over him.

[13.21] Air Superiority Combat Procedure

Two Player Superiority:

For each attack, the attacker rolls the die and cross-references the result with the appropriate odds column on the Air Combat Table. After each defending Air Point is attacked, the defender counterattacks one of the attacking Air Points of each attacking group, using the "1 to 1" Odds Column on the Air Combat Table. This counterattack takes place regardless of whether or not the defending Air Point was eliminated in the original attack, and the procedure is repeated for as many separate attacks as were allocated by the attacker.

Three Player Superiority:

In Three-Player games, if all three players have Air Units committed to missions on the same front, Tactical Air Combat is resolved as described below.

The player with the most Air Points assigned to Air Superiority is allowed to split these points to combat the superiority points of the other two Players in any fashion he desires. He should just segregate his points into two piles stating as he does which group fights which opponent. (Presumably if the stronger player is in Association with one of the other players he isn't going to attack his associate.) He doesn't need to split his points if he doesn't want to. On the basis of this split, two separate air combat resolutions take place as per the procedure just described under Two Player Superiority above. Note that in splitting his points the Attacker may convert a plurality of points into an inferiority of points vis-à-vis each opponent. No matter, he attacks at 1-1 with whatever points he has allocated toward each opponent, with concurrent opponent counterattacks. If at the conclusion of this combat either or both of the opponents have points that were not attacked they may use these unattacked points to attack an opponent, with the stronger survivor attacking first.

EXAMPLE: The Axis has 24 points, the Allies 14 and the Soviets 12 devoted to Air Superiority on the South Air Front. All Players are hostile to one another! The Axis Player splits his points with 18 attacking the Allied Player (net 3 Allied lost, 1 Axis loss) and 6 points attacking the Soviet (net 1 Soviet loss and 1 Axis loss). This leaves a balance of 6 unattacked Soviet points, which the Soviet Player splits 3 and 3 to attack both the Axis and Allies (net 1 loss to both). Neither the Axis nor Allies may counterattack this attack because all their points had already engaged in combat. The final standings after combat are Axis 21, Allies 10 and Soviet 11.

Air Point Losses:

After each attack and counterattack, eliminated Air Points may be placed in a separate "dead" pile (see Production rules). For nations that do not have Production rules, the dead air points are simply removed from play.

[13.22] Air Superiority Combat Results Table

(See separate sheet.)

[13.23] Determination of "Air Superiority"

Two Player Superiority:

When the Air Combat on a given Front is resolved, each player should then count up the number of Air Points which remain in his Air Superiority Box for that Front, in order to determine overall Air Superiority. (This procedure is repeated separately for all three Air Fronts.) If one player has more than twice as many surviving Air Points allocated to Air Superiority than the number of surviving Enemy Air Points allocated for that Mission, then that player is said to have "Air Superiority" on that Front. For each surviving Friendly Air Point allocated to Air Superiority in excess of double the number of surviving Enemy Air Points allocated to that mission, the Friendly Player may eliminate, at his option, one Enemy Air Point allocated to either Sea Superiority or Air-Ground Missions. These eliminated Air Points are immediately removed from play.

Three Player Superiority:

The player with the most surviving points determines if he has more than 2-1 over either opponent. If he does he may use the balance over 200% to attack the opponents' other missions (if any). Then the second strongest player determines if he has 2-1 plus over the weakest player and is also allowed to attack with the excess.

[13.24] If there are no Enemy Air Points allocated to Sea Superiority or Air-Ground Missions, no additional losses would take place after Air Superiority is determined. Uncommitted Air Points or Air Points in the Transfer Box are never affected by Air Superiority. It is possible for neither Player to have Air Superiority on a given Front; in which case, no additional losses would be taken by either side.

[13.25] Example: After all Air Combat on the West Air Front has been resolved, the Axis Player has 11 surviving Air Points which were allocated to Air Superiority, while the Allied Player has only five. The Axis Player would have Air Superiority in the Front and the Axis Player could immediately remove from play one Allied Air Point allocated to Sea Superiority or Air-Ground Missions, at the choice of the Axis Player. If no Allied Air Points were committed to those missions on this Front, there would be no additional losses.

[13.26] At the end of the Air Combat Phase, after Air Superiority for all three Fronts has been resolved, players should return those Air Points remaining in their Air Superiority Boxes to the appropriate Available Air Point Boxes, after noting which Player, if any, is considered to have Air Superiority on each Front. This is important in determining whether Air Transport Points may be used on a given Air Front (see 8.0).

[13.27] If players have committed the same number of Air Points to Air Superiority Missions on a given Front, each Player attacks all of the other players' Air Points at odds of 1 to 1.

[13.28] If, on a given Front, no Enemy Air Points were allocated to Air Superiority, or if none survive the Air Combat Phase, then for every Friendly Air Point remaining in the Air Superiority Box, one Enemy Air Point in either the Sea Superiority or Air-Ground Boxes is eliminated.

[13.29] In order to have air superiority combat on a Front, opposing players must have supplied hexes within 12 hexes of each other, with no intervening neutral territory. For example: if Germany invades Yugoslavia prior to Italian entry, the Axis and Allies are more than 12 hexes apart; therefore, no Air War is possible.

13.3 Sea Superiority

During each Air Commitment Phase, both players simultaneously commit Air Points to Sea Superiority Missions. Each Player does this by moving any number of Air Points from his Available Air Point Boxes and placing them in his Sea Superiority Boxes. During the Air Combat Phase, those Air Points in the Sea Superiority Boxes may be eliminated (see 13.2). Air Points committed to Sea Superiority may also be eliminated through Sea Superiority Combat. Air Points committed to Sea Superiority Missions may perform two separate types of attacks: Port Suppression, during the Joint Air War Turn; and Air-Sea Interdiction, during the Enemy Player's Sea Movement Phase.

[13.31] Port Suppression Procedure

After the completion of the Air Combat Phase, both players may use any or all of their Air Points in Sea Superiority Boxes to attack specific Enemy Port hexes. A player may apply up to five Air Points for each Port Suppression attack he executes. Air Points that participate in Port Suppression attacks and are not eliminated due to Combat Results (see 13.33) may then be shifted to the Air-Sea Interdiction Box for use against Enemy Sea Movement (see 13.32) or they may be returned to the Available Air Points Box. In other words, Points assigned to Port Suppression may be used twice, once to suppress a Port and once to interdict Sea Movement.

A player may make no more than one Port Suppression attack on a given Port hex per Game Turn, although all Ports in that hex are affected by the results of the attack. A given Air Point may execute only one Port Suppression attack per Game Turn. Port Suppression attacks may never be applied to a hex that is more than twelve hexes from a Friendly supplied hex that was in supply at the start of the player turn (see 14.6). Such attacks may be executed only against Port hexes and have no effect on other units that may be in the hex.

[13.32] Air Sea Interdiction Procedure

During the Phasing Player's Sea Movement Phase, the non-Phasing Player may commit any Air Points remaining in his Air-Sea Interdiction Box to Air Interdiction attacks (Air Points which executed Port Suppression attacks in the preceding Joint Air War Turn may be allocated for this purpose). During the Phasing Player's Sea Movement Phase, units using Sea Movement must trace a route of hexes between their departure hex and their destination hex (see Section 7.0). At any hex along this route, the non-Phasing Player may allocate any Air Points remaining in his Sea Superiority Box of the appropriate Front to Air-Sea Interdiction attacks. The number of Air Points participating in the attack is totaled (up to a maximum of five per attack) and the non-Phasing Player rolls the die and cross-references the result with the appropriate column on the Sea Superiority Table (see 13.36). The die is rolled once for each unit undergoing Sea Movement. Each Air Point may attack as many units as pass within range; Air Point losses are extracted immediately, before the next Air-Sea Interdiction die roll.

Both the embarkation and debarkation hexes can be Air-Sea Interdicted.

[13.33] No more than one Air-Sea Interdiction attack may be executed against a unit using Sea Movement so long as the movement path of the unit remains within a single Air Front. Multiple Air-Sea Interdiction attacks against the same unit are possible only when the unit enters a different Air Front, up to a theoretical maximum of three attacks per Game Turn.

[13.34] Air-Sea Interdiction attacks can occur only in a hex which is no more than 12 hexes from a Friendly supplied hex (see 14.6). Air Points which are on Air-Sea Interdiction Missions automatically attack all units attempting to use Sea Movement within their Air Front, so long as their 12 hex range is not exceeded. They may trace from different hexes when attacking different units.

Example: The Axis Player has seven Air Points assigned to Sea Superiority on the South Front. During the Tactical Air Combat Phase he may attempt to suppress Malta with a maximum of five of these Air Points. Additional Port Suppressions may be done with the remaining two. During the Sea Movement Phase of the Allied Player Turn, the Allied Player attempts to move five units by sea within Air Range of a Friendly supplied Axis hex. The Axis Player may attack sequentially each of the Allied units. He may attack the first unit with five Air Points, with any losses applied immediately after the die-roll. Assuming a D result, he may attack the second of the five Allied units with the same five Air Points, etc., until all five Allied units have been attacked. Assuming an A result, the Axis Player may attack the next Allied unit with the four surviving Air Points plus one of the two unused Air Points, for a total of five Air Points. He may continue to attack sequentially with as many remaining Air Points as he has (maximum five per attack) until all Allied units have been attacked. No unit may be attacked twice, and no attacks are mandatory.

[13.35] Combat Results against defending units are applied immediately, after which the moving units may continue their movement (and may, in fact, change their debarkation hex due to the results of the Interdiction attacks).

[13.36] Sea Superiority Table

(See separate sheet.)

[13.37] Explanation of Sea Superiority Table

(See separate sheet.)

[13.38] Extraordinary Air-Sea Interdiction

Whenever Friendly Sea Movement (Naval Transport or Amphibious Assault) traces a path that lies within Range of Enemy Air Power, but outside Range of Friendly Air Power, the moving units are exposed to an extraordinary Air-Sea interdiction in addition to any normal Interdiction. The Enemy Player interdicts the moving units with any Air Points (up to five) he has assigned to the Air Front (both uncommitted Points and those assigned to other Missions). The intent of this rule is to deter players from tracing Sea Movement through hexes that lie outside their Air Power Range, but are inside Enemy Range.

For purposes of judging the Air Range of Friendly and Enemy Air Points for Extraordinary Air-Sea Interdiction, Air Ranges may be traced only from non-Mountainous Terrain that is in Major Supply.

Extraordinary Air-Sea Interdiction is a separate function from Axis North Sea Interdiction (7.8). Separate die rolls are required.

13.4 Air-Ground Missions

During each Air Commitment Phase, both players simultaneously commit Air Points to Air-Ground Missions. Each player does this by moving any number of Air Points from his Available Air Point Boxes and placing them in his Air-Ground Mission Boxes. During the Air Combat Phase, those Air Points in the Air-Ground Boxes may be eliminated (see 13.2). (Air Points committed to Air-Ground Missions may not be eliminated during Air-Ground attacks.) During the Phasing Player's Ground Combat Phase, any Air Points in his Air-Ground Boxes may be used to raise the die roll of normal ground attacks within the appropriate Air Front. During the Phasing Player's Air Interdiction Phase, any Air Points committed to Air-Ground Missions that were not used during his Ground Combat Phase may be committed to Air Interdiction.

[13.41] For each ground attack, the Phasing Player may apply one and only one Air Point for Air-Ground Support. For each Air Point he uses for Air-Ground Support during the Ground Combat Phase, the Phasing Player should immediately remove one Air Point from the appropriate Air-Ground Box and place it back in the Available Air Points Box for that Air Front.

[13.42] For each ground attack executed with Air-Ground Support, the attacker increases his die roll by "one" before referring to the appropriate column on the (ground) Combat Results Table. The die roll may never be increased by more than "one" due to Air-Ground Support.

[13.43] Air-Ground Support may never be applied to an attacked hex more than 12 hexes from a Friendly supplied hex that was in supply at the start of the player turn (see 14.6).

[13.44] Air-Ground Support may not be executed except in conjunction with Friendly ground combat units that are attacking during a Ground Combat Phase.

[13.45] Air-Ground Support may never be applied in any way to an Overrun. It may be used in an attack against Partisan units or Partisan Cadres.

13.5 Air-Ground Interdiction

During the Phasing Player's Air Interdiction Phase, he may commit any Air Points remaining in his Air-Ground Boxes (i.e., those which were not used for Air-Ground Support during his Ground Combat Phase) to Air-Ground Interdiction, which is used to hinder the movement of Enemy ground units. To do so, he counts them and returns them to the Available Air Points Box. He may then take an equal (or smaller) number of Interdiction Markers from the counter tray.

[13.51] Interdiction Markers are used to represent Air Points performing Air-Ground Interdiction. One Interdiction Marker may be placed on any hex of the mapsheet not prohibited to ground units within the appropriate Air Front. No more than one Interdiction Marker may be placed in a single hex. Once placed, the Interdiction Markers remain on the map until the beginning of the next Enemy Air Interdiction Phase. Before the Enemy Player begins placing his own Interdiction Markers on the map, he removes all Friendly Interdiction Markers and returns them to the counter tray.

[13.52] Players will note that during the course of play, one player's Interdiction Markers will remain on the map during the Joint Air War Turn. Air Interdiction Markers do not affect Air Combat or any other activity during the Joint Air War Turn. Interdiction Markers are never used on the Air power Charts.

[13.53] A unit must expend two additional Movement Points (above and beyond the normal Movement Point cost for the hex) to enter a hex containing an Enemy Interdiction Marker. An entrained unit must expend five additional Rail Movement Points to enter a Rail hex containing an Enemy Air Interdiction Marker.

[13.54] An Air Interdiction Marker may never be placed in a hex that is more than 12 hexes from a Friendly supplied hex that was in supply at the start of the player turn (see 14.6).

[13.55] The presence of an Enemy Air Interdiction Marker in a hex never affects Friendly units in a manner other than that described in 13.53. It has no effect against retreats, entraining, detraining, or tracing a Friendly supply path through the hex it occupies. Moreover, the additional cost for a Friendly unit to enter a hex containing an Enemy Air Interdiction Marker is applicable only if that hex is not already in an Enemy Zone of Control or occupied by an Enemy unit; i.e., the Movement Point cost of Zones of Control and Air Interdiction are not added together.

[13.56] Air Points that have been exchanged for Air Interdiction Markers in order to perform Air-Ground Interdiction may never be eliminated while in that capacity.

13.6 Air Unit Transfer

During each Air Commitment Phase, both players simultaneously commit Air Points to Transfer Missions. Each player does this by moving up to ten Air Points per Air Front from his Available Air Points Boxes and placing them in Transfer Boxes. These units have no effect on the Joint Air War Turn and may not be eliminated at any time during the Game Turn. At the end of the Air Commitment Phase, players may move Air Points in the Transfer Box of a given Air Front to the Available Air Points Box of any other Front (this is done before Air Combat is resolved). Air Points that have been allocated to Transfer Missions may not be attacked and may perform no other Missions during the Game Turn.

[13.61] No more than ten Air Points may be allocated to the Transfer Box of a given Air Front. However, there is no limit (up to the theoretical maximum of 20) to the number of Air Points that may be transferred into an Air Front by this method.

[13.62] Air Points allocated to an Air Front that no longer have a Friendly-supplied hex from which they can trace Air Missions (see 14.6) are automatically transferred by the owning player to the Available Air Points Box of another Air Front. This transfer takes place immediately at the point in the Game Turn that supply becomes unavailable. However, no more than 10 Air Points per Game Turn may be transferred by this method, although this number may be in addition to Air Points which have been allocated to Transfer Missions on that Front. Any remaining Air Points allocated to that Front are eliminated.

[13.63] The Air Points of certain nations are prohibited from being placed in the Available Air Points Boxes of certain Air Fronts. Such restrictions are given in the rules section pertaining to the particular country in question.

13.7 Creation & Replacement of Air Points

Each player receives a number of initially available Air Points as specified by the particular Scenario being played. The number of Air Points available to each player at any given time will change to reflect the loss of Air Points during each Air Combat Phase, and the replacement of these losses by each player. In most scenarios, eliminated Air Points are gone for good and may be placed among a Player's unused counters. When using the Campaign Game rules, the Players may "rebuild" destroyed Air Points.

13.8 Restrictions

[13.81] A player may operate an Air Front only if he has at least one Friendly-supplied hex within that Air Front. For example, the Allied Player will rarely have a Friendly supplied hex in the East Air Front during War In the West.

[13.82] Missions may not be conducted across Air Front boundaries. For example, an Air-Ground attack may not be used on a hex lying in the South Air Front with an Air Point from the West Air Front and vice versa.

14.0 SUPPLY

Supply directly affects the ability of ground combat and support units to move and fight. It also indirectly affects the use of Tactical Air Power from a "supplied" hex. A unit may either be in a supplied state or an unsupplied state for purposes of movement and combat. A hex may either be in supply or not in supply for purposes of establishing the range of application of Tactical Air Power. A unit (or hex) is considered supplied if a Line of Supply can be traced from the unit in question to some Friendly Supply Center. This Line of Supply (or Supply Path) is a path of hexes (contiguous and connecting) between the unit and the Supply Center. Except in cases where a unit is in direct proximity to a Supply Center, the Line of Supply will be further defined by one or more Supplyheads, which link together with each other, the unit and the Supply Center.

14.1 Judging Supply

[14.11] For movement purposes, the supply state is determined at the beginning of each Friendly Movement Phase, and its effects remain throughout that Phase. Thus, units that are supplied at the beginning of a Friendly Movement Phase may freely move out of supply. Units that begin the Movement Phase unsupplied do not regain a supplied state by moving within supply range until their following Friendly Movement Phase.

[14.12] For combat purposes (both offensive and defensive) supply status is judged at the instant of combat. Thus, a unit may have been supplied at the beginning of the current Combat Phase, but when its combat action is about to be resolved, it might be unsupplied.

[14.13] The supply state for all units involved in an Overrun (both the Overrunning and the Overrun units is determined at the beginning of the Movement Phase in which the Overrun will be executed rather than at the instant the Overrun is executed.

[14.14] Units performing an Amphibious or Air Assault are automatically considered to be in supply during the Combat Phase of the Player Turn in which they debark (only).

[14.15] Naval Supply can be traced for the Axis Player during the Allied/Soviet Combat Phase.

14.2 Supply Effects

[14.21] Unsupplied units have their Combat Strengths and Movement Allowances halved. This halving is rendered before any of the other factors which can affect the unit's Movement Allowance or Combat Strength (terrain, weather, etc.) are taken into account. When halving the Combat Strength, all fractions are retained; when halving the Movement Allowance, all fractions are dropped. Thus, a unit with a Movement Allowance of five would retain only two Movement Points in an unsupplied condition. Unsupplied units participating in an attack also suffer additional Combat Results (see 12.0).

[14.22] An unsupplied unit may use Sea Movement or Rail Movement without additional restrictions because of its unsupplied state.

[14.23] Units may remain out of supply indefinitely: i.e. units are never eliminated through lack of supply alone (exception: see 8.26).

14.3 Supply Sources

[14.31] Supply Centers: Supply Centers are defined for each nationality. (Usually, they are a home city of a unit.) A Supply Center is the ultimate source of supply. Any number of Centers may each supply any number of units of its nationality.

[14.32] Supplyheads: Supplyheads can be viewed as intermediate steps between a Supply Center and the unit being judged. They are defined and categorized as follows:

#TypeDescription
1Major SupplyheadA Mobile Supply Unit, a Major Port or a Rail hex.
2Minor SupplyheadA Minor Port (or suppressed Major Port).
3Amphibious SupplyheadSee 7.35.

[14.33] In order to function as part of the Line of Supply, a Supplyhead must be linked with (1) a Supply Center: or (2) some other Supplyhead or series of Supplyheads, one of which eventually links to a Supply Center. The maximum length of the link between Supplyheads is described in 14.4. There is no limit to the number of Supplyheads that may be linked to form a Line of Supply.

[14.34] Certain countries have no supply centers. Units of these nations may never leave their home countries; however, they are always considered to be in Supply within this restriction.

14.4 Tracing the Line of Supply

A Line of Supply begins at the unit in question and is judged, Supplyhead by Supplyhead, back to some Supply Center. Each step or link is established in turn according to the following criteria:

[14.41] From the Unit to the nearest Supplyhead: the player traces a line of hexes from the unit (exclusive) to some Supplyhead (inclusive). The maximum length of this path is determined by the category of the Supplyhead to which it is traced and is measured in Movement Points as though the unit in question were an infantry unit moving to the Supplyhead. When traced to a Major Supplyhead (or actual Supply Center), the path may be no more than 10 Movement Points in length. When traced to a Minor Supplyhead, the path may be no more than four Movement Points. When traced to an Amphibious Supplyhead, the path may be no more than one hex.

Terrain, Weather and Weather Areas are the only factors which are counted when determining the length of a Supply path; Zones of Control, Air Interdiction Markers, etc., are ignored for this purpose (exception: 14.52; 14.5, Blocking Supply).

Example: A unit being supplied from a Mobile Supply unit may trace a maximum of 10 Movement Points from the unit to the Mobile Supply unit; however, if the Mobile Supply unit in turn traces to a Minor Port, the maximum distance between the Mobile Supply unit and the Minor Port is four Movement Points, as determined by the constraints on the Minor Port. The maximum distance between the original unit and Mobile Supply Unit is still 10 Movement Points.

[14.42] Mobile Supply Units: Mobile Supply units primarily represent a logistical and transport base: e.g., supply dumps, trucks, etc. They are the only Supplyheads that are actual units. They may move in both the Initial and Mechanized Movement Phases. The owning play may voluntarily destroy an MSU at the beginning of a Friendly Player Turn. They may not attack but defend normally. If an MSU is Overrun, it is considered "captured" and may be replaced by a Mobile Supply unit of the same nationality as the Overrunning units or destroyed. The Mobile Supply unit traces back to the next Supplyhead just as though it were an infantry unit; i.e., 10 MPs to a Major Supplyhead, four MPs to a Minor Supplyhead, etc.

Note: No more than one Mobile Supply unit may be included in a Line of Supply (14.4) being traced in the Severe Weather Area. This restriction applies only to that portion of the Line of Supply that is actually in a Severe Weather Area; that portion of the Line of Supply that is outside a Severe Weather Area is not restricted.

[14.43] From a Rail hex Supplyhead: A Rail hex Supplyhead traces back along any length of contiguous, connecting Friendly Rail hexes to meet either a Port hex (Major or Minor) or a Mobile Supply unit (which must be located on the Rail Line).

[14.44] From a Port hex Supplyhead: A Port hex (Major or Minor) Supplyhead traces back along any length of Sea or Coastal hexes to another Friendly Port, or it transfers Supply to a Rail Line in the same hex. A Naval Transport Point is not required to trace Supply over Water hexes (exception: 7.77).

[14.45] From an Amphibious Supplyhead: A "Beach" hex Supplyhead traces supply back along any length of Sea or Coastal hexes to a Friendly Port. (Note: a Railroad may not connect with a Beach hex for supply purposes.)

[14.46] The Friendly Player traces supply for each unit being judged. Naturally, he may choose between alternate lines. Every link in a line so traced must be operative (see 14.5).

[14.47] Any number of units may be supplied from one Line of Supply, regardless of the category of the various Supplyheads along the Line. However, for purposes of supply judgment when applying Sea and Air Power, the "weakest" step in a Line of Supply determines ultimate supply status (see 14.6). For example, if a Line of Supply passes through a Minor Supplyhead at any point, then the quality of supply is considered "Minor" supply.

[14.48] Tracing a Line of Communications

A Line of Communications is a path of hexes traversable to a ground unit leading from a given unit to a Friendly Supply Source. This path may be any number of hexes in length. It is blocked in the same way that a Supply Path is blocked (see 14.5). Note that a unit may be able to trace a Line of Communications and still be out of supply. Units that cannot trace a Line of Communications, however, cannot trace Supply Paths, either.

14.5 Blocking Lines of Supply

The Line of Supply of a unit or a Supplyhead may never be traced through a hex occupied by an Enemy unit, nor may it be traced through a hex containing an Enemy Zone of Control, unless a Friendly unit occupies that hex. These restrictions apply both to a unit's Supply Path and non-Rail portions of a Supplyhead's Line of Supply. If a unit cannot trace a Supply Path within these restrictions, then the unit is considered unsupplied. If a Supplyhead cannot trace a Line of Supply within these restrictions, then the Supplyhead is considered inoperative.

[14.51] The Rail portion of a Supplyhead's Line of Supply may never be traced into or through an Enemy or Neutral Rail hex, even if occupied by a Friendly unit. The Rail portion of a Line of Supply may be traced through any Friendly Rail hex, regardless of the terrain in the hex. The non-Rail portion of a Line of Supply may be traced through any type of terrain traversable to ground units, as long as the appropriate Movement Point length is not exceeded.

[14.52] A Line of Supply may never be traced through an Enemy Zone of Control, unless a Friendly unit occupies the Enemy-controlled hex.

14.6 Tracing Ranges from Supplied Hexes

Certain Air Missions (Sea Superiority and Air/Ground), Air Movement and Amphibious Assault have ranges, expressed in terms of a maximum number of hexes. These ranges must be traced from a non-Mountainous terrain Land hex. This hex must be a supplied hex; i.e. it must have a Line of Supply just as though there were an infantry unit present in the hex (exception: Air and Amphibious Ranges may be traced from Gibraltar.) Moreover, the quality of the Line of Supply determines the type of Air Mission and its weight.

[14.61] Air Movement (Transport and Assault) and Amphibious Assault may only embark from a hex that is in Major Supply. (The Supply Path contains no Minor or Amphibious Supplyheads.)

[14.62] An unlimited number of Air Points may be presumed to originate from a hex that has a Major Supply Line.

[14.63] Only five Air Points may originate from a hex or hexes dependent on a single Minor Line of Supply. In other words, if you wish to apply Air Points from an area on the map whose supply at some point funnels through a single Minor Supplyhead, then you could only use five Air Points from that area. If the area could be fed by a second Line of Supply tracing through another Minor Supplyhead (avoiding the first), then it could support ten Air Points, etc.

[14.64] Air Points may not originate from a hex fed by an Amphibious Line of Supply.

15.0 WEATHER

Weather has an important influence on the play of the game. Many of the Standard game rules are modified to account for the effects of changing weather conditions on Movement, Combat, Terrain, etc. Certain Game Turns are designated as either Mud or Snow Game Turns on the Turn Record/Reinforcement Track. Mud and Snow Game Turns modify many of the rules that govern the play of the game during Clear Game Turns. These effects are summarized below. The map is divided into three Weather Areas: Arid, Severe and Moderate. The effect of weather varies greatly, depending on the Area.

15.1 Summary of Weather Effects by Weather Area

See Player Aid Card.

15.1 (clarification) Summary of Weather Effects

A) The effects of being north of the Arctic Circle are not cumulative with the effects of being in a moderate or severe weather zone, rather the worst effect is used. That is, north of the Arctic Circle no mechanized units are allowed and the supply range is always halved. The effects of Mud and Snow in moderate and severe climate areas remain in effect.

B) Note that an Arctic Swamp hex is different from a (non-Arctic) Swamp hex and has different effects (see 5.8 Terrain Effects Chart).

C) During Snow, an amphibious assault is not allowed onto a coastal hex adjacent to the High Seas or the Baltic Sea, except for the Allies invading Africa (rules 7.36 and 7.37).

D) During Mud, an amphibious assault is not allowed onto a coastal hex adjacent to the Baltic Sea (rule 7.36).

E) Also see Air Effect Chart (on reverse of Terrain Effects Chart) for seasonal effects on air point availability.

15.2 Inter-Area Restrictions

Units moving from one Weather Area to another have their Movement Allowance and Supply Range determined according to the hex in which they begin the Movement Phase. A unit's Supply state and Combat Strength (due to Weather effects) is determined at the moment of combat. A unit attacking across a Weatherline has its Supply state and Attack Strength determined according to the hex that the attacking unit occupies.

15.3 Soviet & Finnish Lakes in Winter

During the first three Cycles of each year all Soviet and Finnish Lakes on map F and G freeze. All-Lake hexes can be considered clear terrain and do not prohibit movement. All-Lake hexsides are no longer considered blocked and do not prohibit movement for any purpose while frozen. Soviet and Finnish units (only) may enter frozen All-Lake hexes. No unit may attack or bombard from an All-Lake hex and a unit may not attack or bombard through an All-Lake hexside. Supply may be traced through All-Lake hexes and hexsides.

16.0 SPECIAL FORTIFICATIONS

In addition to the fortified infantry units that are present in the game, both players have additional types of fortifications. These are: Maginot Line (Allied), West Wall (Axis), Tobruk (controlling player), Swiss Redoubts (neutral Switzerland), and the Sevastopol hex (H2021), which is treated as a Swiss Redoubt [16.3] in its fortification effects. These fortifications are printed on the map. The Axis Player may also use Fortification Markers; specific Markers, which either begin the game deployed on the map or are created by the German Production procedure (and are subject to the counter mix limit). The effect of Fortification varies, depending on the type being considered. Friendly Fortifications may be used by any unit controlled by the Player, regardless of nationality. A Fortification hex is considered permanently destroyed when an Enemy unit ends any Phase in the hex (exception: see 16.4).

Place a Destroyed Marker in the hex to indicate the destruction of printed fortifications (or simply remove destroyed Fortification Markers from the map). Fortifications never count against Stacking Limits.

16.1 Maginot Line

[16.11] When occupied by a Friendly unit, Maginot Line hexes have an intrinsic Defense Strength of "20" when attacked exclusively through front hexsides [hexsides to which the symbol points], and an intrinsic Defense Strength of "10" when attacked through any rear hexsides (or front and rear in combination). If not occupied by a Friendly unit, the intrinsic Defense Strength of the hex is reduced to "10" when attacked only through the front hexsides and "5" when attacked through a rear hexside. The intrinsic Strength of the hex is added to the Defense Strength of any Friendly units in the hex when resolving combat.

[16.12] Maginot Line hexes have no effect on Stacking and do not have Zones of Control. In all other respects, they are treated as if there were Allied ground combat units in the hex. Additionally, Enemy Zones of Control do not extend into Maginot Line hexes for any purposes. Friendly units in a Maginot Line hex have normal Zones of Control.

[16.13] Maginot Line hexes, and units in them, are not affected by combat results of "Br," "Dr," or "Ar." A combat result of "Ex," "1/2 Ex," or "De" permanently destroys the Maginot Line hex (even if battlegroups of Friendly units in the hex survive the combat). Place a Destroyed Marker in the hex. The modified intrinsic Defense Strength of the hex is counted when determining required Enemy losses for Exchange combat results.

[16.14] Allied units in Maginot Line hexes are always considered to be in a supplied state, as if they were tracing a Supply Path to an operative Supply Source. The intrinsic Strength of the hex is not affected by supply considerations.

[16.15] If a Vichy Government is ever declared, all hexes of the Maginot Line "surrender" and are immediately and permanently destroyed. Note that the Liege forts (hex C3208) are considered to have the same effects as the Maginot Line hexes (exception: see 16.16). However, the Liege forts hex "surrenders" only when Belgium surrenders.

[16.16] Units in a Maginot Line hex must retreat from the hex if they were attacked by an Enemy airborne unit performing an Air Assault in the hex, on a combat result of "'1/2 Ex." "Ex" or "De." When attacked by Air Assault, the intrinsic Strength of the hex is determined as if it were being attacked through its rear hexsides. (Exception: the Liege forts, hex C3208, are considered to have an intrinsic Strength of "0" when attacked by Air Assault.)

16.2 West Wall

[16.21] West Wall hexes do not have an intrinsic Defense Strength. Instead, they add "2" to the total Defense Strength of Axis units in the hex. The West Wall adds its effects only if the hex is occupied by a Friendly unit. If no Friendly unit is in the hex, its effects may be ignored.

[16.22] West Wall hexes have no effect on the supply state of units and no effect on Stacking. Allied Zones of Control do extend into West Wall hexes, even if occupied by an Axis unit. Units in West Wall hexes suffer the normal effects of Retreat combat results. A West Wall hex may not be destroyed through combat results; it is destroyed only if an Allied unit physically occupies the hex at the end of any Phase.

16.3 Swiss Redoubts and Sevastopol

The Swiss Redoubts (hexes C2622, C2823, C3023) triple the Defense Strength of one Friendly infantry unit in the hex. They have no other effect. Like West Wall hexes, they may be destroyed only if occupied by an Enemy unit at the end of any Phase. Note that Sevastopol (H2021) is treated as a Swiss Redoubt in its fortification effects.

16.4 Tobruk

The Tobruk fortress (hex E3716) is the only fortification that may be used by units of either Player. The Tobruk hex triples the Defense Strength of one infantry unit in the hex.

Defending units in the Tobruk hex ignore Retreat combat results unless the attack is accompanied by an Amphibious or Air Assault. However, if units in the Tobruk hex attack adjacent Enemy units, then all Enemy units adjacent to the Tobruk hex must be attacked (by Friendly units) during that same Combat Phase. The Tobruk hex may not be destroyed by either player. Instead, it is considered to be automatically destroyed at the beginning of the First Strategic Cycle of 1942.

16.5 Fortification Markers

[16.51] Fortification Markers are immobile. Once placed on the map, they may not be moved, although they can be removed from the board by the owning player and rebuilt for the original Production Cost. They are eliminated whenever an Enemy unit ends any Phase in the hex that the Fortification is in. Fortification units triple the Defense Strength of one Axis infantry or Airborne unit in the hex. They have no other effects.

[16.52] Placement of Fortification Markers: After a Fortification Marker is removed from the German Production Spiral; it must immediately be deployed, facedown, in any Friendly supplied hex. This hex must be within the Supply Range of a German Supply Center or an operative Rail hex Supplyhead with an unbroken line of Friendly Rail hexes leading back to a German Supply Center (the Line of Supply for the hex of placement may not be traced from Mobile Supply units or Port hexes). At the beginning of the Strategic Cycle following the Cycle in which the Fortification unit was deployed, the unit is turned face-up. While deployed facedown on the map, the Fortification Marker has no effect on the play of the game but is destroyed if an Enemy unit physically occupies the hex containing the Fortification Marker.

[16.53] Fortification Markers may not be placed in hexes containing Swiss Redoubts or outside of Europe. German Fortification Markers may not be placed across a body of water such as the Straits of Messina, or anywhere in Sicily. They may be placed in West Wall hexes. If this is done, normal production procedure is ignored although production costs are not. Instead of being placed on the Production Spiral, the Fortification Marker is immediately placed facedown in its deployment hex. At the beginning of the following Strategic Cycle, the unit is turned face-up. If a Fortification Marker is placed on a West Wall hex, that West Wall hex is considered destroyed for the remainder of the game.

[16.54] Fortification Markers may not be placed in hexes in an Enemy Zone of Control, even if a Friendly unit occupies the hex. Likewise, a Fortification Marker may not be flipped face-up if its hex is in an Enemy Zone of Control.

[16.55] No more than one Fortification Marker may be placed in a hex.

17.0 COMBINING, BREAKING DOWN & DISBANDING UNITS

Battlegroups (Kampfgruppen) may be combined to form a single full-strength unit. The combination of battlegroups is not a function of production; there is no production cost to combine battle groups.

Certain Soviet units (only) may be broken down into several smaller units at the Soviet Player's option. These Soviet units and their component units are listed in 17.2. Unit breakdown is not a function of Soviet production. There is no production cost to break down a unit and the unit need not be at a Training Center, nor is it placed on the production spiral.

Finally, certain Soviet units may be disbanded by the Soviet Player, recovering the personnel in those units for use in Soviet Production.

17.1 Combining Units

To combine, three identical Battlegroup-sized units must be stacked in the same hex at the beginning of the Friendly Player Turn. At the end of the Friendly Reinforcement Phase, two of the Battlegroup-sized units are removed from the map (place them in the counter tray) and the third turn is flipped over to reveal a full-strength unit.

[17.11] Only Battlegroup-sized units may be combined in this manner. The three Battlegroup-sized units that are to be combined must be identical in terms of strength and unit type.

[17.12] The full-strength unit that is formed by combining the three Battlegroup-sized units may neither move nor attack Enemy units during the Player Turn in which it is formed.

[17.13] Unsupplied Battlegroup-sized units may combine to form a full-strength unit. The supply state of the combining battlegroups has no effect on their ability to form a single full-strength unit in this manner.

[17.14] Entrained Battlegroup-sized units may never be combined in this manner.

[17.15] Battlegroups may be combined only with identical battlegroups of the same nationality. Units that do not form battlegroups may not be combined in this manner.

[17.16] When the full-strength unit formed by combining battlegroups is revealed to be a German Security Division (6-3) unit or Static Division (1-5-1), the Axis Player may immediately remove that unit and replace it with a normal German (6-5) infantry division unit.

17.2 Unit Breakdown

In order for a Soviet unit to break down into its component units, it must be alone in a hex at the beginning of the Soviet Reinforcement Phase. At the end of the Soviet Reinforcement Phase, the Soviet Player simply removes the parent unit from the map and replaces it with the appropriate component units (listed in 17.27).

[17.21] Only Soviet units may break down in this manner.

[17.22] The units that are formed by break down may neither move nor attack Enemy units during the Soviet Player Turn in which the breakdown takes place.

[17.23] In certain cases, a number of component units will result which cannot be stacked in the same hex without violating the Stacking limits. In such cases, the excess should be placed into a hex directly adjacent to the other component units. If this is not possible, the original unit may not be broken down.

[17.24] The components may not be reformed into a single unit although they may enter the Soviet Production process normally. When a unit is broken down, the Soviet Player does not regain any Arms or Personnel Points.

[17.25] An entrained unit may not be broken down.

[17.26] An unsupplied Soviet unit may be broken down. The supply state of a unit has no effect on its ability to break down.

[17.27] Corps and their Components

UnitComponents
4-43x (1-4)
5-53x (1-4)
8-63x (2-5) and 1 x (3-5)
9-63x (3-5) and 1 x (2-5)

17.3 Disbanding of Units

[17.31] In addition to breaking down units to their constituents, the Soviet Player may dissolve infantry (1-4) divisions, tank (2-5), mechanized (3-5), and anti-tank (0-1-10) brigades and in so doing recover personnel points, which he may add to his personnel point pool. This is accomplished during his Replacement-Reinforcement Phase of the Game Turn. It is a reverse of the normal production process, e.g. he removes four 1-4 infantry divisions from the map and adds 2 personnel points to his personnel point pool. The units he removes must all be stacked on or adjacent to the same Training Center. He does not recover Arms Points by this process. (Note, however, that in breaking an 8-6 down into 2-5s and 3-5s the Soviet Player does not regain the personnel points originally expended in producing them.)

18.0 REPLACEMENTS

Battlegroups (BG and KG) and eliminated "minor" units (those which don't form battlegroups) may be rebuilt to their full strength by the expenditure of Replacement Points. The act of rebuilding may occur during the Reinforcement/ Replacement Phase of each Player Turn. Players receive Replacement Points via the Reinforcement Track (or via their Production Systems). When received, the Points are added to one of the Replacement "Pools" allocated to each Front. When expended, the Points are "subtracted" from the Pool Level. The players should use a Replacement Point as a Marker to indicate Pool Level.

To rebuild a Battlegroup, the player flips the counter over (to its full-strength configuration) and expends (reduces the Pool Level by) the number of Replacement Points indicated in 18.2. This rebuild occurs "in place." To rebuild a "minor" unit, the player retrieves the unit from his "dead pile" and expends the required Points. The rebuilt unit is then placed on any city of its home country.

18.1 Restrictions

[18.11] Each Reinforcement Phase, the Phasing Player may rebuild one full-strength unit for every six (or fraction of six) Replacement Points accumulated on a given Front. The accumulated Replacement Points must all be of the same type and nationality as the unit being rebuilt and be allocated to the same Front. Only one of the six (or fraction of six) Replacement Points is actually expended to rebuild the Battlegroup: the remainder are left in the "pool." For example, if the Axis Player has seven Infantry Replacement Points on hand, he could rebuild two infantry battlegroups that Reinforcement Phase (expending a total of two Replacement Points). If the Axis Player had 13 Points on hand, he could have rebuilt three battlegroups (and have 10 Points remaining).

Only one replacement point is needed to rebuild a unit; you do not need six replacement points before you may use one.

[18.12] There is no limit to the number of times a particular unit can be reduced to battlegroup strength and be subsequently rebuilt through the use of Replacement Points.

[18.13] A unit may not move or attack in the same Player Turn in which it was rebuilt with Replacement Points.

[18.14] Units may be rebuilt only by Replacement Points of the same type and nationality. Units which do not form battlegroups may be rebuilt through the following procedure. Place all eliminated units that do not form battlegroups in the counter tray. Such units may be rebuilt (and brought back into the game) by expending replacement points in the same manner as described in 18.11. Such rebuilt units are treated as reinforcements and appear during the Reinforcement Phase in which they were rebuilt.

[18.15] When a German Security Division (6-3) or Static Division (1-5-1) is rebuilt; it may be replaced with a normal German Infantry Division (6-5) unit.

[18.16] Replacement Points may be transferred between Fronts. This is done at the end of the Reinforcement Phase and does not require any sort of transport. Points that are transferred may be considered part of the Pool of the Front they were allocated to at the beginning of the Reinforcement Phase for the purpose of rebuilding battlegroups.

[18.17] Units that can form Battlegroup-sized units that are completely destroyed (eliminated after being reduced to Battlegroup size) may not be rebuilt by expending Replacement Points.

[18.18] An unsupplied unit may not be rebuilt.

18.2 Replacement Expense

[18.21] All infantry division battlegroups and all motorized infantry division battlegroups cost one Infantry Replacement Point each to rebuild.

[18.22] All armored infantry (panzer grenadier) and armored (panzer) division battlegroups cost one Mechanized Replacement Point to rebuild.

[18.23] "Minor" infantry and motorized infantry units cost one Infantry Replacement Point to rebuild.

[18.24] "Minor" armored infantry and armored units cost one Mechanized Replacement Point to rebuild.

[18.25] SS Panzer Grenadier and Panzer division Kampfgruppen cost two Mechanized Replacement Points to rebuild. A player may spend two Replacement Points to rebuild the referenced units even if he has fewer than six total Replacement Points of the appropriate type.

[18.26] Cavalry units cost one Infantry Replacement Point to rebuild.

[18.27] Allied, German and Italian airborne divisions cost two Infantry Replacement Points to rebuild. A Player may spend two Replacement Points to rebuild the referenced units even if he has fewer than six total Replacement Points of the appropriate type.

[18.28] Axis airborne regiments may not be rebuilt by expending Replacement Points.

[18.29] Units that do not fall in the preceding classifications (for instance, Mobile Supply, RR, Amphibious, etc.) may not be rebuilt by expending Replacement Points.

18.3 Replacement Point Inter-front Transfer

Replacement Points are transferred from one Front to another Front during the Reinforcement/ Replacement Phase of each Player Turn.

19.0 FORTIFIED UNITS

Soviet (1-4) and French (3-4) Infantry Divisions may be converted (flipped over) into fortified units. When so fortified, these units possess a printed intrinsic Defense Strength and, in addition, they double the Defense Strength of any one Friendly infantry unit (of the same nationality as the Fortified unit) in the same hex. When the unit is fortified, flip the unit over to indicate its fortified status. A fortified unit may also be converted back into a normal unit; when it does so, the unit is flipped back over to reveal its normal infantry division status.

French units may fortify beginning 10 Game Turns after an Axis unit has entered any hex of Belgium, the Netherlands or France, or has attacked a Belgian, Dutch or French unit (in the historical game, this is the 1/8/40 Game Turn). An Air-Sea Interdiction attack against French, Belgian or Dutch units, or land attacks against these units outside Belgian, Dutch, or French territory in Europe, will not trigger the ability of the French to fortify.

Soviet 1-4 Infantry Divisions may fortify beginning on Game Turn 3/9/39, but are restricted in the number of fortification attempts which may be made prior to a state of Total War. See 45.57 for more information.

Conversion into a Fortified Unit:

At the end of the Friendly Combat Phase, any supplied infantry division capable of becoming fortified which has not moved or attacked during the current Player Turn may attempt to be converted into a fortified unit. When the unit is attempting conversion, total the face value of the non-moving, non-attacking infantry Combat Strength Points in the same hex as the unit which is attempting the conversion. Each infantry Combat Strength Point raises the chance for the successful conversion of the unit by one-sixth.

Example: A Soviet (1-4) is stacked with a (4-4) infantry unit. The total number of infantry Combat Strength Points in the hex is five. The player then rolls a die and if any number between "one" and "five" (inclusive) is rolled, the conversion takes place and the unit is flipped over to reveal its fortified Strength. The (4-4) unit in the hex would have its Defense Strength doubled when resolving combat (or Overrun).

Note: If six or more infantry Combat Strength Points are stacked in a hex and are aiding in the conversion, an infantry division in that hex could be converted into a fortified unit automatically; no die roll would be necessary.

Conversion of a Fortified Unit into a Normal Infantry Division:

At the end of any Friendly Combat Phase, any fortified unit may automatically be converted back into a normal infantry division by the owning player. This conversion takes place after all attempts to fortify units have been executed. Simply flip the fortified unit over to reveal the normal infantry division. No computation or die roll is required.

19.1 Restrictions on Conversion

[19.11] An unsupplied infantry division may not attempt to convert into a fortified unit.

[19.12] Infantry units may never attempt to become fortifications when Mud Weather is in effect. Units may not attempt to become fortified during the First Game Turn of any Scenario.

[19.13] There is no limit to the number of times a unit may be converted into a fortified unit and then back to a normal unit.

[19.14] A fortified unit may always be converted back into a normal unit, regardless of its supply state or any other condition.

19.2 Restrictions on Fortified Units

[19.21] Fortified units have a Movement Allowance of zero. They are completely immobile. If forced to retreat, the fortified unit is eliminated instead.

[19.22] Fortified units have an Attack Strength of "zero." They may never attack.

[19.23] A fortified unit has no Zone of Control, but fortified units affect Enemy Zones of Control exactly as a normal unit would. A non-fortified unit which is stacked in the same hex as a fortified unit retains its Zone of Control.

[19.24] Only one fortified unit may be created per hex. Only one non-fortified infantry unit in a hex may have its Defense Strength doubled by the fortified unit.

[19.25] Except as specifically stated in the preceding Cases, a fortified unit is considered to be a normal ground combat unit and is governed by all the normal rules which pertain to such units.

[19.26] Infantry units may not fortify in hexes containing non-destroyed printed fortifications.

20.0 ARTILLERY & ANTI-TANK UNITS

20.1 Artillery

Artillery units (only) form an exception to the Ground Combat rules that require an attacking unit to be adjacent to the unit it is attacking. Artillery units (only) may attack Enemy units that are either adjacent or separated from the artillery unit by no more than one intervening hex. The use of artillery units is restricted by the following rules.

[20.11] An artillery unit may attack an Enemy unit (or units) only if another non-artillery unit of the same nationality is attacking the same Enemy unit(s) during the same Combat Phase. In addition, at least one non-artillery unit must be adjacent to both the defending unit and the supporting artillery unit: it need not attack. Furthermore, in order for the artillery unit to participate in the attack, the non-artillery attacking unit(s) must have a printed (unmodified) total Attack Strength which is equal to or greater than the printed (unmodified) Defense Strength(s) of the unit(s) being attacked. Artillery units may only participate in an attack if all of these conditions can be met. The number of artillery units that may participate in an attack is restricted only by these requirements.

[20.12] When an artillery unit is participating in an attack, it is never affected by the combat results of that attack. Any result received is applied to the supporting non-artillery attacking units. This is true even when the artillery unit is adjacent to the unit being attacked.

[20.13] Artillery units suffer combat results in the normal manner when they themselves are attacked.

[20.14] Artillery units may never enter an Enemy controlled hex unless that hex is occupied by a Friendly unit. Artillery units may leave Enemy Zones of Control in the same manner as any other unit. Artillery units may never voluntarily move out of supply.

[20.15] Artillery units may never execute or participate in an overrun. Artillery units may only move in the Mechanized Movement Phase (or in the Rail or Sea Movement Phases), and pay mechanized movement costs governing normal units.

[20.16] The Attack Strength of an artillery unit may not be applied against more than one Enemy occupied hex in a single Combat Phase. Artillery units have no special range capability when they themselves are being attacked. The Attack Strength of an Artillery unit is not halved in cross-river attacks.

[20.17] Artillery units do not exert a Zone of Control except in the hex they occupy.

[20.18] In all other respects, artillery units are normal units and subject to all other rules.

20.2 Anti-tank Units

Anti-tank units affect the Combat Strength(s) of Enemy Mechanized units that attack a hex containing an anti-tank unit. Any and all Mechanized units participating in an attack against a hex containing an anti-tank unit have their Attack Strengths halved. This adjustment is made after all other modification of Combat Strengths for this particular combat is made. Only Mechanized units are halved when attacking a hex containing an anti-tank unit.

20.2 (clarification) Anti-tank units also affect the overrun strength of mechanized units.

[20.21] There is no additional effect if Mechanized units attack a hex containing more than one anti-tank unit.

[20.22] Anti-tank units do not exert a Zone of Control except in the hex they occupy. Anti-tank units have an Attack Strength of "zero," i.e., they may never attack Enemy units, or participate in an overrun.

Anti-tank units may move only in the Mechanized Movement Phase (or in the Rail or Sea Movement Phase) and pay mechanized movement costs. They may never voluntarily move out of supply.

[20.23] When an anti-tank unit is stacked with other units that attack a Mechanized unit, the presence of the anti-tank unit never affects the Combat Strength of the defending Mechanized unit.

[20.24] Anti-tank units do count towards stacking limits. In all other respects, anti-tank units are considered normal units.

21.0 THE STRATEGIC CYCLE

Originally, the Campaign Scenario Game Turn provided for an Allied Reinforcement Phase, a Strategic Bombing Phase, a German Production Phase, etc. In a game lasting hundreds of Turns, repetitive execution of these functions in small increments would be, to say the least, boring. It was decided to work these events into a Strategic Cycle, which intervenes after every fourth Game Turn. It is a break in the progression of Game Turns, a distinct function. Sections 21.0 through 35.0 are not used when playing the Standard Scenarios.

21.1 Sequence

Just like a Game Turn, the Strategic Cycle has a Sequence of Play dictating an orderly procedure for the players to follow. The Cycle is composed of Stages, each Stage having one or more Phases, Steps and Segments.

STAGE 1. CYCLE RECORD

Move the Strategic Cycle Marker on the production Spirals one Cycle clockwise, and advance the Cycle Marker on all Reinforcement Tracks in use.

STAGE 2. THE U-BOAT WAR

U-Boat Combat Phase: The number of existing U-Boats may affect the availability of scheduled Allied reinforcements.

U-Boat Attrition Phase: Chance (a die roll) acts to eliminate a variable number of U-Boats from the existing German force.

STAGE 3. ALLIED REINFORCEMENTS

The Allied Player receives and deploys units, Points and Markers as per his Cycle Record Track, as modified by the results of the U-Boat War.

STAGE 4. THE STRATEGIC AIR WAR

The Allied Player uses his Strategic Bombing Points, Escort Points and (at his option) a percentage of his Tactical Air Points to bomb Axis targets (Manufacturing and Resource Centers). The Axis Player uses Tactical Air Points ("interceptors") and Flak Units to oppose the Allied Player. As a result of the interaction, Air Points may be eliminated and targets bombed.

STAGE 5. GERMAN PRODUCTION

The Axis Player removes completed German units, etc. from his Production Spiral and deploys them on the map. He deploys other Axis reinforcements (Italians, etc.) as scheduled by his Cycle Record Track. He implements new German Production. Finally, he attempts to remove bombing damage from his Manufacturing/Resource Centers.

STAGE 6. SOVIET PRODUCTION

The Soviet Player removes completed production from his Production Spiral slice. He then implements new production.

21.2 Limitation Imposed by the Counter Selection

The number and type of any kind of unit allowed in play is sensitive to the total counter availability. The maximum number of a given unit or Point which a Player may employ as any time is the number provided in the game (see Section 3.22 for a complete listing). Players may not make up additional counters. If, for example, the Allied Player has all 120 Commonwealth Air Points in play, he may not take additional Air Point reinforcements because he has no Commonwealth Air Points available. When some are eliminated, he could begin to take reinforcements from among them. By the same rule, the Axis Player cannot build an entire army of SS Panzer Divisions. The nine provided on the counter sheets are the maximum he may have in play (on map or in spiral) at any one time.

[21.21] This limit does not apply to Markers (e.g., Air Interdiction Markers, Railhead Markers, etc.) provided in the game. If necessary, Players may make additional Markers (but not units or Points). Note: The maximum number of Axis Fortification Markers is the counter mix limit of 39.

[21.22] Special Limit on German Infantry Divisions (optional)

For every regular army German Panzer or Panzer Grenadier Division that is formed during the game, the Counter Mix Limit for German Infantry Divisions is reduced by one. This limitation does not apply to SS units.

[21.23] The counter mix reflects the units needed for the War in Europe Campaign Game. As such it contains many units and markers in excess of those needed to play War in the East or War in the West. To prevent confusion, players may wish to set aside all but the allowed quota, for example, of thirty Air Points when playing War In the East. Rules (e.g. E6.0) further reduce the available units.

22.0 THE U-BOAT WAR

Between 1939 and mid-1943, the Allies and Axis fought a battle of attrition over the Atlantic sealanes, pitting the German U-Boat arm against a developing Allied Anti-Submarine Warfare (ASW) effort. From the Allied standpoint, this was the necessary battle. Failure to secure sea communication with England meant, at the very least, no hope of return to the continent; at the worst, loss of the war. Suppression of the U-Boat menace was the top Allied priority.

The Germans, on the other hand, did not accord the U-Boat war the same high priority, at least not during the early war years. During these years, an increased U-Boat build-up might have shut down the Atlantic. It would, in any event, have forced the Allies to divert even more of their scarce resources into replacing lost tonnage and strengthening ASW forces. This diversion would have had to be at the expense of amphibious, army and air forces.

After mid-1943, the Allies mastered the U-Boats. The premise of the U-Boat war is that the German Player can affect the pace of Allied reinforcement by the size of his U-Boat force. Essentially, he tailors the size of his U-Boat force by his Production System. Either he produces fewer U-Boats than he did historically, more, or the same amount. The more U-Boats he has than the historical level, the greater the chance that the Allied reinforcements will be delayed.

During every Strategic War Cycle, there is a U-Boat War Stage. During this Stage. The Axis Player executes the U-Boat War routine. This routine has two Phases; the first, the U-Boat Combat Phase, determines what effect the number of existing U-Boats will have on the Allied reinforcements nominally due in the following Allied Reinforcement Stage; the second, the U-Boat Attrition Phase, determines the number of U-Boats that the Axis Player must eliminate.

22.1 U-Boat Combat

The Axis Player attempts to retard the pace of Allied reinforcements via the U-Boat Combat Results Table during the U-Boat Combat Phase.

[22.11] U-Boat Combat Results Table

(See separate sheet.)

[22.12] Explanation of Procedure

Two markers are used on the Allied Strategic Cycle Record Track: a Cycle Marker (to record the actual Cycle in play) and a Reinforcement (Reinf) Marker (to record which reinforcements are due the Allied Player). If the results of the U-Boat war proceeded in an exact, historical manner, the Reinf Marker would always exactly correspond to the position of the Cycle Marker. However, if the Axis Player more vigorously prosecutes the U-Boat war, the Reinf Marker will be retarded (and the Allies will receive their reinforcements later than historically). Conversely, if the Axis Player does not match the historical effort, the Reinf Marker will outpace the Cycle Marker and the Allies will receive their reinforcements sooner than they did historically.

At the beginning of the U-Boat Combat Phase, the Axis Player totals up the number of U-Boat Points available and locates the column heading corresponding to this number on the appropriate year-date line on the U-Boat Combat Results Table. He rolls the die, cross-indexing the die number with the column to yield one of three possible results.

[22.13] Explanation of Results

D = Delay. The Reinf Marker is not advanced and the Allied Player receives no reinforcements that Cycle.

A1 = Advance One Cycle. The Reinf Marker is advanced one Cycle and the Allied Player receives whatever reinforcements are indicated for that position on the Cycle Record Track.

A2 = Advance Two Cycles. The Reinf Marker is advanced two Cycles and the Allied Player receives (in the current Cycle) whatever reinforcements are indicated in those two Cycle positions on the Cycle Record Track.

EXAMPLE: The Cycle is 3/42. The Reinf Marker is in position 2/42. The Axis Player has 14 U-Boats available. He rolls a "5" on the U-Boat Combat Results Table, yielding an "A2." The Allied Player advances the Reinf Marker through Cycle 3/42 to Cycle 4/42 and receives all the reinforcements for both those Cycles in the current (3/42) Cycle.

Note that the Reinf Marker is never moved automatically (only the Cycle Marker is so moved); the Reinf Marker is only moved when directed to do so by the U-Boat Combat Results Table. Note also that it can never be directed to move backwards and that the Allied Player never receives the same reinforcements twice.

Only the U-Boat War affects the arrival of reinforcements. The required withdrawal of units is not affected. Withdrawals always take place on their historical dates.

[22.14] If the Reinf Marker reaches the final Cycle (0/6/45) before the Cycle Marker, the Allied Player receives APs, IRs and MRs, both U.S. and CW, in the same pattern established in the last four Cycles listed.

22.2 U-Boat Attrition

The Axis Player must use the U-Boat Attrition Table once every Cycle to determine the number of U-Boat Points he loses (as a result of the abstracted Allied ASW effort which this procedure represents). See the separate sheet carrying this table and read the procedure below.

Read across the column headings in the appropriate year date on the U-Boat Attrition Table until the number range corresponding to the number of U-Boats available is found. Roll the die and cross-index the die result with the appropriate column. The result indicated is the number of U-Boat Points destroyed that Cycle.

EXAMPLE: The year is 1943; the Axis has 32 U-Boat Points available. The Axis Player rolls a "5" on the die, indicating that two U-Boat Points are eliminated.

[22.21] U-Boats Available: The Axis Player begins the Scenario with a number of U-Boats. These are placed in the U-Boats Available Box of his Naval Operations Display. As he produces U-Boats, he adds them to the Box. When he loses U-Boats (through attrition), he removes them from the Box. The number of U-Boats available is simply the total U-Boats in the Box.

[22.22] Compulsory Attrition: U-Boats are exposed to attrition on every Strategic War Cycle. The Axis Player has no mechanism to shield them from attrition. When he produces a U-Boat, it is placed in the U-Boats Available Box. He has no choice in the matter. [This vulnerability is different from the rules governing Air Points. There, the Axis Player could shield his Air Points by refusing to commit them to operations. U-Boats available are U-Boats on operations.]

[22.23] Discretionary Force Level: The Axis Player can refuse to build U-Boats. Attrition then will eventually wipe out his strength. Or he can build a great many U-Boats. The decision is up to him. He determines the intensity of the U-Boat War by his Production decisions.

[22.24] U-Boat Attrition Table

(See separate sheet.)

22.3 Effect on Other Reinforcements

U-Boat results affect only the arrival of Commonwealth, American and General Reinforcements. They have no effect on the arrival of other national reinforcements, such as French, Italian, Neutral countries, etc.

[22.31] The United States has its own reinforcement marker, which starts on 1/0/42, and is affected by the U-boat War on and after that cycle date. If the CW reinforcement marker happens to advance to the 1/0/42 box on the Turn Record Track on the 1/0/42 Cycle, the CW and U.S. markers will always travel together and only one marker will be required. Otherwise they will always be in separate boxes as the U-boat results effects each counter in the same way.

[22.32] Strategic bombers, amphibious points, air transport points, RR, escort points and escort transfers are subject to the CW marker, not the U.S. one.

22.4 Allied Reaction [Optional]

Within the context of the stated rules, the Allied Player is left at the mercy of the Axis Player vis-à-vis his reinforcements. He really can do nothing to directly affect German U-Boat strength. Recognizing that this passivity will grate on some, we offer the following.

[22.41] Immediately following the U-Boat Attrition Phase, and before Strategic Bombing, the Allied Player may expend Air Points to further reduce the German U-Boats. He does this by voluntarily eliminating his own Air Points and eliminating U-Boats according to the following schedule:

[22.42] U-Boat Elimination Schedule

Nr. of Air PointsNr. of U-Boats
1-21
3-52
6-93
10 or more4

[22.43] The Allied Player may use only this rule when the Commonwealth Reinforcement Marker is three or more cycles behind the current Cycle of play. It may not be used in consecutive Cycles.

22.5 Maximum U-Boat Delay

The Allied Player may not be delayed in receiving reinforcements for more than five cycles. If the Allied Player is delayed five cycles and the result of the U-Boat War is a "D," the "D" result is recorded and an "A1" result is applied. On subsequent cycles, if the result of the U-Boat War is an "A2," the Axis Player may "spend" an unused "D" result to reduce the result to an "A1." Do not use this rule if 22.4 is being used.

23.0 ALLIED REINFORCEMENTS

The Allied Player receives reinforcements as per the Reinforcement Track as modified by the results of the U-Boat War (see 22.1). On Cycles when he does receive reinforcements, they are placed according to the following rules. Newly arrived reinforcements may move and fight on the turn of arrival (note this also applies to all reinforcements from all countries).

23.1 Allied Reinforcements [Common]

[23.11] Bomber and Escort Points are immediately assigned to a Strategic Base Display. If the Allied Player has failed to deploy a Base, the Points are simply held in limbo until a subsequent Cycle.

[23.12] Allied Amphibious Points are placed in the Amphibious Points Available Box.

[23.13] Railroad Repair units are placed in an unsuppressed Major Port hex of Great Britain.

[23.14] Air Transport Points are assigned to a Theatre Available Box.

23.2 Commonwealth Reinforcements

Commonwealth reinforcements are divided into those which appear in Great Britain and those which appear at Suez.

[23.21] Air Points are placed in the Western Air Front Available Box.

[23.22] Replacement Points (Inf or Mech) are placed in any of the three Theatre Replacement Pools at the player's option.

[23.23] Commonwealth reinforcements appear in any city in Great Britain (England, Wales, or Scotland). Reinforcements may not be placed in Belfast, Scapa Flow, Lerwick, Stornoway, or Douglas.

[23.24] Commonwealth reinforcements marked as (Suez) arrive in Suez, Alexandria, the south edge rail hex in Iraq (J3833), or the south edge rail hex in Iran (J5133). Units placed in the rail hexes in Iraq or Iran may be entrained.

23.3 U.S. Reinforcements

U.S. Ground Combat and Support units appear in any Major Port hex (Friendly and functioning) adjacent to a High Seas hex. Other Points and Markers may be applied to any Front.

23.4 Other Allied Reinforcements

Unless otherwise restricted, reinforcements due to other Allied countries appear in any Friendly indigenous city.

24.0 THE STRATEGIC AIR WAR

The Strategic Air War allows the Allied Player to directly attack the German Production System, by bombing Manufacturing Centers and Resource Centers. With luck, the results of this bombing will "destroy" a number of Centers. Since German production depends on the number of Centers in operation ("undestroyed") each Cycle, bombing, in the long run, will reduce the total German Production.

The Allied Player receives Strategic Bomber Points as per the Reinforcement Track (beginning on 0/1/43, assuming a historical U-Boat War). Thereafter, he may use these Points to attack Axis targets. He also receives Escort Points and may transfer a number of Tactical Air Points for use as Escorts ("Trf" on the Track). These accompany the bombers and shoot down Axis Air Points (Interceptors) that oppose the Allied strikes. The Axis Player may allocate a limited percentage of his Air Points available as interceptors ("Incpt" on Track) to shoot down Allied Bombers or Escorts. He may also deploy Flak Points on targets, which serve to shoot down Allied Bombers.

The Allied Strategic Air Assets (bombers and Escorts) are always considered to be based at Strategic Air Bases, which the Allied Player deploys on the map. The location of a Base determines the range between the Base and a given target (also located on the map). Range is important because the Bombers can attack only targets within their range (50 hexes) and Escorts also have a range (which increases with time). When the Allied Player strikes a given target, it will, geographically, either be in escort range, or out of escort range.

The Strategic Air War is not affected in any manner by Weather.

The actual implementation of a Strategic Air War Stage follows a rigid sequence of Phases and Steps.

24.1 Strategic War Stage

SEQUENCE OUTLINE

A. Targeting Phase: The Allied Player states what targets (note Strategic Bombers may attack a hex containing only Rail Lines) he is striking, and from which Strategic Air Bases.

B. Air Asset Allocation Phase: Both Players secretly and simultaneously assign their available Air Assets to their respective Strike/Interception Charts. The Allied Player must assign Air Assets to create a number of strikes matching the number of targets he has announced (no more, no less). The Axis Player may assign Air Assets to intercept none, one, some or all of the Allied strikes.

C. Strike Declaration Phase: The Allied Player now states which strike is attacking which target, while revealing his Strike Track(s). The Axis Player reveals his Interception Track(s). The dispositions of Air Points on these Tracks are compared and it is determined which strikes are intercepted.

D. Air Combat Phase: The following Steps are executed for each strike that has been intercepted.

  1. Escort Attack: The Allied Player uses the Fighter vs. Fighter combat routine to execute the attack of any Escort Points against German Interceptor Points that have intercepted the strike "within escort."
  2. Interceptor Attack: Normally, the Axis Player uses the Fighter vs. Bomber routine to execute the attack of his surviving Interceptor Points against Allied Bomber Points. (Or he may attack the Escorts or split his Interceptors to attack both Bombers and Escorts.)
  3. Bomber vs. Interceptor Attack: The Allied Player uses the Fighter vs. Bomber routine to execute the attacks of his surviving Bombers against the remaining Axis Interceptors.

E. Strategic Bombing Phase: Surviving Bomber Points in each strike now attack their designated target, using the Bombing routine. Any results are noted and appropriate Markers are placed. This Phase is repeated for each strike.

F. Flak Attack Phase: Any Flak Points located in target hexes attack surviving Bomber Points using the Flak routine.

G. Air Asset Return Phase: Air Points used in the Strike/Interception roles are now placed in the Available Strategic Air Assets Box" of their respective Base Chart or Theatre Chart.

H. Air Asset Deployment/Redeployment Phase: The Allied Player may now distribute his available Air Assets between his various Strategic Bases and the Theatres. The Axis Player may do likewise. Note that this is the only time that the players can reinforce or reduce their Strategic Air strength. The decisions they make at this point will determine what strength they have available for the next Strategic Bombing Cycle. The players execute this deployment secretly and simultaneously.

[Note: We cannot stress enough the consequences of the placement of this Phase within the Sequence. Not only does the deployment affect the strength on the next Strategic Cycle, but as a corollary, it affects the Tactical Air Strength available to the Players during the following four Game Turns. Points allocated to the Strategic System are not available for tactical use and vice versa.]

24.2 Strategic Air Bases

The Allied Player has three Strategic Air Base Markers. (The number of markers is a deliberate design limitation.) He receives these as per the Allied Turn Record/Reinforcement Track. They may be deployed on any Allied Major-supplied Clear terrain hex. They serve to identify the point of origin of Strategic Air Strikes, and in so doing, establish the area of the map and targets that lie in Escort range and the area of the map and targets that lie outside Escort range.

[24.21] Deployment of Strategic Air Bases

It takes a total of three months to deploy a Base Marker. Assume it is Strategic Bombing Cycle One: the player places the Marker face down. On the following Cycle, he turns the Marker face up. Then, on Cycle Three, he may bomb from this Base. Deployment of Air Bases occurs during Phase H. Once deployed, a Base may only be moved by reversing the routine, as follows: Cycle One, turn base face down; Cycle Two, remove Base from map; Cycle Three, deploy Base face down on new deployment hex.

The Allied Player is not required to deploy the Base Markers at the start (considering the fact that he does not receive any Strategic Bombing capability before 1943), but if he does not deploy them eventually, he cannot conduct a Strategic Air War.

[24.22] Base Numbering

The three Strategic Air Base Markers have no individual, printed identification numbers, The Allied Player should label the Bases 1, 2 and 3. This identifies each Base with a specific Strategic Air Display.

[24.23] Strategic Air Display

Each Display has a Box to hold Air Assets assigned to it, and has three Strike Tracks emanating from the Box, labeled Strikes A, B and C.

[24.24] Strike Limit

During each Strategic Air War Stage, the Allied Player may launch up to three Strikes from each Base.

[24.25] Base Deployment Limit

No more than one Base may be deployed in one country at any point in the game. [The intent of this rule is simple. No more than one Base may be placed in Britain.]

[24.26] Base Capacity

Any Base can accommodate any number of Allied Bombing Points and Escorts. The only limitation is the three Strike maximum from one Base in one Cycle. Thus, it follows that the Allied Player, after a certain point in the build-up of his Strategic Bombing forces, will find it advantageous to deploy a second or third Base so that he can maximize his bombing potential.

[24.27] Base Vulnerability

The normal Tactical Air War cannot affect a Strategic Base in any way. Only two things can affect a Base. First, the hex it is located in can become unsupplied, and, second, the hex can be occupied by an Axis unit. If a Base is unsupplied, it can't be used for Strategic Air operations while it remains unsupplied. Planes assigned to that Base may, however, transfer to another Base. Supply is judged at the beginning of the Cycle. If the Base is ever occupied by an Axis unit at the end of any Game Turn, then the Base is eliminated and any Air Assets assigned to that Base are eliminated.

24.3 Allied Strategic Bombing Points [Bombers]

Strategic Bombing Points may be used only in the Strategic Air War. They may never be transferred to the Theatre Tactical Air War Chart and used in the normal Tactical Air War. These Points are received by the Allied Player according to the Turn Record/Reinforcement Track (which may be accelerated or delayed by the outcome of the U-Boat War). Destroyed Points may be recovered after a 10 Cycle delay, at the rate of one Point per Cycle. The recovery of Strategic Bombing Points destroyed in combat is neither accelerated nor delayed by the outcome of the U-Boat War.

[24.31] Incidental Effect of Strategic Bombing

Though it is assumed that Strategic Bombing will be directed against the Manufacturing/Resource Centers, there is one result of bombing which can have an effect during the regular Game Turns. This is a "transportation hit."

A Rail hex suffering a "T" Hit may not be used for Rail or Supply purposes until it is repaired. However, the German Player does have a chance each cycle to repair the damage, 26.21, Step 5 (AFTER the production Cycle). A Repair unit cannot repair a "T" Hit.

A Mobile Supply unit placed in the damaged hex will allow supply to pass through the hex (14.43). This Mobile Supply unit is not ignored when applying the restriction of 14.42.

24.4 Allied Escort Points [Fighters]

These become available to the Allied Player according to the Turn Record/Reinforcement Track. Their function is obvious when one refers to the actual sequence of Strategic Air Combat. If they are part of a Strike, they can attack German Interceptors before the Interceptors get to attack the Allied Bombing Points. Statistically, over a series of Strikes, their presence will serve to reduce the Luftwaffe while increasing the chance of survival of their own Bombers. Such as Bombing Points, there is a finite number of hexes from the Strategic Base (the Escort Range) within which the Escorts may be used. This Range is set chronologically and increases as time passes according to the Cycle Record Track.

By the simple act of determining his targets, the Allied Player will define which are within Escort Range and which are not. Knowing the target and the Base hex from which the Strike originates, one simply counts the shortest path of hexes between the target hex (inclusive) and the Base (exclusive). This number either is or is not within the Escort Range for a given Bombing Cycle.

[24.41] Transfer of Escort Points

Escort Points can be transferred to a Front Tactical Air Chart, in which case they function exactly as though they were normal Air Points (on a one-for-one basis).

[24.42] Use of Tactical Air Points as Escorts

The Allied Player may transfer Tactical Points from the Available Box of a Front Chart to a Strategic Air Base in the same Front (on a one-for-one basis). These Tactical Points perform as Escorts in every way. The number of Tactical Air Points he can transfer each Cycle is listed on the Cycle Record Track.

24.5 German Interceptors

There are no specific Interceptor Air Points. The Axis Player simply uses Air Points to contest the Allied Strategic Bombing. Within certain proportions, the Axis Player may use his Air Points either for the Tactical Air War or the Strategic Air War. Basically, the Axis Player may never use more than a specified percentage of existing Air Points as Interceptors. This percentage varies chronologically and is shown on the Cycle Record Track. The number of German Interceptors available on each Front is calculated based on the number of Axis Air points (including Italian) available on each Front - not on the total number of Axis Air Points from all three Fronts. Air Points removed to the East in accordance with Section W1.2 are not counted. [If the Allied Bomber offensive begins before Cycle 1/43, the percentage is 25%.]

24.5 (clarification) German Interceptors: Italian air points cannot be used as interceptors (see rule 42.27) but are totaled with German air points to determine the Axis air point total for a front, which in turn determines the number of German interceptors allowed as a percentage of the Axis air point total.

[24.52] Front Interception Display

There are three Front Interception Displays, labeled East, South and West. Each Chart has a Box labeled, "Interceptors Available," and nine Strike Tracks, corresponding to the Strikes that the Allied Player could launch from his three Strategic Air Bases. Each Strike Track has two sections, labeled "within Escort" and "beyond Escort."

To intercept, the Axis Player places his Interceptor Points on a Strike Track in the "within Escort" Box or in the "beyond Escort" Box, or divides them between both. Then he finds out during the Strike Assignment Phase what Allied Strikes match his Interceptions, at which point each Interception/Strike is resolved through Air Combat.

[24.53] Interceptor Basing

Unlike Allied Strategic Air Points, which are deemed to originate from a specific Base hex, the Axis Interceptors have no specific geographical base on the map. Interceptors available in a Front Interception Display are available to combat any Strike directed at a target in that Front.

24.6 Choosing Targets

To assign a target, the Allied Player simply states, "I am attacking this target hex (nr.) with a Strike from the Base in hex (nr.)." He repeats this statement for each target he wishes to attack. The Axis Player then knows exactly what targets will be struck and from where. He does not know exactly which letter-coded Strikes will be used.

24.7 Allied Air Asset Allocation

Having stated his targets, the Allied Player must now assign Air Assets to create sufficient Strikes to attack these targets (one target, one Strike). He does this by transferring the Points from the Air Assets Available Box to one, two or three of the Strike Tracks.

[24.71] Escort Points are always placed in the "within Escort" section of the Strike Track.

[24.72] Bomber Points are placed:

  1. "within Escort" if the target lies within the current Escort Range.
  2. "beyond Escort" if the target lies beyond the current Escort Range.

Naturally, when he is placing his Points, the Allied Player must think ahead to the next Phase when he must state what Strike is attacking what target.

[24.73] One Strike must be created for each stated target (no more, no less). Within this restriction, the Allied Player may choose exactly which lettered Strike will attack which target. If he has only one target, he could use any one of the three Strike Tracks.

[24.74] A Strike must contain at least one Bomber Point. There is no maximum limit.

[24.75] Strike Declaration

Having formed his Strikes, the Allied Player must now identify exactly what Strike (by letter) is to attack what target. He then reveals his Strategic Air Displays and the Axis Player reveals at the same time his Interception Displays.

[24.76] Air Combat

The Allied Strategic Air Displays are compared to the German Interception Displays to see if any German Interceptions match Allied Strikes (see 24.52). This is to see if the letters match, and then if a match occurs "within Escort" or "beyond Escort" or both. Assuming a match, combat is resolved, as shown for the following four situations:

Situation 1: Escorts, Bombers and Interceptors "within Escort," presence of Interceptors "beyond Escort" is ignored.

Procedure:

  1. Escorts attack Interceptors.
  2. Interceptors attack either Bombers or Escorts, so long as no Point attacks twice.
  3. Surviving Bombers attack Interceptors.

Situation 2: Escorts "within Escort," Bombers and Interceptors "beyond Escort."

Procedure:

  1. Interceptors attack Bombers.
  2. Surviving Bombers attack Interceptors.

Situation 3: Escort and Interceptors "within Escort," Bombers and Interceptors "beyond Escort."

Procedure:

  1. Escorts attack Interceptors "within Escort."
  2. Interceptors may attack Escorts OR surviving interceptors join Interceptors "beyond Escort."
  3. Interceptors "beyond Escort" attack Bombers.
  4. Surviving Bombers attack Interceptors.

Situation 4: Escorts and Interceptors "within Escort;" Bombers "beyond Escort."

Procedure:

Same as Situation 1.

[24.8] Air Combat Procedures

[24.81] Interceptors vs. Escorts and Bombers

Escorts and Interceptors are fighters. When they attack each other, the following procedure is used, with Table A:

  1. Total attacking Points.
  2. Roll die and cross-reference result with attacking total. Number located is the number of attacked points eliminated.

When Interceptors attack Bombers, or vice versa, the same procedure is followed, except Table B is used. Interceptor vs. escorts is resolved identical to Tactical Air Combat [13.21]. That is, results are taken at the end of the combat, and "eliminated" interceptor points may counterattack escorts. However, when interceptors attack bombers, losses to interceptors are taken immediately, i.e., before the interceptors attack the bombers.

[24.82] Bombing Procedure

After Air Combat, surviving Bomber Points in a Strike attack their designated target, as follows:

  1. The Allied Player rolls the die once for each Bomber Point.
  2. He consults the Bombing Table, and compares the die roll with the current "Accuracy" Column heading. He reads the result.
  3. If the result is an effective hit he places the appropriate "Destroyed" Marker on the target hex.
  4. After all bombing attempts have been made, if any bombing attempts have resulted in an effective hit he shifts the Accuracy Column one to the right, establishing a new "current" Accuracy Column for the following Cycle.

[24.83] Definition of Bombing Hit

The Strategic Bombing Table lists four possible results: "Resource Center Destroyed," "Manufacturing Center Destroyed," "Transportation Line Destroyed," and "No effect." If a hit is scored against a Target hex which does not contain that type of target, the hit is ineffective. A Resource Center Hit has no effect against a Manufacturing Center and vice-versa. A Transportation Line hit is effective against the Rail Line in the hex and also against either a Manufacturing Center or a Resource Center in the same hex (Allied Player's choice). Hits have the effect of rendering that Center (or Rail Line) inoperable for all purposes until the damage is repaired (and the Hit Marker removed) via the Bomb Damage Repair Table.

[24.84] Multiple hits of the same type on the same target have no additional effect, and are ignored for all purposes. Hits of all three types can be scored against the same hex in a single Cycle if, indeed, all three types of target exist in the hex being bombed.

[24.85] The Accuracy can only be shifted one Column per Cycle, regardless of the number of hits achieved by Bombing in that Cycle.

[24.86] German Flak Units

German Flak units may be stacked up to six per target hex. [Note that some hexes contain two or five targets.] After the target has been bombed, Flak units attack Bombers using the Flak routine (see 24.87). Flak units may only be moved during the Rail or Sea Movement Phase, using Rail or Sea Movement. Each unit has a ground combat Defense Strength of "1." The flak Stacking Limit is independent of the normal Stacking Limits.

Flak units have no effect on the conduct of the Tactical Air War. Their presence in no way affects Port Suppression, etc.

[24.87] Flak Results Table

(See separate sheet.)

[24.88] Bomb Damage Repair Table

(See separate sheet.)

24.88 (clarification) Bomb Damage Repair Table: An RC result means that either a Resource Center hit or a Transportation hit is repaired, depending on the type of hit being rolled for.

[24.9] Non-Map Deployment

The Allied Strategic Air Bases must be located on the map. The Players must use the Axis Production Display to locate Flak units directly on target boxes, to place Destroyed Markers, etc. Of course, the map must be referenced when calculating Escort Ranges, etc. Toward the end of the game, players must be aware of the location of German Flak units when a chance of ground combat exists. One flak Point is equal to one Defense Strength Point. Flak units should be placed on the map when in transit.

25.0 PLOESTI

Ploesti has five Resource Centers located in the one hex. This requires a special treatment (when Ploesti is a target), governing the placement of Flak, designation of target, and application of bombing.

25.1 Restrictions

[25.11] Flak can be placed in any one of the five targets, so long as no more than six Flak Points are placed as a total for all of the targets in the hex. Regardless of which Centers are actually the targets of the bombers, the total Flak Points will shoot at all the bombers.

[25.12] When he attacks Ploesti, the Allied Player need only identify Ploesti as the target. At that point, he need not distinguish among the individual Centers. He may send only one strike to Ploesti and the German then intercepts only one strike.

[25.13] After the Axis Player intercepts the Strike and after the Air Combat, but before actual bombing, the Allied Player may divide his surviving Bomber Points into two groups, and at that point verbally identify exactly which Center each group will bomb. In other words, he can bomb two targets for the "price" of one.

[25.14] A Transportation Hit on one of the Ploesti Centers does not affect the other Ploesti Centers for purposes of Production.

[25.15] The same rules apply to the two Swedish and the two Iraqi Resource Centers that occupy the same hex.

26.0 GERMAN PRODUCTION

The German Production System permits the Axis Player to create units (the various combat units, markers and points necessary to play). This routine is regulated by the Production Sequence and the Production Rules and is graphically displayed on the Production Spiral and its appendages. Production occurs during the Production Stage of each Strategic Cycle, which intervenes every fourth Game Turn. To produce a unit, the Axis Player must expend an appropriate number of Production Points and then place the unit ahead in time on the appropriate slot of the Production Spiral. Then, at the indicated later Cycle, he removes the unit from the Spiral and deploys it in the game. Within the parameters of the system and the following limitations, the Axis Player is free to produce what he wants when he wants it.

PLAYERS' NOTE:

Unquestionably, the thrust of German Production can have a decisive effect on the strategic direction of war. Whether or not the Allied Player knows what is being produced is an important question—and is one that can affect the whole flavor of play. We make no hard and fast rule about the right of the Allied Player to monitor German Production. This decision is left to the players. In theory, we recommend concealed production, because of the element of suspense introduced. In practice, we recommend monitored production because of the possibility of error in implementation (to say nothing of cheating).

26.1 The Production Spiral

Viewed from a distance, the chart appears to be a cross between a psychedelic wall poster and a map of a spiral galaxy. In fact, it is a compact device to allow the Axis Player to make "one-decision" production. It is divided into thirteen radiating slices and thirteen spiral arms emanating from a center circle. Each spiral arm is composed of five slots (formed as a result of the intersection of slices and spiral arms) and each slot is located in a slice progressively further away from the center. If we view time as progressing clockwise from slice to slice, then the chart can be viewed as a clock to record the passage of thirteen Strategic Cycles (and a full year of Game Turns). Since no unit takes more than thirteen Cycles to produce, this one spiral can encompass all of the German Production.

Let us say it is Cycle 1. The Axis Player wishes to produce a 1-5 Kampfgruppe (which requires three Cycles). He simply traces along the spiral arms emanating from Cycle 1 and places the 1-5 KG in the slot where its picture appears and this locates the KG in the Cycle 4 slice. When time advances to the Fourth Cycle, there is the Kampfgruppe waiting to be removed from the slice and be deployed.

26.2 Production Stage Sequence

This sequence regulates the actions of the Axis Player as he operates his Production System. It is composed of a series of Steps, and they must be followed in the order given in the outline.

[26.21] Production Stage Outline

EDITORS' NOTE: There are references that may lead to confusion as to exactly when the Strategic Cycle occurs. To clarify, the Strategic Cycle for Cycle 7/41 occurs at 0/7/41, followed by Turn 1/7/41. This applies to the reinforcements for the Scenarios.

Step 1. ADVANCE PRODUCTION SPIRAL ONE CYCLE

Move the Strategic Cycle Marker on the Spiral one Cycle clockwise. (If you just went through Cycle One, move it to Cycle Two.)

Step 2. ADD TO PRODUCTION POINT POOL

The Axis Player calculates the number of Production Points he receives on the basis of his Manufacturing and Resource Center availability, the existing Economic Multiple and looting. He adds these Points to any unexpended Points in the Pool.

Step 3. REMOVE PRODUCED UNITS FROM CURRENT PRODUCTION SLICE

Knowing what Cycle it is, the Axis Player removes all units on that slice of the Production Spiral and deploys them (placing them on the map, or on Air and Sea Boxes, etc.). Because some of the stronger combat units are built from a weaker unit (e.g., a Panzer Division from an Infantry Division), he may choose to reserve such cadre units for the next Step by simply placing them aside temporarily.

Step 4. IMPLEMENT NEW PRODUCTION

The Axis Player places units he wants to produce on the Production Spiral in the appropriate slot of the appropriate spiral arm (thereby placing them ahead in time to be taken off in some future Cycle), and reduces the Production Point total in his Pool of Points accordingly (thereby expending the necessary number of Production Points to produce the units). Note that some units are produced from whole cloth, requiring only the expenditure of time and Production Points. Others require the additional expenditure [down-payment, if you will] of a cadre unit. Cadre units may be drawn from those just produced in Step 3 or may be drawn from a unit existing on the map (see 27.5). In either event, the cadre unit is removed from the game, as it is assumed to be absorbed in the current production.

Step 5. ATTEMPT REPAIR OF STRATEGIC BOMBING RESULTS

See the Strategic Bombing Rules for the procedure. This Step need be taken, obviously, only when bombing damage exists.

26.3 Production Points

The Production Point is an abstraction. It simulates, in a very rough manner, manpower, weapons, fuel (POL), manufactured material, etc., necessary to create a unit. Obviously, the real equipment in, for example, a Panzer Division, differs radically from a JagdGeschwader (which is what an Air Point roughly represents). In this game the players need concern themselves only with the fact that a unit takes a specified amount of Production Points to produce and that some units take more Production Points than others. Production Points do not exist, per se, as die-cut counters. Rather, their creation, existence and expenditure is kept track of through the Production Point Pool. When a given amount of Production Points are added to the pool, the Markers on the Pool tracks are moved to reflect the additional Points, and, conversely, when Points are expended.

[26.31] Addition of Production Points

The actual number of Points to be added during Step 1 depends (1) on the state of the economy, (2) on looting, and (3) on the number of Production Points withdrawn for the East Front (see W1.31).

[26.32] Production Points from the German Economy

The Axis Player has Manufacturing Centers and Resource Centers. The number of available Manufacturing Centers and Resource Centers will vary with the course of the war. On Step 2 of each Production Stage, the Axis Player will count up the total number of Manufacturing Centers he has, and he will count up the total number of Resource Centers he has. These two totals will either be the same number or one of the totals will be smaller than the other. He then takes whichever total is smaller and multiplies this total by the Economic Multiple (which is given chronologically on the Turn Record Track). The result of this multiplication is the number of Production Points he then adds to his Production Point Pool.

[26.33] Production Points from Looting

The Axis Player may loot conquered countries of Production Points. The Looting Schedule details how may Points may be looted per country. At Production Step 1, the Axis Player simply asks himself:

  1. Have I conquered this country?
  2. If I have, does the Schedule permit looting? If it does, he just adds the number of Points detailed on the Schedule to the Pool.

Note that the definition of a conquered country may vary with the country and circumstance. Note also that total number of Points that the Axis Player may loot from a given country over a period of time is limited.

26.4 Economic Multiple & Economic Collapse

The Economic Multiple (the number which is multiplied by the total of available Manufacturing or Resource Centers— whichever is smaller — to give Production Points) is stated for each Production Stage on the Turn Record Track. There is nothing either player can do to alter this number as it is given.

PLAYERS' NOTE: As a design element, the fluctuations of the numerical value of the Economic Multiple represent several historical forces at work. Among other things, there was the accelerating mobilization of the German economy for total war, and the overall cumulative effects of Allied bombing (which don't necessarily show up in the bombing results of the game).

Paradoxically, the Germans increased their production efforts as the war turned against them. In the salad days of 1939 through early 1941, the capacity of the economy was under-utilized for war production. When the Germans finally realized they were in serious trouble, they had plenty of slack to call upon. In this sense, the increasing Economic Multiple represents an increasing German determination to squeeze all they can from their economy. It is given historically because that approach works if the general course of the game follows the course of history. The problem with a non-historical mechanism to vary the multiple is that it defies logical implementation. We could say, for example, "the multiple increases by one whenever the Germans suffer a military disaster."

But then how do you describe a disaster in the terms of a game? If we define a disaster as the loss of 20 divisions, then we could conceivably visualize the Axis Player happily attacking at low odds, content with the knowledge that while it is tactically stupid, it is economically sound. By the same token, it would be a distortion to allow the player to "re-invest" some of his production surplus in building new capacity at an increased rate. This would allow the player the distinct advantage of perfect hindsight (since he knows that historically, the German economy was poorly managed and under-utilized at the outset of the war). The freedom to produce ahistorically at an historical rate is a compromise between the more rational planning of the player, as opposed to the millstone of actual German economic planning.

[26.41] Collapse of the German Economy

If at any time the Axis Player cannot produce at least one Production Point during a cycle (section 26.3), his entire economy and production apparatus collapses. He may no longer produce units anything. And, most important, German Manufacturing Centers cease to be a source of supply. In fact all Axis units immediately become permanently unsupplied. Note that for this event to occur the Axis Player would have to either lose all his manufacturing centers or all his resource centers through some combination of bombing and ground action. The intent of this rule is plainly and simply to accelerate the collapse of the Wehrmacht if and when the Allies/Soviets produce a final offensive against Germany. Without this provision it would be possible for the Axis to create a "redoubt" around Berlin or some other manufacturing center and hold out in a bitter-end game.

[26.42] Once the German economy has collapsed it may never recover. There is nothing the Axis Player can do to regain supply or production.

[26.43] No supply also means that the Luftwaffe becomes grounded (just toss those air points away) and no Air Transport is allowed. The U-Boat offensive stops, along with all Naval activity.

[26.44] The collapse of the German economy does not necessarily eliminate the Axis Player, though obviously his ability to prevent his enemies from causing the surrender of Germany is greatly diminished.

26.5 Manufacturing & Resource Centers

These are located on the map and listed on the Axis Production Display. The Manufacturing Centers are located in City hexes and are named after those cities. The Resource Centers may or may not be located in a City hex. They are identified by hex number on the map and by name and number on the Axis Production Display. The presence of these Centers on the map has no effect on normal movement and combat. They exist solely to function within the Strategic War/Production Stages. (The fact that Berlin is, by coincidence, a Manufacturing Center does not make it any more or less important as a city.)

PLAYERS' NOTE: Obviously, many more cities and areas were involved in the German economy than those given in the game. These particular Centers were chosen on the basis of their vital importance to the German economy to strike a balance between realism and playability; to allow for Strategic Bombing while keeping it within limits. We could have provided a much more expanded list of less important Centers, lowered the Economic Multiple and developed the bombing as a full-sized game in itself. But the end result would have been the same, except for an increase in playing time in an already long game.

26.6 Availability of Centers

Manufacturing and Resource Centers provide the count from which the Axis Player derives Production Points. As such, a Center doesn't do anything except exist. Each Production Stage, the Axis Player simply counts his Manufacturing Centers and his Resource Centers (separately) and multiplies the lower total by his Economic Multiple to derive his Production Points.

[26.61] Availability of Centers in Germany

Manufacturing and Resource Centers located within Germany are always available to the Axis Player, except when specifically denied by some Allied action. Centers located outside Germany become available according to the timetable below, and according to the course of the war.

[26.62] Lille and Brussels: Lille and Brussels are located in France and Belgium, respectively. The Axis Player may count these Centers as available after he has physically occupied them with a ground combat unit. The German Player must repair the Rail Line to these Centers and rebuild them as per 26.72.

[26.63] Availability of Swedish Centers: These are available to the Axis Player from the start of the war (Cycle 0/10/39). They continue to be available to him so long as Sweden remains neutral or Friendly and there is at least one Axis Port in the Baltic. During Snow months, these Centers are available as long as the Narvik Port hex (in Norway) is not controlled by the Allied Player.

[26.64] Availability of Ploesti: There are five Resource Centers in Ploesti (in Rumania). Two of these are available from the start of the war. All five become available in Cycle 0/10/40.

[26.65] Availability of Soviet Centers: There are five Centers located near the Caspian Sea. One of these is available to the Axis Player after the occupation of Poland. It continues to be available to the Axis Player until the Axis is at war with the Soviet Union (Cycle 0/8/41 in War in the West).

[26.66] Availability of Turkish Centers: One Center is located in Turkey. This is available to the Axis Player from the start of the war.

[26.67] Availability of Iraqi Centers: Two centers are located in Iraq. These become available to the Axis Player after he conquers them. To count these Centers, the Axis Player must also expend 50 Production Points to bring them "on line."

26.7 Denial of Centers

Manufacturing and Resource Centers may be denied to the Axis Player for several reasons. The two most common are bombing and the ebb and flow of ground combat.

In each Production Stage, the Axis Player "tests" the availability of each Center. A Center either meets the test and is available or it fails and is not available. The test is as follows:

Question 1: Is the Center legally mine?

Question 2: Is it free of a "Destroyed" bombing result (which would deny it to me)?

Question 3: Was an Axis ground unit the last unit to pass through or occupy is?

Question 4: If it is a Foreign Resource Center, does it meet its specific requirements?

[26.71] Denial of Foreign Centers:

  1. Lille and Brussels: Once the Axis takes these two Centers, the only way the Allied Player can deny them to the Axis Player is to bomb them or take them back.
  2. Sweden: During Snow months, the Swedish ore had to pass through the ice-free port of Narvik. If this hex or any hex of the Rail Line leading from the Centers to Narvik is in Enemy hands, the Axis Player is denied the Centers during Snow. In other words, Swedish ore can reach Germany during snow only through an Axis or Neutral Port of Narvik.
  3. Ploesti, Soviet Union and Turkey: These Centers are available so long as the Axis Player can trace a Rail Line, free of Enemy units, from them to Berlin.
  4. Iraq: These Centers are available if the Axis Player can trace a Line of Communications from them to either Beyrouth or Haifa, Alexandria and Cyprus are in Axis hands, and the Allied Player cannot Air Interdict the hypothetical sea route from the aforementioned ports to Venice. In other words, it's very unlikely. Note that the availability of a Rail Line through Turkey does not negate these requirements for the use of the Iraq Resource Centers.

26.71 (clarification) Denial of Centers, Item 2 Sweden: Assuming Germany owns a port on the Baltic Sea, sea passage from Narvik or a Swedish port to a German Baltic Sea port and then rail to a German Manufacturing Center is assumed to always succeed (regardless of locations of enemy units or transportation hits on rail lines), once the resource point reaches a neutral or Axis-controlled port from a Swedish resource center.

26.71 (clarification) Denial of Centers; Item 3 Ploesti, Soviet Unit and Turkey: The entire length of the rail line used to trace from the resource center to Berlin must be free of a Transportation hit after bomb damage repairs have been done. Note this means that a Transportation hit on Berlin that is not repaired has serious effects, this can be considered political ramifications.

[26.72] In order for Manufacturing and Resource Centers which have either been captured or recaptured by the Axis Player to be considered available, the Axis Player must first expend ten Production Points per Center upon capture or recapture and allow two Strategic Cycles to elapse with the Center in his continuous control.

[26.73] Permanence of Centers

Manufacturing and Resource Centers may not be permanently destroyed. Results of bombing are temporary, in the sense that there is always a statistical chance that the Axis Player can "repair" bombing results. Normal combat has no effect on the Centers. Lille and Ploesti, for example, can change hands 50 times during the game without affecting their existence as Centers. The sole criterion is who owns them at the moment that the Axis Player must total the number he owns and has available.

26.8 Progressive Building

Most of the ground combat units are "built" progressively in one or two steps. First, a 1-5 KG is created (or withdrawn from the map); this KG is then "turned in" as the base for a larger unit, usually a 6-5 infantry division. The 6-5, in turn, serves as a base for the more powerful mechanized formations. The Production Schedule lists the Production Point expense and, where applicable, the base unit which must be "turned in."

[26.81] Panzer Grenadier Conversion: The Axis Player may build a panzer division (10-8) from either an infantry division (6-5) or a panzer grenadier division (8-8). Using the 6-5 base is the cheapest method (in terms of overall Production Point cost and overall time), and can be considered the normal method. However, the Axis Player may find pressing need for 10-8s, and he can create them quickly (two Cycles) if he is willing to "turn in" existing 8-8s. In such an instance, he would place the 10-8 on the rebuild picture on the Spiral.

[26.82] Panzer Brigade: The panzer brigade (3-8) is built on a 1-5 KG base. This brigade is a "final product" in the sense that it specifically does not provide a base for the production of a higher unit. The Axis Player must take care not to confuse this unit with the 3-8 KG of the SS formations. Historically, the Germans did produce a limited number of panzer brigades when they needed mechanization cheaply and quickly.

[26.83] Airborne Regiment: The 2-5 airborne regiment is the only airborne unit that the Axis Player may create in production. The airborne division (7-5) is formed by the application of the General Rule in Section 8.0, which essentially amalgamates these 2-5 regiments. [This build-up and break down takes place within the Axis Player Turn and is not a Production event.] The Axis Player may not directly create a 7-5 airborne division via Production. He may do so indirectly by producing three 2-5s. And he may rebuild a 7-5 from a 2-5 airborne KG.

[26.84] U-Boats, Amphs and Surfs: Unlike all other units, these three require two revolutions of building. They are built in two steps. First they are placed face-down, five Cycles in the future. Then, when time rolls around to them, they are retrieved, turned face-up and placed another five Cycles into the future. At that future time, they will be deemed completed and are placed into play. Note that the Axis Player pays the Production Point cost once at the beginning of the two-step procedure. The extra placement is simply a means of extending the time of production without expanding the Spiral to an unmanageable size.

[26.85] Cavalry Division: The German Cavalry (2-3) is built from a 1-5 Kampfgruppe at a cost of two Production Points in four Cycles. The German 1-3 Cavalry KG costs the same and takes the same amount of time to build as the German 1-5 KG. The upgrade of the Cavalry KG to a 2-3 Cavalry Division is identical in cost and time as that of the 1-5 KG to a 6-5 Infantry Division.

26.85 (clarification) There are 3 German 3-3 cavalry divisions and 3 German 4-5 cavalry divisions. They are produced per the German production cost chart.

26.9 Rebuilds

[26.91] Infantry divisions, static divisions and security divisions may be rebuilt from their 1-5 KGs. In essence, this is no different than normal production of a new unit. The base unit (the 1-5 KG) is the same in all cases. In fact, the Axis Player may use the 1-5 KG of a static division as the base for an infantry division build, and vice versa. (A 1-5 is a 1-5 is a 1-5.)

[26.92] The stronger mechanized formations (8-8 and above) may be rebuilt from their various KGs. When this occurs, the Axis Player may rebuild a panzer division from a panzer grenadier KG, or may rebuild an SS panzer division from an SS panzer grenadier KG (and vice versa), paying the appropriate Point and time costs.

[26.93] The airborne division may be rebuilt from the airborne KG. It may not be rebuilt from the airborne regiment, even though the airborne KG and regiment have the same values.

[26.94] Destroyed Air Points may be rebuilt. It costs half as much in Production Points to rebuild a destroyed Air Point as it does to create a new Air Point. During play, the Axis Player must take care in segregating destroyed Air Points from those that are unused, so that he does not confuse his Production Costs.

[26.95] Rebuild vs. Replacement

Take care to differentiate a rebuild from the use of the Replacement Point system. A rebuild is part of the Production System. The KG of the unit being rebuilt must be removed from one of the 18 Placement hexes (see 27.5) when it is turned in as the base of the rebuild, this means that the Axis Player at some prior point had to have moved the KG to the Placement hex. On the other hand, using a Replacement Point allows the German Player to reconstitute the KG in the field. This flexibility is purchased at a premium. It costs more in time and Points to create a Replacement Point than it does to rebuild.

[26.96] Axis Fortification Markers

There are special rules for the Production and Deployment of Axis Fortification markers (see 16.5).

27.0 GERMAN REINFORCEMENT

The first step in the German Production routine is for the Axis Player to remove completed units from his Production Spiral and deploy them into the game. The rules for this placement follow. They simulate, in a general way, the evolution of the German training establishment (Army) and OTUs (Luftwaffe).

27.1 Placement Hexes

[27.1] There are 18 Placement hexes located on the map. When the Axis Player removes completed ground combat units from the Production Spiral, he distributes them among these Placement hexes. (These hexes are located as the historical HQ of the various German Wehrkreis.) This act of placement introduces the units into play.

[27.11] Danzig and Posen are activated after the fall of Poland. Cracow and Prague are activated on 0/10/42. The other 14 hexes are active from the beginning of the game.

[27.12] In his placement, the Axis Player may distribute the completed units as he sees fit among the active hexes. He must, however, distribute the units evenly so that no hex receives two units before all hexes have received one unit.

[27.13] No more than two units may be placed per Placement hex per Strategic Cycle. With all 18 hexes active, this provides an upper limit of 36 units per Cycle that can be introduced into play.

[27.14] If, for some reason, the Axis Player creates more units than he can place, the balance are simply kept in limbo until a subsequent Cycle.

[27.15] For purposes of placement, a ground combat unit is defined as any formation with a combat strength and mobility. There is no weighing of units. An SS panzer division counts the same as an infantry Kampfgruppe for placement purposes.

27.2 Disbanding of Placement Hexes

At his option, the Axis Player may disband a Placement hex. This action is taken at the beginning of the German Production Stage. The Axis Player simply announces, "I am disbanding Cracow (or whatever)." At the same time, the Axis Player may place a security division (6-3) on the disbanded hex as a product of disbanding the Placement hex. Note that there are 18 security divisions available in the counter pool.

[27.21] Once disbanded, the hex is considered inactivated. It may never be reactivated nor may it ever serve to place reinforcements.

[27.22] A simple scratch paper record of disbanded Placement hexes should be maintained.

27.3 Effect of Enemy Forces

[27.31] Reinforcements may not be placed in a Placement hex which is unsupplied.

[27.32] Reinforcements may not be placed in an Enemy-controlled hex, regardless of the presence of Friendly units. However, the disbanding option (27.2) may be exercised in the face of an Enemy unit.

[27.33] If an Enemy unit enters a Placement hex, that Placement hex is permanently inactivated. (Obviously, this does not apply to the Polish hexes until after Poland falls to the Germans.)

[27.34] Allied air action may not in any way affect the placement of German reinforcements. The presence of Port Suppression, ground Interdiction, and Strategic Bombing results are ignored.

27.4 Placement of Other Reinforcements

[27.41] Completed Air Points and Air Transport Points are immediately placed in the West Front Air Available Box.

[27.42] Completed U-Boats, Surface Fleets, Naval Transport Points and Amphibious Assault Points are immediately placed on the Axis Naval Operations Display.

[27.43] Forts may be immediately placed on any supplied hex in Europe which is not Enemy-controlled (see 16.5).

[27.44] Infantry Replacement Points and Mechanized Replacement Points may be immediately allocated to the various Front Replacement Pools. This involves removing the Point from the Spiral and changing the Pool Level to reflect the addition.

[27.45] Railway Repair units are placed on Essen. Mobile Supply units are placed on Kassel. These units are not considered ground combat units for purposes of 27.1. If Kassel and Essen have been captured or disbanded, German Railroad Repair Units and Mobile Supply Units may be placed at any operational Wehrkreis.

[27.46] Flak units may be placed on any German target box on the Axis Production Display. They may not be placed on a target box outside of Germany (though the Axis Player could eventually move them via Rail).

27.5 Placement Hexes & Progressive Building

Units withdrawn from the map to serve as a base in a progressive build must be located on an active Placement hex at the moment that they are turned in (see 26.95)

28.0 PRODUCTION SCHEDULE

(See separate sheet.)

28.1 German Production Limits [War in Europe Only]

When allocating German production, the Axis Player must conform to the following limitations:

[a] At least 30% (rounded up) of the total Production Points expended in a given Cycle must be used to build or rebuild Air Points or Air Transport Points. However, no more than 50% (rounded up) of the total Production Points may be used for this purpose.

[b] No more than 30% (rounded up) of the total Production Points expended in a given cycle may be used to create naval units (Amphibious Assault Points, Surface Points, Transport Points, or U-Boat Points).

[c] The Axis Player may not initiate the production of SS units before the 1/42 Cycle. This is an historical restriction and may be disregarded if the players desire to do so.

[d] A maximum of 20 Panzer divisions may be produced via the "Panzer doubling" process; the "Panzer doubling" process is one of the 2 production methods where the result is producing 2 Panzer divisions. This is an historical restriction which can be modified by consent of all players.

29.0 LOOTING SCHEDULE

There are ten countries that the Axis Player may loot. That is, his occupation of a loot-able country permits him to "extract" Production Points from that country each Strategic Cycle and add these Points to his Production Pool. The looting rule simulates, in a general way, confiscations, enforced contributions and outright theft of goods and material, in addition to monetary and economic policies that tended to benefit the German economy.

What makes a loot-able country? That question is answered on a country by country basis. Generally, the German Player may loot Occupied countries in which he has an Axis Unit in Supply in the Capital.

The Axis Player refers to the Looting Schedule on the Production Display, which gives a numerical value for each country. He adds this number to his Production Pool.

29.1 Greece, Belgium, Denmark, Switzerland & Yugoslavia

These may be looted so long as the Axis Player occupies the capital city of the country (with any Axis units in supply). Capital cities are Athens, Brussels, Copenhagen, Bern and Belgrade.

29.2 Poland

Poland may be looted from the time of its surrender until an Enemy unit enters the German-occupied portion of Poland. If an Allied or Soviet unit enters Poland prior to the 13/42 cycle and is expelled, the German may continue to loot until 13/42 (or until an Enemy unit again enters the German-occupied portion).

29.3 France

France may be looted when an Axis Rail Line connects Paris with Germany and Paris is Friendly to the Axis Player, or when Vichy France is declared and Paris is occupied by a supplied Axis unit.

[29.4] Soviet Union

The Soviet Union may be looted only after its surrender. The Soviet Union may be looted until the end of the game. (Applicable only in the War in Europe game.)

[29.5] Great Britain

Great Britain may be looted if the Axis Player has any ground combat unit in supply in London. Great Britain may be looted until the end of the game.

[29.6] Italy

Italy may be looted after the surrender of Italy (to the Allies) so long as there is an Axis unit in supply in Rome.

[29.7] Time Limit

The Axis Player may not loot after 13/42 (December 1942), except for Italy, Great Britain, and the Soviet Union.

30.0 SOVIET PRODUCTION

The Soviet Production process allows the Soviet Player to augment his existing forces. This process occurs during the Strategic Cycle and is composed of several complementary routines whose end result is the introduction of additional Soviet forces into the play of the game. Production is regulated and graphically depicted by the Production Display composed of several interrelated components. Essentially the Soviet Player may produce what he wishes. He is limited only by the counter mix and the status of Production Centers.

30.1 Production Centers

There are three types of Production Centers, each with its own functions, value and capabilities. These are Armaments (Arms) Centers, Training Centers and Personnel Centers.

[30.11] Armaments Center

An Armaments Center is represented by a unit counter placed on the map. The center has a Rail Movement Allowance and may be moved by the Soviet Player using Rail Movement. An Armaments Center has zero Combat Strength and no Zone of Control (including its own hex). It may not retreat or advance as a result of Combat. The sole function of an Armaments Center is to provide Arms Points to the Production process.

[30.12] Personnel Centers

These are identified on the map by star hexes. Usually (but not always) the centers are located in a city hex. The star serves to pinpoint the location of the personnel center, which has zero Combat Strength and is permanently fixed in place. Personnel centers function as the source of Personnel Points and Supply (32.31)

[30.13] Training Centers

A Training Center is represented by a Training Center unit, which has a rail Movement Allowance and may be moved by Rail Movement only. The Training Center has a Defense Strength of 10 and could conceivably be used by the Soviet Player in Combat. However, the principal function of the Training Center is to regulate the flow of Soviet units from the map to the Production Display and vice versa. Units coming into or leaving the game to and from the Production process are usually placed on or adjacent to existing Training Centers.

[30.14] Production Centers never exert Zones of Control in adjacent hexes. Armaments and Personnel Centers do not exert a Zone of Control in the hex they occupy and may be totally ignored by the Axis Player. The Training Center does exert a Zone of Control in its hex, but not adjacent hexes.

[30.15] Personnel Centers are captured when an Axis Ground Combat unit enters their hex. Training Centers and Armaments centers are destroyed if: (1) an Axis unit enters their hex, or (2) if they are forced to retreat as a result of Combat.

[30.16] Armaments and Personnel Centers do not count towards Stacking limits. A Training Center counts as one division. An Armaments Center may be stacked with a Training Center. Either may stack on a Personnel Center.

[30.17] Production Centers may perform their Production functions only if they are operational. A Personnel Center is operational if a Line of Communications can be traced from the Center to the Eastern Map Edge. An Armaments Center must be able to trace a Line of Communication through contiguous Rail Hexes to the Eastern Map Edge; so must a Training Center. In addition, both types of Centers must be located on or adjacent to a friendly Soviet Personnel Center or in Siberia.

[30.18] In addition to 30.17, both Armaments and Training Centers are temporarily non-operational while moving, and for a period of time after they relocate. After moving (which of necessity requires them to entrain and detrain) a Center is inoperable for the next two Strategic Cycles. It is suggested that a record be kept of an inoperable center and that such a center be flipped over.

[30.19] Training and Arms Centers count as 10 division-sized units for purposes of Rail Movement. (Also see 30.7 regarding movement of Centers.) The Soviet Player may not move Arms or Training Centers while at peace. He may move a total of one center (of either type) per Cycle while at Limited War. See also [45.35].

30.2 The Production Multiple & Production Point Pools

During each Soviet Production Stage of the Strategic Cycle, the Soviet Player augments his Arms Point Pool and his Personnel Point Pool. He calculates the number of Arms Points to add by multiplying the number of operational Armaments Centers by the Arms Point Multiple in effect (which is detailed by cycle on the Campaign Record Track). He calculates the number of Personnel Points to add by multiplying the number of operational Personnel Centers by the Personnel Point Multiple in effect.

[30.21] The Campaign Turn Record Track lists the Arms Points Multiple and Personnel Points Multiple in effect for each cycle of the game. The number of operational Armaments and Personnel Centers on any given cycle will depend on the fortunes of war.

30.3 How to Use the Soviet Production Display

The Soviet Production Display is composed of the Production Spiral, the Production Cadre Box, the Game Distribution Box, the two Production Point Pools (see 30.2) and the Production Costs Chart which lists the "price" of producing a "unit-group." (A unit-group is defined as the minimum number of any one type of unit which may be built at any one time.) During the Initiation of New Production Phase of the Soviet Production Stage, the Soviet Player may place a unit-group into production by placing a single unit of the type being built on the Production Spiral while expending the necessary Arms and Personnel Points from his Point Pools. These requirements are listed on the Production Costs Chart.

The Soviet Player may not initiate the production of more than one unit-group per operable Training Center per cycle. (For example, if the Soviet Player had 15 operable Training Centers at the beginning of a Cycle, he could initiate a maximum of 15 unit-groups.) Some of the "larger" units (those with relatively high combat and movement values) require that the Soviet Player expend one or more base or cadre units to initiate production. When used for this purpose, cadre units are removed from the Cadre Box and placed back in the counter tray.

[30.31] The Production Spiral

The Production Spiral is a compact device to allow the Soviet Player to make "one decision" production. It is divided into thirteen radiating slices and thirteen spiral arms emanating from a center circle. Each spiral arm is composed of five slots (formed as a result of the intersection of slices and spiral arms) and each slot is located in a slice progressively further away from the center. If we view time as progressing clockwise from slice to slice, then the chart can be viewed as a clock to record the passage of thirteen Strategic Cycles (and a full year of Game Turns). Since no unit takes more than thirteen Cycles to produce, this one spiral can encompass all of Soviet Production.

Let us say it is Cycle 1. The Soviet Player wishes to produce a Cavalry Corps (which requires two cycles). He simply traces along the spiral arm emanating from Cycle 1 and places the 2-3 in the Cycle 3 slice. When time advances to the third cycle there is the cavalry corps waiting to be removed from the slice and be deployed.

[30.32] Production Cadres

These are units that the Soviet Player removes from play on the map, or takes directly from the Production Spiral, and puts into the Cadre box of the Production Display. There they are "expended" to create larger, more valuable units. To expend them, the Soviet Player removes them from the Cadre box and places them in his counter tray at the same time that he is initiating the new production. The type and number of units necessary to serve as cadres for a given unit-group are listed on the Production Cost Chart. It is assumed that any unit placed in the Cadre box will be consumed in the production process of a larger unit. Indeed that is the sole function of the Cadre box. The Soviet Player may not "cadre" units off the map and then at some later point return the units to the map. Once he places a unit in the Cadre box it must stay there until he expends it in production.

[30.33] Almost all Soviet Production is stated in multiples of two or four units. This is the typical way to produce units, as it is most efficient. It is allowed to produce one, two or three of some unit; in each case the appropriate fraction is applied to each cost and the result is rounded up. For example, to produce one 10-1-10 costs 2 personnel and 8 arms points.

[30.34] The Soviet Player may not initiate production of Guards units before the 1/42 Cycle, except for units in Siberia. This is an historical restriction and may be disregarded if the players desire to do so.

30.4 Rebuilding Soviet Units from Battlegroups

Certain Soviet units form Battlegroups. The Soviet Player may restore these units to full-strength by using the Battlegroup as a cadre unit and rebuilding the full-strength unit via the Production Process. This rebuilding cost is listed separately on the Production Cost Chart.

[30.41] When rebuilding from a Battlegroup Cadre, the Cadre is expended by flipping it over into the full strength unit and is then placed on the Production Spiral.

[30.42] While the end product is the same, the production time (in cycles) necessary to rebuild a unit from its Battlegroup is usually less than the time necessary to build it initially. For example a 9-6 Mech. Corps can be produced from 3x(3-5) Mech. Brigades and 1x(2-5) Tank Brigade in 3 cycles or it can be rebuilt from 1x(2-6) Battle Group in 2 cycles. In both cases one or more cadre units must be expended. The Production Spiral is color-coded so that a player can tell the placement of new production as opposed to rebuilds.

[30.43] No Soviet Replacement Points

The Soviet Player is not given and is not capable of producing Replacement Points of either type. Since he doesn't have them he can't use them to replace battlegroups to full strength units (rule 18.0). The Soviet Player could combine three battlegroups with recover a full strength unit (see rule 17.0), or he could rebuild battlegroups via the Soviet Production process.

30.5 Producing & Rebuilding Air Points

The Soviet Player produces Air Points via the Production Process. The cost is listed on the Production Cost Chart and production time is integrated with the Production Spiral. The Soviet Player may also rebuild destroyed Air Points. The cost to rebuild a destroyed Air Point is less than the cost to produce one from "scratch." However, this difference requires the Soviet Player to carefully segregate destroyed Air Points from the mass of unproduced Air Points. It is suggested that whenever a Soviet Air Point is destroyed it should be placed in the Cadre Box. This will position it for rebuilding and at the same time clearly distinguish it from the other units.

[30.51] Mandatory Air Point Production

The Soviet Player must initiate the production of at least two Air Points each Cycle. This must be new production: rebuilds of destroyed Air Points do not meet this requirement. Air Transport Points do not count towards the Air Point production requirement. If and when the Soviet Player produces to his counter mix limit he is relieved of this requirement. This Case applies only when the Soviet Union is at Total War.

30.6 Emergency Infantry Divisions

The Soviet Player may produce (1-4) Infantry Divisions by use of an emergency process. This requires him to expend a premium in Personnel and Arms Points but eliminates Production time. An "emergency" division is not placed on the Production Spiral but instead is placed immediately into the Game Distribution Box and may be introduced into Play in the same cycle in which it is produced.

30.7 Disruption of Arms Centers

The shock of the initial German blitzkrieg, the overrunning of the most fertile, productive areas of the USSR, and the massive casualties to the Red Army caused the near collapse of the Soviet economy in 1941. Part of this effect will be duplicated when the Axis literally overruns some Personnel, Training and Arms Centers while others are rendered temporarily hors de combat when the Soviet Player evacuates them (see 30.18), but the net effect is still not sufficient. Thus we will require all on-map Soviet Arms Centers to cease production of Arms Points whenever the Soviet Player has lost 100 units (any type) any time during the first five Strategic Cycles of Total War (only).

They may resume production on the fifth Strategic Cycle following the beginning of the Axis invasion. For example, Barbarossa begins on 1/7/41. The Soviets are found to have lost 100 units by Game Turn 2/8/41. They would not be able to produce Arms Points during the 9/41, 10/41, and 11/41 cycles. They would resume production on the 12/41 cycle, which is the fifth cycle of the invasion. This is not to say they could not produce units by expending Arms Points from the Arms Points Pool. They just couldn't add to this pool for on-map centers. Permanent Siberian Centers are not affected by Disruption, although Centers moved to Siberia are affected.

Militia units are considered lost if the Soviet Player does not receive them due either to Axis Control or occupation of the city, or because of the counter limit. This loss counts toward Arms Center Disruption. Units removed for Disbanding (49.4) do not count toward Disruption. The reduction of a Soviet Corps to a Battlegroup counts as one for the purpose of Disruption of Arms Centers. The total elimination of a Soviet Corps counts as two units lost, one for the reduction of the Corps and one for the battlegroup. Each is counted separately.

30.8 Soviet Resource Centers

(Campaign Game and War in Europe)

The Soviet Union's domestic oil production during the Second World War was sufficient to meet the demands of her economy. For this reason the Soviet Resource Centers normally have no active part in production as their effects are built into the system. The loss of any of these Centers, however, would cause serious disruptions in the economy.

[30.81] If an Axis unit occupies a Soviet Resource Center, the Center is automatically destroyed. The Center remains destroyed until the Soviet Player reoccupies the hex. The Soviet Player may then rebuild the Center at a cost of 10 Arms and 1 Personnel Points. The Center would return to production three Cycles after this rebuild cost was paid.

[30.82] Soviet Resource Centers are considered to be functioning as long as they are not destroyed and can trace a route by rail and/or naval capability to Siberia.

[30.83] For each non-functioning Resource Center, the Soviet Player must reduce Soviet Arms Point production by 10%.

[30.84] At the beginning of any Cycle if Astrakhan (HS823) is controlled by the Axis Player and the rail line between Makhach Kala (H5433) and Siberia is severed, reduce Soviet Arms Point production by 75%. (The Caucasus area, including regions off the southern edge of Map H, contains almost all of the Soviet Union's oil production and refining facilities. Loss of effective lines of communication with these areas would cripple Soviet industry. Occupation of the five Soviet Resource Centers also would result in reduction of Soviet Arms points Production by 75%.)

[30.85] Soviet Arms Point production may never be reduced by more than 75%. In all cases, round fractions down.

30.9 Lend-Lease

The Allied effort to ship war material to the Soviet Union (Lend-Lease) is represented by a certain number of Arms Points per Production Cycle which are received by the Soviet Player. The historical Lend-Lease rates are built into the Soviet Production Multiples. However, these rates may vary during the course of the game, depending on the progress of the U-Boat war. To determine the actual number of Arms Points received due to Lend-Lease on a given Production Cycle use the following procedure:

  1. Determine the number of Arms Points produced by the Soviets on a given Production Cycle;
  2. Subtract from that total the historical or "real-time" Arms Points received for any Cycle of that year (i.e. the year indicated by the Cycle Marker);
  3. Add to that total the actual or "reinforcement time" Arms Points received for any Cycle of the actual year (i.e., the year indicated by the Reinforcement Marker).

[30.91] Lend-Lease Schedule

YearArms Points Received Per Cycle
19411
19424
194314
1944-4524

[30.92] In the two-player version, consider "1941" to be the first year following the Axis invasion of the Soviet Union, "1942" the second, and so on.

[30.93] In the three-player game, the Allied Player may send to the Soviet Union all, none, or some of the Arms Points scheduled. At no time may this amount exceed the amount indicated for that "actual" year on the Lend-Lease Schedule.

[30.94] Reduce Lend-Lease by 25% (round all fractions down) if either Arkhangelsk or Murmansk is taken or isolated from the east map-edge. If both are taken or isolated from the east map-edge, Lend-Lease is reduced by 75%.

31.0 PLACEMENT OF SOVIET PRODUCTION

(Campaign Game or War in Europe)

When the Soviet Player removes a completed unit from the Production Spiral he must eventually place it on or adjacent to a Training Center (his choice) or directly into the Cadre Box. A completed Air Point or Air Transport Point is simply placed in the available box of his Air War display on the East Front.

31.1 Distribution Among Training Centers

When placing reinforcements, the Soviet Player may place only one unit (any size or type) per Training Center, distributing them evenly among his Training Centers. If he has more completed units than Training Centers he must place a second or third (maximum three units per center) unit distributing them evenly. If he has more units than three per center he may set aside the excess for a later cycle. Units may be placed entrained or not, at the Soviet Player's option.

31.2 Removal of Cadre Units

Cadre units may be removed from play during the Soviet Initial Movement Phase of any Game Turn. They must be adjacent to or stacked on a Training Center when they are removed.

Theoretically the Soviet Player could remove all his Training Centers to Siberia where they would be immune to Axis action. However this would mean that all production would appear in Siberia with concomitant delays in transporting units to and from Siberia. The ideal Soviet solution is to have several centers fairly close to the front and thereby facilitate the arrival of new production and the commitment of cadre to new production.

32.0 SIBERIA & SOVIET SUPPLY SOURCES

The term "Siberia" describes the area of the Soviet Union that lies to the east, off the map. This area contains production facilities (Armament centers, etc.) permanently depicted on the Soviet Production Display that contribute to Soviet Production. The Soviet Player has access to Siberia via the railroads leading off the eastern map-edge. He may produce units in Siberia and introduce them into play via the railroads. He may send on-map units into Siberia (via the railroads) and input them into the production process. And finally he may send Armament and Training Centers (by rail) into Siberia adding them into the existing facilities. This access is regulated by the Siberian Transit Display which is an adjunct to the Production Display.

32.1 Siberian Transit Display

A unit enters Siberia (and thereby exits from the map) through any rail hexside leading off the eastern edge of the map. This may be only Rail Movement and the exiting unit pays one Rail Movement Point to enter Siberia. As soon as the unit moves off the map it is placed in the Enter Siberia box of the transit display. It is considered to have detrained and located itself someplace in Siberia.

This unit is now available for purposes of Soviet Production during subsequent Strategic Cycles. (Note that Armament and Training centers which have relocated into Siberia do not function until after two Cycles, as per 30.18). Units which have been produced in Siberia are placed in the Exit Siberia box. These units may be introduced onto the map at any east edge rail hex on any subsequent Game Turn. They appear entrained and pay one Rail Movement Point to enter the map.

Units produced in Siberia do not have to enter immediately and are not counted in the number of units that can move by rail per turn, unless they move onto the board. If they do not come onto the board the first turn, they must pay the entrainment movement point cost to use Rail Movement on the second turn or later.

32.2 Restriction on Siberian Use

[32.21] Axis and non-Soviet units may never enter Siberia. It is prohibited under all circumstances. As far as the Axis (non-Soviet) Player is concerned the world ends at the eastern map-edge.

[32.22] Soviet units may enter only Siberia by rail movement during the Rail Movement Phase of the Soviet Player Turn. Entry under any other condition is absolutely forbidden. (A Soviet unit could not, for example, "retreat" into Siberia as a result of Combat. It is eliminated instead.)

[32.23] Soviet units may leave only Siberia (enter the map) through the Exit Siberia box. Since they may reach only this box by transfer from the Soviet Production process, it follows that a unit may not enter Siberia and then leave it on some subsequent Game Turn without having passed through Production in the interim (and being in the process transformed into some other unit; exception, see 6.8).

[32.24] There is no limit to the number of units that may enter, exist in, and exit from Siberia.

[32.25] Points (particularly Air Points) may be produced and rebuilt in the Siberian Production facilities. When completed they are placed in the East Front Box. Under no circumstances can their use be traced to Siberia; the Soviet Player may not trace their base into Siberia.

[32.26] Catch 22

Siberia exists solely to provide a refuge for Soviet production. Any use of Siberia for any other purpose is forbidden (except Soviet units may move by rail through Siberia. See rule 6.81). Soviet units may not fight their way back onto the eastern mapedge from Siberia.

32.3 Soviet Supply Sources

[32.31] Soviet supply may be traced to Siberia or to any Soviet Personnel Center not controlled by the Enemy Player. For purposes of supply, Siberia is considered to lie one hex east of the eastern map-edge of map sections F, G, and H. When tracing a line of supply, all of Siberia is considered to be clear terrain. Practically speaking, this means that any Soviet unit within six Movement Points of Siberia is in supply (subject to the normal restrictions on tracing a line of supply). The railroads leading off the Eastern map-edge of Map Sections G and H are considered to be connected to Supply Sources in Siberia and may also be traced to any Soviet Personnel Center not controlled by the Axis Player. This is true even if the Personnel Center is completely surrounded by Axis units and Zones of Control (that is, a Personnel Center may serve as a source of supply even if it is not considered operational for production purposes).

[32.32] The Soviet Supply Path to a Major Supplyhead (or Source) may be no longer than six Movement Points.

32.4 Siberian Reinforcements

During the summer of 1941 the Soviets maintained a sizeable army in Siberia facing the Japanese along the Manchurian and Mongolian borders. Despite the summer disasters they refrained from stripping this force because Japanese intentions vis-à-vis Siberia were unclear, and the Soviet transport system was stretched thin as it was. By mid-autumn of 1941 the Soviets had received good intelligence about the Japanese plans to attack the USA, the campaigning season in Siberia was about over until the next summer, the rail system had the capacity and the danger to Moscow was clear and immediate. Thus they began to move substantial forces to the west, forces which proved valuable in the forthcoming winter campaign.

[32.41] Beginning on the first "mud," Game Turn of 1941, the Soviet Player attempts to receive reinforcements from Siberia. He rolls the die once for each of the units indicated by the table.

[32.42] Siberian Reinforcement Table

Located on the Soviet Production Chart.

[32.43] This rule applies to both the Standard scenario and the Campaign scenario.

[32.44] See 45.72 for removal of extra Siberian units (Campaign Game/War in Europe only).

33.0 ALLIED PRODUCTION [OPTIONAL]

The Allied Production option allows the Allied player to build new United Kingdom, United States, and Allied common units. Under this option, the Strategic Cycle is modified to include a revised U-Boat War (replacing 22.0), United Kingdom Production, United States Production (beginning in 1942), and Allied Placement.

Allied Production is very similar to German Production in how units are budgeted and built. In short, the Allied Player decides which units to produce, and expends the necessary production points, personnel points, and cadre —and then places the completed unit the appropriate number of Cycles ahead on the Production Spiral.

There are five reasons why a unit could not be built: (1) there are not enough Production points; (2) there are not enough Personnel points; (3) the unit requires a cadre that is not available; (4) the maximum number of this type of unit is already in play; or (5) if the unit is an Air Point and there are not enough Air Crew points.

33.0 (clarification) When using the optional Allied Production rules, the following units arrive outside of the Commonwealth and US production system (in effect, they are already in production and arrive at the specified time):

  • 3/09/39 CW: 22 x 2-10 BG, 1 x 8-10, 2 x 3-8, 1 AP, 1 IR, 1 MSU
  • 0/10/39 Gen: 1 Amph, 1 RR
  • 0/11/39 CW: 1 AP, 1 IR
  • 0/12/39 CW: 1 x 3-10, 1 x 2-8 BG, 1 AP, 2 IR
  • 0/13/39 CW: 1 AP, 1 IR
  • 0/01/40 CW: 4 AP
  • 0/01/42 US: 2 AP
  • 0/02/42 US: 2 AP
  • 0/03/42 US: 2 AP
  • 0/04/42 US: 2 AP
  • 0/05/42 US: 2 AP, 8-10

[33.1] Revised U-Boat War

The revised U-Boat War for the Allied Production option affects the United Kingdom's generation of Production points and the United States Sea Lift Capacity by adjusting both by a percentage modifier. The percentage modifier chart is on the Player Aid Card.

[33.2] Commonwealth Reinforcements

United Kingdom units that under the basic rules are received in Suez are not a part of United Kingdom production. These Suez reinforcement units represent Commonwealth forces from South Africa, Australia, and India, and they are received in Suez on the date scheduled without going through United Kingdom production. United Kingdom and Allied units that are scheduled for removal under the basic rules remain scheduled for removal.

[33.3] Allied Common Units

Allied common units are built during either the United Kingdom or United States production.

[33.4] Strategic Air Bases

Allied Strategic Air Bases are not part of the production process but are received on the historical cycle.

34.0 UNITED KINGDOM PRODUCTION

In the United Kingdom Production Phase, the Allied Player may build British and Allied common units by expending Production and Personnel Points and sometimes a cadre. As the appropriate points and cadre are expended, the resulting unit is placed on the Production Spiral on a "slice" some number of Cycles in the "future." When the Cycle marker reaches that slice, the produced unit is available for use.

34.1 UK Production Points

The United Kingdom receives Production points based on how many active, supplied, United Kingdom Manufacturing Centers it controls. The United Kingdom has 12 Manufacturing Centers in the United Kingdom and Northern Ireland.

[34.11] The number of new United Kingdom production points generated in a cycle is determined by multiplying the production multiplier by the number of active United Kingdom Manufacturing Centers. (Unlike German Production, the United Kingdom does not have resource centers.) The production multiplier varies over time as shown on the separate Production Display.

[34.12] After multiplying the number of active manufacturing centers by the production multiplier, the number of new production points is modified by the results of the U-Boat War. The production points generated are further modified by -10% if Suez is in Axis control or was during the previous 4 turns. The Allied player must expend a minimum of 40% of the United Kingdom production on Air Points, Air Transport Points, or Strategic Bombers.

[34.13] When a United Kingdom Manufacturing Center is captured by the enemy, it must be repaired before it will be active again. It costs 10 Production Points to repair a Manufacturing Center. Repaired Centers are again available for use two (2) cycles after the repair cost is paid. For example, if a center is repaired on 0/2/42, it will begin producing production points on 0/4/42, assuming that it has remained in Friendly possession for the entire time period.

[34.14] The United Kingdom cannot use any other Manufacturing Centers; neither can the Axis Player use United Kingdom Manufacturing Centers.

34.2 UK Personnel & Air Crew Points

The United Kingdom receives a set number of Personnel points each cycle unaffected by the U-Boat War or any other modifier except for the date, as shown on the separate Production Chart.

The United Kingdom also receives a set number of Air Crew points each cycle as shown on the separate Production Chart.

Air Crew points must be expended when building new or rebuilding old Air Points. New Air Points cost two Air Crew points and rebuilt Air Points cost 1 Air Crew point each. (Air Crew points represent the limited ability of the United Kingdom to train enough pilots to fly all its planes.)

34.3 Allied Strategic Bombers, Escorts & Transfers

[34.3] The Allied player can begin producing Strategic Bombers in 0/3/42, but is restricted by a slowly increasing counter limit. This changing counter limit has the result of limiting the Allied player to builds similar to what would have been received under the basic rules with a historical U-Boat war. The counter limit starts at zero and increases each cycle as follows:

YearSB Counter Limit
3/42 - 1/431
2/43 - 4/432
5/43 - 13/433
1/44 - 7/441

The reason for this rule is play balance, but it should be noted that the Allies, especially the United Kingdom, assigned a very high priority to Strategic Bombing and they probably would not have been able to efficiently increase production of Strategic Bombers over their historical builds. Eliminated Strategic Bombers are still recycled as per the basic rules and affect the counter limit while recycling.

The Allied player receives Transfers—the ability to exchange Air Points for Strategic Escorts—each cycle on the following schedule:

YearTransfer
1/43 - 9/432
10/43 - 13/433
19444

The Allied player cannot build Strategic Escorts, but is instead given enough Transfers to compensate for the difference.

[34.4] How to Obtain Production Cadres

To obtain cadres from the mapboard, the cadre must be in any friendly and supplied city or port hex in the United Kingdom. The Allied Player simply picks up the unit and places it in the Available Cadre box on the Production Display.

As in German Production, units may be taken from the slice for the current cycle and place directly in the Available Cadre box without first deploying them on the mapboard.

[34.5] UK Unit Production Options & Costs

See the Allied Production Display (separate sheet).

[34.6] Restrictions

Certain limitations apply to United Kingdom Production.

[34.61] The Allied Player must allocate a minimum of 40% of the United Kingdom production points spent in a given Cycle to the construction of air units (air points, air transport points, or strategic bombers).

[34.62] The Allied Player may allocate no more than 50% of the United Kingdom production points spent in a given Cycle to the construction of Allied Common units (RR, Amph).

[34.63] Artillery is available only if using Option 2, Additional Units.

[34.64] The number of Strategic Bombers available for production changes each cycle—see 34.3

35.0 UNITED STATES PRODUCTION

In the United States Production Phase, the Allied Player may build American and Allied common units by expending Production and Personnel Points and sometimes a cadre. As the appropriate points and cadre are expended, the resulting unit is placed on the Production Spiral on a "slice" some number of Cycles in the "future." When the Cycle marker reaches that slice the produced unit is available for use.

Unlike the other nations that produce units, the forces produced by the United States must be moved across the Atlantic Ocean via the Sea Lift Rules (35.3).

The United States also has a "mobilization level" which affects the relative production of personnel and production points.

35. (clarification) There are a total of 75 "infantry" divisions (60 8-10, 3 10-10, 6 9-10/7-4, 3 10-5, and 3 7-5) and a total of 33 "armor" divisions (15 9-8, 9 11-8 and 9 7-1-10) in the US counter mix. The following table shows the 20% increase for each mobilization level up to 6, that is, the maximum number of that general type of division that may be in the game (on the map or in production) at that mobilization level. Of course, if not using the experimental additional units (which adds 7-5 mountain divisions and 7-1-10 artillery divisions) or the experiment US Marine rule, then those units are not available. The level 1 numbers are from the Allied Reinforcement Track.

Mobilization LevelInfantryArmor
14615
25518
36421
47324
57527
67530

[35.1] U.S. Production and Personnel Points

United States receives Production and Personnel points as shown on the separate Production Display.

United States production is not affected by the U-Boat War but is affected by its current mobilization level.

When the United States expends an IR or MR on Free French Conversion or on Free French Battle groups, the United States gets back the Personnel Points it used to produce the IR or MR.

[35.2] U.S. Mobilization Level

The United States Mobilization level affects the number of Production and Personnel Points generated. The default level is 1, and if the Allied player wishes to generate a historical mix of forces it should be left on this level. Raising the level increases the number of personnel points generated each cycle by 20% and reduces the number of production points by 10%. Thus, at level 6—the highest level—the number of personnel points generated would be doubled and the number of production points halved. Mobilization also increases the counter limit of 8-10 infantry and 9-8 armor divisions by 20% for each production level.

[35.21] Although the mobilization level can be increased up to a maximum of level 6, once increased it can never be decreased.

[35.3] U.S. Sea Lift Capacity

Units produced by the United States are placed in the "United States" box on the Production Display. In order for those units to be deployed onto the mapboard, they must be "sea lifted" to Europe.

Exception: Amphibious Assault Points may be placed directly into the Allied Amphibious Assault Availability Box.

[35.31] Calculating Available Sea Lift Points

At the beginning of each Sea Lift Phase, the Allied Played consults the table below to determine the Sea Lift Capacity for that Cycle.

YearSLC
194212
194336
194468
194558

The Sea Lift Capacity is modified each cycle by the results of the U-Boat War. The same percentages that were applied to the generation of United Kingdom Production points are applied to the Sea Lift Capacity for the current Cycle.

[35.32] Sea Lift Procedure

To conduct Sea Lift, the Allied Player selects the unit to be moved from the "United States" box, and announces that the unit is to be conveyed to Europe. He then deducts the appropriate number of Sea Lift points from the running total for the current Cycle. Points not used are lost; Sea Lift Cost does not accumulate.

If there is insufficient amount of Sea Lift Capacity available, the unit may not be transported.

The Sea Lift costs for each type of unit are:

Unit TypeSea Lift Cost
Ground Unit2
AP, ATP4
Strategic Bomber6
IR, MR1

Ground units transported to Europe are placed during Allied Placement mode directly following United States production.

[35.4] U.S. Unit Production Options & Costs

See the Allied Production Display (separate sheet).

[35.5] U.S. Production Restrictions

[35.51] United States 2-10 infantry BGs may never leave the United States.

[35.52] Any ground units transported to Europe that are not placed on the map during Allied Placement mode, or during the Reinforcement phase in the next four Game Turns, will be returned to the United States.

[35.53] Once placed in Europe, units can never return to the United States.

36.0 POLITICAL POINTS

Many of the events of the Second World War were influenced by a variety of personal and political factors that are not otherwise reflected in the game. The following rules section is provided to help govern the actions of many of the independent nations depicted on the map, particularly "neutral" nations. These rules are not, and cannot be completely accurate in their recreation of specific conditions. Rather, they are an attempt to place somewhat realistic constraints upon the Players and introduce elements of uncertainty into the play of the game.

The effect of military events on the overall political situation is quantified in terms of Political Points, which are accumulated on the Political Point Track. These may be either positive or negative, depending on the condition fulfilled. The Axis Player keeps a record of such Points; the Political Point Total may be altered due to the actions of the Axis, Soviet, or Allied Player.

The game begins with a set number of Political Points entered into the Political Point Track. Thereafter, as each event described on the Political Point Award Schedule occurs, the Axis Player should reflect this event by recording the total on the Political Points Track. All effects derived from the rise and fall of Axis Political Points occur immediately. [In War in the West the Strategic Cycle Record Track notes additions and subtractions, denoted "PLA," due to events in the Barbarossa Campaign; these should be reflected on the Political Point Track at the start of the Cycle noted.]

DEFINITIONS:

Germany, Italy, France, the Commonwealth, the United States, and the Soviet Union are defined as Major Powers. All other countries are defined as Minor Powers. Every nation may be defined as belligerent ("at war"), occupied or neutral.

Belligerent: A country is belligerent if it is at war. In this state, it must "join" either the Allied Player or the Axis Player. A country becomes belligerent either when its neutrality is violated or when the Axis Political Point Level triggers its entry as an Axis nation. Once at war, a nation remains belligerent and Friendly to its player until it is occupied by the hostile player or until the end of the game, or until the Political Point Level indicates a change in its status.

Occupied: A country is considered occupied at the end of any Game Turn which finds: (1) Enemy Ground Combat units within the country: (2) no Friendly Ground Combat units within the country; and (3) the country has surrendered (unless it is a country that does not surrender). Once occupied, a country remains occupied until as least one Friendly Ground Combat unit re-establishes itself in Major Supply within the country. The re-establishment is called liberation and the country is considered liberated and reassumes its Friendly belligerency. (Even though the bulk of the country's territory may still lie in hostile hands.)

The Axis Player does not receive any Political Points for occupying a country whose neutrality was first violated by the Allied Player. The Allied Player cannot reduce the Axis Political Point Total by "Liberating" a country if he was the first one who violated its neutrality, and if the Axis Player occupied it thereafter.

Neutral: Those nations that are neither belligerent nor occupied (i.e., whose units, Rail Lines, Ports, etc. are not considered Friendly to either player) are considered neutral. A nation remains neutral until one of two events occurs:

A) Its Neutrality is Violated: The neutrality of a nation is violated when a Player's units enter any hex of that nation (or its territories), attack across the border of that nation, or trace Air or Sea Movement into or through any hex of that nation. Note that the tracing of Sea Movement into or through a "Coastal" hex (part Land and part Sea) of a neutral nation is considered to be a violation of neutrality (exception: see 7.4). When the neutrality of a nation is violated, the nation is immediately controlled by and Friendly to the non-violating player.

B) A Political Condition is Met: A nation may become Friendly to the Axis Player due to the fulfillment of certain conditions listed in the rules section dealing with the nation in question. If such conditions are met, the Axis Player may, at his option, have the country in question join the Axis as a Friendly nation. If this is done, the nation becomes a belligerent power Friendly to the Axis Player, and no Political Points of any kind are awarded for this action. This option to join the Axis takes place immediately upon the conditions being met and continues as long as the conditions are met.

36.1 Political Award for City Entry

[36.1] Political Points are added or subtracted if units of either Player enter or re-enter certain specified cities. The award is made at the end of the Game Turn that any Ground unit of the specified Player fulfills the award requirement. See the Political Points Award Schedule (36.6) for a complete listing of the specific awards.

[36.11] An entry award is made only once (exception: see 36.12); e.g., the Axis Player does not receive five Points for each unit that enters Paris, and does not receive five Points on each Game Turn that a unit enters Paris. He receives only five Points.

[36.12] The Player may receive an entry award for entering an objective a second or third time, etc., if there was an interval in which the Enemy Player had re-entered the objective, and by so doing caused an increase or decrease in Points. For example, let us assume that a German unit enters Paris on Turn One (award five Points to the Axis), then, on Turn Three, an Allied unit re-enters Paris (subtract five Points from the Axis total), and then, on Turn Seven, a German unit again enters Paris (award five Points to the Axis total).

[36.13] Note that the awards and losses given for Suez, Berlin, Rome and any German Manufacturing Center are given only once. For example, the Allied Player's entry into Rome causes a five Point loss. The Axis Player receives nothing for re-entering Rome, nor does the Allied Player's subsequent entry cause anything to happen. Only when a re-entry award is listed can the Point award be made.

[36.14] The loss of 20 Political Points for Allied entry into any German Manufacturing Center is a one-time event. The Axis Player does not lose 20 Points for each and every Center lost.

36.2 Entry into Egypt & French North Africa

At the end of the first Game Turn that finds an Axis Ground Combat unit in Egypt, the Axis Player receives three Political Points. The same award is made at the end of the first Game Turn that finds an Axis unit in French North Africa. If at the end of some later Game Turn it is found that there are no Axis units present in either territory, the Allied Player is considered to have driven the Axis Player out of the territory (regardless of whether the absence is due to Axis voluntary abandonment or some actual Allied action), and three Points are subtracted from the Axis Player total. These awards and losses may seesaw with the presence and absence of Axis units.

36.3 Occupation, Liberation & Reoccupation

It is possible for a country to become occupied, liberated, again occupied, and again liberated, etc., etc. Each time the status changes there is an award or loss of Political Points. It is not necessary for the Axis to maintain a physical garrison in order to maintain occupation. Occupation is only broken by liberation.

[36.31] The presence of Partisan (or Cadre) units is ignored when determining the Political status of a country.

36.4 Use of Occupied Facilities

Once a player occupies a country he falls heir to any permanent capabilities indigenous to that country. All heretofore Enemy Railroads and Ports within that country are deemed to fall intact into his hands and are henceforth Friendly to him. If the country becomes liberated, the occupying player loses the right to any permanent capability, but the Railroads and Ports would remain Friendly to the occupying player until actually recovered by enemy units.

36.4 (clarification) The political points associated with Vichy France need clarification. Vichy France is an armed neutral. In general, a side needs to declare war on Vichy to attack it, for the Axis this costs 2 political points and for the Allies before the US enters the war or for the Soviets it costs 5 political points, for the Allies after the US enters the war it costs nothing. Vichy France cannot be occupied or liberated; only France itself can be and for these purposes the boundaries of Vichy France are ignored. Note that the Axis must declare war on Vichy France to enter French North Africa (to obtain the 3 political points for doing so) assuming the Allies have not previously declared war on Vichy France. Also note that the Allies may invade the Levant States on 2/3/41 or after without a declaration of war and without the rest of Vichy France turning Axis (see rule 43.75).

36.5 Territories & Islands

The territories belonging to Minor and Major Powers are not considered countries for purposes of distributing Political Points. That is, the Axis Player receives nothing for the occupation of Cyprus, Tunisia, etc. Only the home country counts toward occupation and liberation point distribution; islands belonging to a country do not count when assessing occupation or liberation. For example, even though Corsica is considered part of France for most purposes, the Allied Player may not liberate France by establishing a unit on Corsica.

36.6 Political Points Awards Schedule

The source text conversion lost the column alignment of this table. The award values below are listed in the order of their event labels in the source. The Axis and Allied tables each read in that order, and the values were checked against the rules text (36.2, 36.13, 36.14). Verify against the printed Political Points Award Schedule before relying on a specific value.

Action by Axis Player:

EventAward / Loss of Political Points
Violate Neutrality of Major Power-5
Violate Neutrality of Sweden or Switzerland-20
Violate Neutrality of Spain or Turkey-10
Violate Neutrality of any other Minor Power (a)-2
Occupy Major Power+10
Occupy Minor Power+3
Enter Paris+5
Enter London+10
Enter Egypt+3
Enter Tunisia, Algeria or Morocco (b)+3
Enter Suez+2
Enter Moscow W (hex G4123)

Action by Soviet/Allied Player:

EventAward / Loss of Political Points
Violate Neutrality of Major Power+10
Violate Neutrality of Sweden or Switzerland+20
Violate Neutrality of any other Minor Power+5
Enter Berlin-50
Enter any German Manufacturing Center (d)-20
Liberate a Major Power-10
Liberate a Minor Power (a)-5
Re-enter Paris-5
Re-enter London-10
Drive Axis out of Egypt-3
Drive Axis out of Tunisia, Algeria and Morocco (b)-3

Notes:

(a) Axis invasion of a Pro-Axis Neutral results in a loss of five Political Points. Occupation of a Pro-Axis Neutral results in a loss of no Political Points. NOTE: Finland is considered an Armed Neutral if there is no Winter War prior to Total War. Finland is a Pro-Axis Neutral if there is a Winter War. The Axis Player may not invade a Pro-Axis Neutral Finland, nor may he invade an Armed Neutral Finland prior to turn 1/4/40.

(b) Three Political Points maximum are awarded or lost for the Axis Player entering any or all of Tunisia, Algeria, or Morocco—not three Political Points each. (c) These political awards are treated in the same manner as awards for city entry (see 36.1).

(d) Does NOT apply to Brussels and Lille.

(e) No Political Points are awarded or lost for any actions concerning any Minor Neutrals (48.0), except for Denmark and Luxembourg, which are treated as Minor Powers for the purpose of this rule.

(f) The Axis player neither gains nor loses Political Points for occupying Vichy France.

(g) There is no effect on Political Points for declaring "peace" in a three-player game.

(h) A Soviet attack on Germany results in (plus) five Political Points.

36.6 (clarification) Note that the Moscow W hex G4123 is both a capital (worth 5 political points) and a personnel center (worth 1 political point) for a total of 6 political points.

36.7 Notes on Political Points and the Soviet Union

[36.7] When playing War in Europe do not use the Political Level Adjustment listed for the Axis Player on his Game Turn/Cycle Record Track. Instead, use the awards listed in the table in 36.6 regarding the possession of Moscow, personnel centers, and resource centers in the Soviet Union.

The Soviet Union is a major power and is treated as such. Note also that the technical violations of the neutrality of Poland, the Baltic States, Finland and Rumania (in response to Non-Aggression Pact) have no effect on the Political Point total. Other actions of the Soviet Union affect the Political Point Total as described in 36.6. While the Winter War does not affect the Political Point Total, a subsequent Soviet attack on a neutral Finland does.

37.0 PLAYER ASSOCIATION [DIPLOMACY]

Players are free to deal among themselves as they wish, make war and peace and contract various alliances. Such agreements are not binding. Treachery and double-dealing are encouraged. After all, it is a wargame and the idea is to beat the other two guys. There is no formal negotiating period set aside during the Sequence of Play, as it is expected that Players will be dealing with one another at all times. Regardless of any player agreement, no player may use units belonging to another player; a player may not cede his territorial rights to another player.

Example 1: The Soviet Player and the Allied Player will normally agree to cooperate in defeating the Axis Player. This agreement can take many forms including coordinating strategy, i.e. "I'm going to invade Italy next turn. How about attacking in the Ukraine to pin down those panzers?" or "He has too much Luftwaffe in the East. How about starting the Strategic Air War a little sooner so he has to put some points on air defense?"

The status of cooperation or "association" rests on verbal agreement of the two players concerned. It may be broken by either player at any time.

Example 2: The Allied and Soviet Players agree to associate and play along together for several turns. Then in the middle of the Axis Combat Phase, as the Axis Player is attacking an Allied unit whose supply path happens to pass adjacent to a Soviet unit the Soviet Player says, "Sorry about that. I'm now your enemy," and the Allied unit is instantly out of supply.

Example 3: It is conceivable that the Allied and Soviet armies could be engaging the Axis forces in the Balkans with Allied and Soviet units in close relationship or even adjacent to one another, actively cooperating to defeat the Axis. Though in this case the players are "friendly" to one another they may not consider their force Friendly to one another in the game rules' definition of 'friendly.' By the same token they do not consider their forces hostile to one another but rather in an in-between state called "Associated."

37.1 Effect of Association on Movement & Stacking

[37.1] A Friendly unit may ignore the Zone of Control of an associated unit in moving. A Friendly unit may not enter a hex containing an Associated unit during any Phase of play, and may not move through a hex containing an Associated unit.

37.2 Effect of Association on Supply, Rail & Ports

[37.2] Friendly forces must trace Friendly supply lines. They may trace through Associated units and controlled hexes but they may not trace over Associated railroads or through Associated ports. A Railroad or Port can be owned by or Friendly to only one player at one time and may not benefit any other player regardless of his degree of amity to the owning player. Associated units do not negate Enemy Zones of Control for purposes of tracing Friendly supply.

It is hypothetically possible for the Allied Player to commit forces to Russia, say through the Caucasus-Turkey-Syria route and there, in Association with the Soviets, engage the Axis. But the Allied Player would have to "repair" rail lines leading to his units, including those in the Soviet Union which would become part of the Allied rail net and thereby no longer of any benefit to the Soviet Player.

37.3 Effects of Association on Combat

[37.3] Technically since each player has his own Player Turn and therefore his own Combat Phase, and since Associated units can't stack with one another, Association can have no effect on Combat. However it is possible to foresee Associated Players taking advantage of the separate Combat Phases to Attack the same Enemy unit twice in the same Game Turn. This is expressly prohibited. (The possibility that Associated forces may still gain some advantage because one player moves and attacks first and might clear a path for his associate to then move and attack before the common Enemy can do anything is accepted because, with all the restrictions on moving through Associated units and not attacking the same unit twice, etc., any such attempt may become embarrassing.)

37.4 Effect of Association on Sequence of Play

[37.4] If either the Allied or Soviet Player is in association with the Axis, his Player Turn must follow the Axis Player Turn. As a general rule the Sequence of Play must not allow one enemy Player Turn to be sandwiched between the turns of two Associated cooperating Players. (This is a matter of common sense and its application is a matter of fairness. Given the innumerable possibilities in a game of this complexity it is impossible for this rule to foresee every situation.)

37.5 Allied Strategic Bombing vs. Soviet Production

[37.5] The Allied Player can direct his Strategic Bombing against the Soviet Production apparatus. Specifically he may bomb Soviet resource (oil) targets and Soviet Arms Centers. He may not bomb Personnel or Training Centers (i.e. bombing has no effect on these centers.)

To bomb he uses exactly the same procedure as that used against the German Economy. A manufacturing or transport hit is effective against an Arms Center, a Resource or Transport hit is effective against a Resource Center. He may not bomb Siberian Centers.

[37.51] Soviet Defense against Strategic Bombing

The Soviet Player may not use his Air Points as "Interceptors." Each Soviet 10-1-10 counts as one Antiaircraft point, when placed on a target hex. The Soviet Player may attempt to repair a bombed center using the same repair table as the Axis Player.

[37.52] Consequences of Bombing

If bombed and unrepaired, a Soviet Center does not contribute to the Soviet Production apparatus. This is of particular consequence with regard to the five oil centers. If bombed the effect is the same as if they had been destroyed by Enemy occupation. They can come back on line via the repair procedure [24.68] for bombing rather than 30.8.

[37.53] Ploesti

The five centers at Ploesti may serve instead of the Caucasian centers for purposes of providing oil for Soviet Production. In other words if and when the Soviet Player captures Ploesti he may repair the centers there just as he would a reoccupied Caucasian center. Thereafter they would serve as backup to his Caucasian centers. This would be their only purpose. Their possession in working order supplements but does not augment Soviet Production.

[37.54] Players' Note

The only effect Allied bombing can have on Soviet Production is to reduce Soviet Arms Point production either through outright hits on arms centers (rather ineffective) or by chopping at the oil (remember each oil center hit cuts arms point production 10%). Practically speaking any Allied air offensive will have to be based in the Mideast or Egypt.

38.0 WAR AND PEACE

The game begins with the Axis and Allied Players at war. The Soviet Union is at peace and in a limited form of association with the Axis. The Axis and Allied Players may at any time declare peace between themselves via mutual agreement, making any deals they see fit within the strictures of 37.0. The situation of the Soviet Union vis-à-vis either Axis or Allied Player is more complicated. Beginning the game in a peaceful state, the Soviet Player may declare a "Limited War" against either or both Axis and Allied Players with all the risks and benefits attending thereto. Once he is in a Limited War state he may not return to Peace unless both Axis and Allied Players agree to this return to peace. Note that both non-Soviet Players must agree to the resumption of peace even though the Soviet may be actually fighting with only one player. Only the Soviet Player may initiate Limited War. Only the Axis (or in exceptional circumstances the Allied) Player may initiate Total War by escalating a Limited War as in 38.1 or attacking the Soviet Union at peace.

38.1 Soviet Belligerency

[38.1] The Soviet Player begins War in Europe in a state of peace. Pursuant to the Non-Aggression Pact he may then absorb the frontier-annexations (Poland etc.) and still remain at peace. (Note he may absorb the Baltic States, his part of Poland and Bessarabia. He can finesse Finland as he wishes.) If he wishes he may proceed further, attacking Axis, Allied, or Neutral countries. Any such acts precipitate a state of Limited War. Once in a state of Limited War, the Soviet persists in this state either until Peace is agreed upon by all three players, or either the Allied or Axis Player invades the Soviet Union and seizes three Personnel centers, which precipitates Total War. Assuming that the Soviet Player foregoes Limited War and remains at Peace, then only an Axis attack upon the Soviet Union precipitates Total War.

The exact belligerent status of the Soviet Union is important because of its effect on Soviet Production. At Total War, the Soviet Union produces on a mass scale. Limited War production is just enough to sustain foreign adventure while methodically upgrading the armed forces, while peace permits only a slow modernization (in comparison with Limited or Total War).

[38.11] Effects of Change In Belligerency Status

From the standpoint of the conduct of war, Limited War and Total War are the same thing. For example, the Soviet Player may advance into Germany under Limited War; he just won't have maximum production to back him up. Note also that "First Winter Effects" [U4.2/83] apply to the "first winter" regardless whether the condition is Limited or Total War. A few hypothetical situations will help clarify the application of this rule.

[38.12] Example A:

In summer 1940 Soviet Union attacks Rumania through Bessarabia prior to its activation as an Axis Ally (Germany is attacking France). Rumania as a Pro-Axis neutral is controlled by the Axis Player. A state of Limited War exists between Axis and Soviets. After a dozen or so turns both players agree to peace in place (the Allied Player acquiescing.) Soviet status returns to Peace.

[38.13] Example B:

Allied Player refuses to accept peace. Limited War rages for balance of 1940 and early 1941 with shifting fortunes in the Balkans and Poland. Having conquered France, Germany shifts large forces to East and opens large scale campaign against Soviets, pushing deep into Russia and carefully contriving not to seize three personnel centers until he has fatally compromised the Soviet Army (which is quite a trick).

[38.14] Example C:

Soviet Player launches attacks into Iran and then Iraq during 1940 and 1941. Limited War rages with Allied Player. With Soviets embroiled in Limited War, the Axis attacks on the Polish front, once again fatally compromising the Soviet Player's position before seizing three personnel centers.

38.2 Triggering Total War Status

[38.2] The Allied Player can never attack the Soviet Union if the Soviet Union is at Peace. Nor may he advance into Russia and seize three personnel centers until after he has seized Rome. (This rule is to prevent the Allied and Soviet Players from collaborating in some fashion to trigger a Total War status.)

39.0 THE WINTER WAR & FINLAND

The 1940 "Winter War" between Finland and the Soviet Union is abstracted by this rule. That is, the Soviet Player simply says "I fight the Winter War" or "I don't fight the Winter War." If he fights the Winter War he occupies Finland up to the 41 Start Line (and he is required to garrison this line): otherwise his border is the one printed on the map (and he is not required to garrison it.) The Winter War is considered sanctioned by the Non-Aggression Pact and is not a Limited or Total War event. If the Soviets wage the Winter War, Finland becomes a Pro-Axis Neutral and enters the war automatically as an Axis nation two Game Turns after the Axis and Soviet Players are at war (unless attacked even earlier by a foolish Soviet Player.) If the Soviet Player refuses to wage the Winter War, Finland is simply an armed neutral. It becomes an Axis nation only if the Axis achieves a political point total of 90. A post-Winter War attack by the USSR against Finland has no effect on Swedish neutrality nor does it affect political point totals.

PLAYERS NOTE:

The designers believe that Stalin's decision to attack Finland in the Winter War was incredibly stupid. It simply guaranteed Finland's revenge when Barbarossa began to roll without adding to the security of Russia. There is no question in our minds that the peaceful Finns would have never attacked Russia in 1941 (regardless of the apparent Soviet disaster) except for the Winter War. Under the provisions of this rule only a Soviet Player suffering a Stalin-like paranoia would declare a Winter War and thereby trigger a Finnish front if and when the Axis attacks.

Therefore it is up to you, the Players, to impose a Winter War on the Soviet Player as an historical requirement if you wish an historical situation. Obviously if the Soviet Player doesn't wage a Winter War he will be that much stronger to face the Axis, because he won't have to garrison the Finnish frontier or worry about Finnish offensives.

39.1 Finnish Belligerency

[39.1] If Finland joins the Axis because of the Winter War, its participation is restricted as described in 46.2, Finnish Restrictions. If Finland becomes a belligerent under any other circumstance (say the Soviets attack Finland in 1942) then the Finns can go anywhere, and attack anybody (even Free French in Morocco).

If the Axis attacks Finland in its armed neutral status, the Finns become Soviet-controlled and such an attack is considered an attack on the Soviet Union. The Political Point Change would be negative eight points (3 for Finland and 5 for the Soviet Union, because such an attack causes Total War with the Soviet Union).

39.2 Time Limit for the Winter War

[39.2] The Soviet Player must decide whether or not to wage the Winter War after the fall of Poland and before the conclusion of 1939. If the Soviet Player refuses the Winter War during this time (or for some reason the Axis Player doesn't eliminate Poland in 1939) Finland remains an armed neutral. Any post-1939 Soviet action against Finland (i.e., any action outside the Winter War) is considered a normal violation of Finland's neutrality.

39.3 Execution for the Winter War

[39.3] Assuming the Soviet Player chooses the Winter War, he can immediately assume that the area encompassed by the Russo-Finnish border and the 1941 start line is Soviet territory. He then has until 4/2/40 to garrison the 1941 start-line with units taken from the Leningrad Military District. (Note: Some players will have deployed Finnish units in this frontier area at the start of the Game. These units should simply be moved back behind the 1941 Start Line. In other words, the Axis Player simply re-deploys Finnish units after a Winter War declaration.) It is foolish but permitted for the Soviet Player to declare a Winter War, mass in the newly acquired territory and launch a further attack on Finland. The Winter War and its provision is a "free" option available the Soviet Player upon statement.

40.0 SOVIET-GERMAN PACT

(Campaign Game and War in Europe only)

In late August of 1939, the Soviet Union and Germany concluded a Non-Aggression Pact, the terms of which provided for the carving-up of Eastern Europe (among other things) and reciprocal trade. Pursuant to the conditions of the pact, the Soviet Union invaded Poland in September (after the Germans had effectively destroyed Poland), occupied that part of Poland east of the partition line, and annexed it to the USSR. Next Stalin turned his attentions to the Baltic States (Latvia, Lithuania and Estonia) forcing them to conclude treaties of 'mutual defense' that provided for Soviet military and naval presence. He followed this with an ultimatum to the Finns demanding a border readjustment and limited naval basing on the Finnish coast. The Finns declined, and in November of 1939 the Soviets attacked Finland.

The "Winter War" ensued, resulting in the Soviet occupation and annexation of those parts of Finland lying to the east of the 1941 Start-Line on the map. When France fell in June of 1940, Stalin took further action against the Baltic States, annexing them outright. Rumanian Bessarabia was next, being annexed in July of 1940. (This last bite brought a pro-Axis government to power in Rumania.)

Undoubtedly all this Soviet expansion reinforced (if that was necessary) Hitler's determination to crush the Soviets before they got too strong. The Western Allies (and the USA) weren't pleased either, but there wasn't anything they could do about it (they did have a small current difficulty with the Germans). The result is that June 1941 finds the Soviet Union in possession of parts of Finland, Poland and Rumania (as delineated on the map) and all of the Baltic States. For all game purposes this area can be considered part of the Soviet Union. The railroads, cities and ports depicted therein are as Russian as vodka. Unless specifically treated otherwise in the rules—in some special context—these annexed areas are Soviet, and any reference to the Soviet Union applies to them as well.

40.1 Economic Consequences of the Pact

[40.1] A mutual trade agreement flowed from the pact. This provided for (among other things) Soviets export of oil to Germany. In War in the West and War in Europe, this is simulated by providing a Soviet resource center to the German economy prior to German/Soviet hostilities. In War in the East this provision is ignored.

40.2 Political Consequences of the Pact

[40.2] In game terms there are none. The Soviet occupations and annexations of the border areas are not considered neutrality violations. They are set historical events that occur according to the War in Europe Turn Record Track and are considered a fait accompli at the start of War in the East.

40.3 (correction) Baltic States: The old text of this rule conflicts with rule 45.52 Baltic States. The old rule 40.3 is in error and has been removed from the rules.

41.0 CONTROL OF NEUTRALS & MISCELLANEOUS AXIS

In a three player game, the control of armed neutral countries attacked by one of the players varies from the two player norm and is explained on the following table. Obviously, in a two player Game, control of any country never may go to a country allied with the invader.

41.1 Neutral Control Table

If NORWAY is attacked...

  • by the ALLIES, control falls to the AXIS.
  • by the AXIS, control falls to the ALLIES.
  • by the SOVIETS, control falls to the AXIS.

If GREECE is attacked...

  • by the ALLIES, control falls to the AXIS.
  • by the AXIS, control falls to the ALLIES.
  • by the SOVIETS, control falls to the AXIS.

If YUGOSLAVIA is attacked...

  • by the ALLIES, control falls to the AXIS.
  • by the AXIS, control falls to the SOVIETS.
  • by the SOVIETS, control falls to the AXIS.

If SPAIN is attacked...

  • by the ALLIES, control falls to the AXIS.
  • by the AXIS, control falls to the ALLIES.
  • by the SOVIETS, control falls to the ALLIES.

If SWEDEN is attacked...

  • by the ALLIES, control falls to the AXIS.
  • by the SOVIETS, control falls to the AXIS.
  • by the AXIS, control falls to the ALLIES.

If PORTUGAL is attacked...

  • by the ALLIES, control falls to the AXIS.
  • by the AXIS, control falls to the ALLIES.
  • by the SOVIETS, control falls to the ALLIES.

If SWITZERLAND is attacked...

  • by the ALLIES, control falls to the AXIS.
  • by the AXIS, control falls to the ALLIES.
  • by the SOVIETS, control falls to the ALLIES.

If TURKEY is attacked...

  • [see 41.11].

If FINLAND is attacked...

  • by the ALLIES, control falls to the AXIS.
  • by the SOVIETS, control falls to the AXIS.

41.1 (clarification) If Finland is attacked by the Axis; control falls to the Soviets. Such an attack is also considered a declaration of Total War on Russia, the political point costs for both declarations of war are paid (see rule 39.1). The Axis may not declare war on a pro-Axis Finland. The Axis may declare war on an armed neutral Finland only after 1/4/40 (see rule 36.6 note a).

[41.11] Control of Turkey

  1. If Turkey is attacked by the Axis, the Allied and Soviet Players flip a coin to see who controls Turkey (assuming they can't mutually agree).
  2. If Turkey is attacked by the Allied Player prior to a state of Total War between the Soviet and Axis Players, control of Turkey falls to the Axis Player. If the Axis and Soviet Players are already at Total War, they must flip a coin to decide who gets control of Turkey, unless the Political point total is such that the Axis player can decide to have Turkey join the Axis.
  3. If Turkey is attacked by the Soviets prior to Total War between the Axis and Soviets, then the Axis Player controls Turkey; however, if Total War already exists between the Soviets and Axis, the Axis and Allied Players flip a coin, unless the Political point total is such that the Axis player can decide to have Turkey join the Axis.
  4. Should either the Soviets or the Axis invade Turkey prior to war between the Soviets and the Axis, Turkey is to be partitioned along a line from J3002 to J3015. This line is the farthest east that an Axis unit may be following partition. Turkey Surrenders when there are no Turkish units on one side (either side) of this line AND Ankara is Enemy Occupied. There is no Political Point Cost for the second Player's invading Turkey. Partition occurs on the Game Turn following Turkish Surrender. Any unit on the wrong side of the Partition Line two turns after partitioning is eliminated.

41.11 (clarification) Control of Turkey, Item 4:

A) Should either the Soviets or the Axis invade Turkey prior to war between the Soviets and the Axis, Turkey is to be partitioned along a line from J3002 to J3015, this is similar to the partition of Poland. Turkey surrenders when there are no Turkish units on one side (either side) of the partition line and Ankara is enemy occupied. Partition occurs on the game turn following Turkish surrender.

B) The partition line defines the furthest east that Axis units may be two turns after the surrender of Turkey without being at war with Russia. If an Axis unit is past the partition line past the deadline, this is treated as an Axis declaration of war on Russia (or it may be voluntarily eliminated to avoid declaring war). If Russia was at peace, a declaration of war results in Total War. If Russia was at limited war, then the limited war rules apply (see rules 38.1).

C) The hexrow adjacent to the partition line on the east side defines the furthest west that Soviet units may be two turns after the surrender of Turkey without declaring war on Germany. If a Soviet unit is past the partition line past the deadline, this is treated as a Soviet declaration of war on the Axis (or it may be voluntarily eliminated to avoid declaring war). A declaration of war may result in Russia being at Limited War (see rule 38.1) or may result in Russia being at Total War if the declaration is after 1/6/42 (see rule U7.0).

D) If the Axis declared war on Turkey and the Allies end up controlling Turkey, then Allied units may enter Turkey (assuming the Allies are at war with the Axis). If the Soviets are at peace, then Soviet units may enter Turkey 2 turns after the Axis declaration of war. They may enter Turkey up to the partition line. The Soviets and Axis are assumed to be in a state of limited association, presumably crushing Turkey, as such the Soviets may attack Turkish units to the east of the partition line. Neutral Soviets must declare war on Turkey in order to cross the partition line or enter Turkey before then (as Russia is at peace, see rule 41.12), this costs no political points but results in Russia being at limited war (see rule 38.0).

E) If the Axis declared war on Turkey and the neutral Soviets end up controlling Turkey, then Soviet units may enter Turkey 2 turns after the Axis declaration of war. They may enter Turkey up to the partition line. The Soviets and Axis are assumed to be in a state of limited association. Neutral Soviets must declare war on Germany in order to cross the partition line or enter Turkey before then (as Russia is at peace, see rule 41.12), this costs no political points but results in Russia being at limited war (see rule 38.0). If neutral Soviets control Turkey, then Allied units cannot enter Turkey as the Allies cannot declare war on Russia while Russia is at peace (see rule 38.2). If the Soviets declare war on the Axis, then Allied units may also enter Turkey (assuming the Allies are at war with the Axis).

F) If Soviets at peace (or at limited war) declared war on Turkey then Soviet units may enter Turkey, this means the Soviets are in a state of limited war. The Axis controls the Turkish units and may enter Turkey with Axis units, assuming they can get there. Note: Soviet and Axis units may not attack each other without a declaration of war. The Allies may then enter Turkey by declaring war on Turkey, this costs no political points.

41.12 Effect of Neutral Control on Soviet War Status

[41.12] The Soviet Player may control a listed neutral, without causing his belligerency status to change. For example, with the Soviets at peace, the Axis Player attacks Yugoslavia. The Soviet Player then gets to move and fight the Yugoslav units. From the standpoint of Soviet Production, he would remain at peace with the Axis Player unless he declared limited war or took some action, other than simply moving and attacking with the Yugoslav.

42.0 AXIS POWERS

The Axis Powers are defined as Germany and four pro-Axis Neutrals: Italy, Hungary, Rumania and Bulgaria. The game begins with Germany belligerent and the sole active Axis Power. The Axis Player may himself invade still-neutral Pro-Axis nations with active Axis forces. But if he does so, the invaded country and its forces are assumed to surrender and are immediately removed from play. (Practically speaking, this means the Axis Player has no incentive to invade a Pro-Axis nation. Baring horrendous luck, it will eventually fall under his control anyway.) A normally Pro-Axis Neutral becomes an active Axis nation when the Axis Political Point total reaches or exceeds the nation's Activation Level. Thereafter, it remains an active Axis nation until its surrender conditions occur.

Note: No German units of any type may transit any Pro-Axis neutral (exception: 46.23) without such a move being considered an invasion and violation of neutrality. The German Player may, however, draw Supply through such neutrals via land, sea, or rail.

Pro-Axis Neutral nations also become Active Axis nations if the Allied Player violates their neutrality (see the Political Rules.)

The listing of Axis Powers defines for each:

  1. Territorial Holdings (if any);
  2. Deployment instructions;
  3. Supply Centers;
  4. Reinforcements (if not described elsewhere);
  5. Restrictions on use of national forces;
  6. Special rules or capabilities;
  7. Activation conditions;
  8. Surrender conditions.
  9. Withdrawals

42.1 Germany

Germany is the only initial Active Axis Power. German Supply Centers function as ultimate Supply Sources for both German forces and other Axis forces, while Supply Centers in other Axis nations do not function as Supply Sources for German forces. The fate of Germany determines the fate of the Axis Player. If Germany surrenders, then the game is over and the Axis Player loses, regardless of the status of the other Axis nations.

[42.11] Territories: East Prussia is part of Germany (as are Bohemia, Moravia and Austria).

[42.12] Deployment: German deployments are described under the Scenario Instructions. Note that Germany begins the game mobilized.

[42.13] Reinforcements: German Production status, reinforcements, etc., are described in the Scenario Instructions, or with the main text of the rules.

[42.14] Naval Transport Capability: Germany has a permanent Naval Transport capability in the Baltic Sea Area of 1 Naval Transport Point. Other Naval Transport Points and Amphibious Assault Points produced by the Axis Player may be used to lift any Axis unit within the Baltic or High Seas Area. German Naval Transport and Amphibious Assault Points may never be used within the Mediterranean Sea Areas, except as described in 42.66. If the Axis Player conquers Greece, he may use the Greek capability within the Aegean Sea. If the Axis Player occupies Sevastopol (hex H2021; see 7.5), he may gain a naval capability in the Black Sea

[42.15] Supply Centers: All German Manufacturing Centers are also Supply Centers. Their role as Supply Centers is independent of their role and status as Manufacturing Centers; bombing does not affect their ability to supply.

[42.16] Activation: Germany begins the game as the sole Axis Power and is at war with Poland, Great Britain, and France.

[42.17] Germany Restrictions:

  1. Until a rail line to Finland has been repaired (see 46.172) the Axis player may never have more than 10 non-Finnish Axis units in Finland; nor may non-Finnish Axis units south of the Arctic Circle move within three hexes of the 1941 start line inside Finland.

  2. No more than 10 German ground combat units that do not trace supply through Turkey or the USSR are allowed to move into a hex in Africa during one turn as long as Malta is friendly to the Allied player. (See rules 42.68 and 42.69.) Any number of German (1)1 Mobile Supply Units may be in Africa (as they are support units). Any number of Axis Rail Repair units may be in Africa (as they are support units) but they could not have be transported there by the permanent Italian naval transport (see rule 42.24).

  3. Italian Mobile Supply Units may only supply Italian units (see rule 42.64), unless using experimental rule X10.0 in which case they may supply German units in Africa. Africa is delimited by the Egypt/Palestine border.

  4. Only German air points may be used on the East air front. (See rule 42.62.)

  5. The German permanent Baltic Sea naval transport may only transport German units. (See rule 42.66.)

  6. The Axis may not declare war on an Armed Neutral Finland before 1/4/40 and may not declare war on a Pro-Axis Finland. (See rule 36.6 note a.)

  7. Germany must trace Swedish resource points through Narvik during Snow cycles. Germany may trace major supply through the Swedish rail system, but cannot rail units nor replacement points through Sweden nor base air points in Sweden (rule U6.0). After 1/1/43, if Paris is Allied controlled, then Sweden provides no benefits to the Axis.

[42.18] Surrender: Germany surrenders at the end of any Game Turn in which 15 (or more) German Manufacturing Centers (or Berlin and any 10 other German Manufacturing Centers) are occupied by Enemy ground combat units. The Manufacturing Centers such as Brussels (hex C3107) and Lille (hex C2805) are not counted for purposes of this rule.

War in the East: Germany does not surrender within the scope of War in the East; however, the game is over and the Axis Player loses when no Axis units with a line of Communications off the western map-edge remain on the map.

[42.19] Withdrawals: None

War in the West: see W1.0

War in the East: see E2.0

42.2 Italy

Italy is the second largest Axis nation. It is initially a Pro-Axis Neutral. However, its entry into the game as an active Axis nation is practically a foregone conclusion.

[42.21] Territories: Albania, Libya, Rhodes, Sicily, Sardinia and Elba are part of Italy.

[42.22] Deployment: (When Neutral)

  • In Italy: 35 x 2-4, 12 x 1-4, 2 x 2-10, 1 x 4-6, 1 x 1-6KG, 3 x 3-6, 2 Sup.
  • In Albania: 3 x 2-4, 2 x 1-4.
  • In Rhodes: 1 x 1-4.
  • In Libya: 4 x 2-4, 4 x 1-4, 1 x 1-10, 2 x 1-6, 1 Sup.
  • In South Front: 12 AP, 3 IR.

[42.23] Reinforcements: See the Cycle Record Track. Ground combat and support reinforcement units are placed on any supplied hex in Italy. Air Points and Replacement Points are placed in the South Front. Only German units or Axis Common units may be built on the German Production Spiral; Italian reinforcements appear only as specified on the Turn Record Track. The Italian 1-4 reinforcements appearing on the Turn Record Track are not airborne units. The Italian 3-4 that enters on 11/40 is a paratroop division. War in the East: Italian reinforcements appear on the cycle indicated by the Turn Record Track. They are considered to be off-map entrained and may be brought into play on a subsequent Game Turn at any Axis-controlled Rail exit hex in Germany or Rumania.

[42.24] Naval Transport Capability: Italy has a permanent Naval Transport Capability of 1 Naval Transport Point, which may be used either in the Central Mediterranean or Adriatic Sea Areas, to transport only Italian or German units (except Railroad Repair units). (See rule 42.66.) The Italian Navy has the ability to provide Sea Supply to any port it can reach, as well as transport a unit, on the same turn. The following sections describe limitations on the range of Italian Sea Power in the Mediterranean.

(1) If Greece surrenders (46.27), the Italian Navy may "link up" with the Greek Naval Transport capability in the Aegean to allow Sea Transport from Greece to any port in the Central Mediterranean or Adriatic Sea areas, and vice-versa. (Until then, Rhodes is not in Supply.)

(2) If Alexandria (hex E5425) is Axis-occupied, the permanent capability may be used in the Eastern Mediterranean Area. Note: The Italian Navy may not use Tobruk until Alexandria is captured. However, if the Axis conquers Greece, captures Sevastopol and controls the Bosporus, Sea of Marmora and the Dardanelles Straights then the Axis naval transport capability in the Black Sea can be used in the Western Mediterranean.

(3) If Gibraltar (hex A1425) is Axis-occupied, the permanent capability may be used in the Western Mediterranean Area.

[42.25] Supply Centers: Rome (hex D2607) and Milan (hex C2727).

[42.26] Activation: At the Axis Player's option, Italy immediately becomes an active Axis nation and is controlled by the Axis Player at the end of any Game Turn (not Axis Player Turn) in which there is an Axis unit (with a Line of Communications) adjacent to Paris. Italy may also be activated when the Axis Political Point Total reaches 50 at the Axis Player's Option. German units may not enter Italy or Libya nor use the Italian naval capacity prior to Italy's activation, except by invasion.

[42.27] Italy Restrictions:

  1. Italian air points may only be used in the Tactical Air War on the South and West air fronts.

  2. Italian units are prohibited from entering Map Sections B (Britain), F (Scandinavia), and G (North Russia), except that they may transit Poland by rail.

  3. Italy is the only neutral country that can move while neutral. Italian units can be moved while neutral within Italian territory. No Italian units may use sea movement to or from Africa until Italy is at war. (See rule 47.0.)

  4. If Germany does not invade Greece; Italian units are prohibited from entering Russia. (See rule 47.29.)

  5. No more than 20 Italian ground combat units that do not trace supply through Turkey are allowed to move into a hex in Africa during one turn so long as Malta is friendly to the Allied player. (See rules 42.68 and 42.69.) Any number of Italian mobile supply units may be in Africa (as they are support units).

  6. Italian Mobile Supply Units may only supply Italian units (see rule 42.64), unless using experimental rule X10.0 in which case they may also supply German units in Africa.

  7. The Italian permanent Mediterranean naval transport may only transport Italian and German units. (See rule 42.66.) It may not transport a rail repair unit. (See 42.24.)

[42.28] Surrender: Fascist Italy surrenders when the Political Point Total is less than 60, no supplied Axis units remain in North Africa, and any two of the following three conditions are met:

(1) Sicily is cleared of Axis units;

(2) Sardinia is cleared of Axis units;

(3) A Major Port on mainland Italy is held by an Allied unit in Major Supply.

See also U1.2.

[42.29] Withdrawals: None

War in the East: see E2.0

42.3 Hungary

[42.31] Deployment: (When Neutral or Active) 12 x 2-4, 2 x 1-10, 2 x 1-3 deployed by Axis Player anywhere in Hungary.

[42.32] Mobilization: 1 x 1-10, 1 x 1-3, 2 x 1-6 placed on or adjacent to Budapest on the cycle after limited or total war with USSR.

[42.33] Reinforcements: Conditional; Receive 2 x 2-4, 1 x 1-6 every third cycle after mobilization. These arrive in Budapest. For War in the East (only), use the Hungarian reinforcements on the Axis Reinforcement Track.

[42.34] Naval Transport Capability: None.

[42.35] Supply Center: Budapest (hex C5133).

[42.36] Activation: Hungary may join the Axis and become an active Axis nation when the Axis Political Point total reaches or exceeds 55 and it is 0/9/40 or later.

War in the East: Hungary is activated on 8/1/41.

[42.37] Restrictions: Units may not enter any nation except Hungary, Germany, Poland, Yugoslavia, and the USSR. They may not move north of the G0030 hex row (exclusive). Hungarian Units may not enter Rumania nor stack with Rumanian units.

[42.38] Surrender: Hungary surrenders and all Hungarian forces are removed from the game whenever Budapest is occupied by an Allied ground combat unit, or whenever the Axis Political Point Total falls below 25.

[42.39] Withdrawal: None in Campaign scenarios. In War in the East scenarios, all Hungarian units must be withdrawn to Hungary by the end of 1943 (4/13/43). Any units outside of Hungary as of this date are automatically destroyed. Starting in 1944, the Axis Player can use Hungarian units only to defend Hungary.

42.4 Rumania

[42.41] Deployment: (When Neutral or Active) 14 x 2-4, 3 x 1-3, 2 x 1-6 deployed by the Axis Player anywhere in Rumania.

[42.42] Mobilization: 8 x 2-4, 3 x 1-3, 3 x 1-6 placed on or adjacent to Bucharest on the cycle after Limited or Total War with USSR.

[42.43] Reinforcements: Receive 1 x 2-4 and 1 x 1-3 every even numbered cycle, and 1 x 1-6 every 6th and 12th cycle after mobilization. These units add to the standing Army in Rumania. In War in the East scenarios, units released for use outside of Rumania are defined by the War in the East Cycle Record Track.

[42.44] Naval Transport Capacity: None.

[42.45] Supply Center: Bucharest (hex H0215).

[42.46] Activation: Rumania can join the Axis on 0/10/40 or later if the Axis Political Point total is 60 or greater. (See Axis Cycle Record Track.)

[42.47] Restrictions: Rumanian units may not enter any other nation except Germany, Poland and the USSR. Rumanian units may not go north of hex-row H0001. Rumanian units may not enter Hungary, or stack with Hungarian units.

[42.48] Surrender: Rumania surrenders and Rumanian forces are removed from the game whenever Bucharest is occupied by an Allied or Soviet ground combat unit, or whenever the Axis Political Point total falls below 30.

War in the East: Rumania surrenders after 4/13/42 at the end of any Game Turn in which there are no Axis supplied hexes in Bessarabia. (Rumania may not surrender before 1/1/43.) When Rumania surrenders all Rumanian units outside of Rumania are removed from the map. Rumanian units in Rumania convert to the control of the Soviet Player. The Rumanian rail lines, however, remain Friendly to the Axis Player. After Rumania surrenders Rumanian units may no longer leave Rumania.

[42.49] Rumanian Withdrawal & Reinforcements

(War in the East Campaign Game and War in Europe)

During November and December of 1941, following the fall of Odessa, all Rumanian units were withdrawn to Rumania for refitting and reorganization. In 1942 many divisions returned to the East Front where most of them were destroyed in the debacle of Stalingrad and later, the Kuban. A third and final army was mobilized in the spring of 44. It was destroyed (or changed sides) in the late summer of 44. To reflect the winter of 41-42 withdrawals, the Axis Player is required to remove all Rumanian units from Russia by the end of the eighth snow Game Turn of total war with the USSR. (Turn 4/13/41 in War in the East).

[42.491] Withdrawn Rumanian units are placed anywhere in Rumania at the Axis Player's option.

[42.492] In addition, the Axis Player may not attack with Rumanian units during these first eight Snow turns of Total War with the USSR. Nor may he move them adjacent to Soviet units. (This applies to Rumanian units in Russia.) Any units which he fails to return to Rumania by the end of the eighth turn of winter are automatically destroyed and are permanently lost. They can not be used for future reinforcements. (This last provision is to prevent the Axis Player from getting some utility out of the Rumanians during the first winter. While technically the Axis Player has to march the Rumanians back to Rumania, if both players are agreeable the Axis Player can just pick up whatever Rumanians he has in the USSR and simply dump them back in Rumania during the first winter turn.)

[42.493] All Rumanian "reinforcements" subsequent to 13/41 identify Rumanian units which the Axis Player may move out of Rumania. In deploying these reinforcements, the Axis Player must first draw upon the units which he has withdrawn to Rumania. Only when these units are exhausted may he draw upon the stock of unused or "dead" Rumanian units. Example: The Axis invades Russia in 1941. By winter he only has 10 Rumanian 2-4s left. He withdraws these to Rumania. On 0/3/42, four of these units are released to return to Russia. On 0/5/42 three more are released and on 0/6/42 the last three plus one 2-4 from the unused ("dead") pile go. Practically speaking these units are available on the first Game Turn of the cycle noted. Also see 42.4.

42.5 Bulgaria

[42.51] Deployment: (When Neutral) 10 x 2-4, 2 x 1-10, 2 x 1-3 deployed in any hex inside Bulgaria by the Axis Player.

[42.52] Mobilization: None

[42.53] Reinforcements: None.

[42.54] Naval Transport Capacity: None

[42.55] Supply Center: Sofiya (hex D5318).

[42.56] Activation: Bulgaria can join the Axis on 0/10/40 or later if the Axis Political Point total is 60 or greater. (See Axis Cycle Record Track.)

[42.57] Restrictions: Bulgarian units may operate only within Bulgaria, Greece, Albania and Yugoslavia, and within four hexes of the Bulgarian border in Turkey or Rumania. See [41.51].

[42.58] Surrender: Bulgaria surrenders when Allied units occupy Sofiya or when Rumania surrenders.

[42.59] Withdrawals: None.

42.6 The Axis Player [Common Units and Capabilities]

The Axis Player operates all Axis forces starting with his initial German forces, and any he falls heir to as a result of either Political Activation or Allied neutrality violations. Certain German units and Points may be operated for the benefit of non-German Axis forces.

[42.61] Axis Ground Combat Units: These are all the national ground combat units under Axis control. The Axis Player may use them freely within their national limitations.

[42.62] Axis Tactical Air Points: These are the sum total of the various national Air Points and may be employed freely within any restrictions listed by country. Non-German Air Points may not be used on the East Air Front. Common Axis Interdiction Markers reflect the use of any Axis Air Points.

[42.63] Axis Supply Centers: Supply Centers are listed by country. They may supply only forces of the same nation, except that German Supply Centers also serve as Supply Centers for all Axis forces. Supply Centers in other Axis nations may not function as Supply Sources for units of different nationalities.

[42.64] Axis Mobile Supply Units: A German Mobile Supply unit may supply all Axis units. An Italian Mobile Supply unit may supply only Italian units.

[42.65] Axis Rail Capacity: The standard Axis Rail Capacity is 20 units, unless reduced below this by the Standard Scenario Instructions. In the War in the West Campaign Scenarios, rail capacity drops to 10 after Cycle 7/41. The total German Rail Capacity remains at 20 units per turn; however, in War In The West, it is assumed that one-half of the Capacity is being used on the East Front during and after Cycle 7/41. In War in the East, the Axis rail capacity is always 10. In War in Europe, the total Capacity of 20 units per turn may be used on any Front as the German Player wishes.

[42.66] Axis Naval Transport Capacity: The permanent German Naval Transport Capacity for the Baltic may be used only to transport German forces. The Italian permanent Naval Capacity in the Mediterranean may be used only to transport Italian and/or German forces.

Other permanent capacities that the Axis Player may assume by conquest or alliance may benefit any Axis forces. German Naval Transport Points "produced" by the Axis Player may be used to transport any Axis forces and may be used only in the High Seas or Baltic Areas. The same holds true for any German Amphibious Assault Points. German Naval units may transfer to the Mediterranean if they survive High Seas Naval Interdiction and if Gibraltar is Axis-Occupied. They then may operate normally (without High Seas Intervention) in the Axis portion of the Mediterranean.

[42.67] German Air Transport Points may be used to lift both German and Italian units.

[42.68] Not more than 10 German and 20 Italian Ground Combat units are allowed to move to a hex in Africa during one turn so long as Malta is Friendly to the Allied Player (exception, see 42.69).

[42.69] If Germany has repaired the Rail Line through Turkey and the Levant States toward Alexandria, and that Rail Line remains Friendly to the Axis Player, the Axis Player may supply an unlimited number of units by that Rail Line. This Rail Line would allow movement of Axis units in North Africa in excess of 42.68, but only that part of the land army tracing supply back through Turkey.

43.0 THE ALLIED NATIONS

The Allied Nations are France, the Commonwealth Nations, Poland, the United States, Belgium and the Netherlands. The Commonwealth and France are allied with Poland. The German violation of Polish neutrality which begins the game brings them into the war (their neutrality is considered to have been violated). Belgium and the Netherlands are Pro-Allied Neutrals. They remain neutral until violated by the Axis Player. The Allied Player may violate their neutrality, but if he does, the Belgian and Dutch forces are immediately removed from play. The United States enters the war as an Allied Power on 2/13/41, after Germany's declaration of war. This last event is a set occurrence and may not be altered in any way; and represents a violation of the United States neutrality by the Axis Player.

43.1 Poland

[43.11] Deployment: See S1.22.

[43.12] Mobilization: None.

[43.13] Reinforcements: Poland receives no reinforcements, but does receive one infantry replacement point each strategic cycle beginning 0/11/39.

[43.14] Naval Transport Capacity: None.

[43.15] Supply Center: Warsaw (hex G0421).

[43.16] Activation: Poland starts the game activated.

[43.17] Restrictions: Polish Air Points may be used only on the East Front.

[43.18] Surrender: Poland surrenders, and all Polish forces are removed from play at the end of the Game Turn that the Axis Player occupies Warsaw with a ground combat unit.

[43.19] Withdrawals: None

43.2 The Netherlands

[43.21] Deployment: 2 x 3-4 each in hexes C3403, C3503, C3505 and C3605; 1 x 2-4 in hex C3505.

[43.22] Mobilization: None

[43.23] Reinforcements: None.

[43.24] Naval Transport Capacity: None

[43.25] Supply Center: None.

[43.26] Activation: The Netherlands is activated when a declaration of war is made against her.

[43.27] Restrictions: Dutch units may never leave the Netherlands.

[43.28] Surrender: The Netherlands surrenders and all Dutch forces are removed from play at the end of the Game Turn in which Rotterdam (hex C3305) is occupied by an Axis ground combat unit.

[43.29] Withdrawals: None

43.3 Belgium

[43.31] Deployment: 4 x 3-4 in hex C3109; 3 x 3-4 each in hexes C3208 and C3308; 2 x 3-4 each in hexes C3106, C3107 and C3207; 1 x 1-10 each in hexes C2911 and C3010; 1 x 1-3 each in hexes C3009 and C3108.

[43.32] Mobilization: None

[43.33] Reinforcements: None.

[43.34] Naval Transport Capacity: None

[43.35] Supply Center: None.

[43.36] Activation: A violation of Dutch neutrality is considered a violation of Belgian neutrality, although the reverse is not true. Note: French units may not fortify as per the [18.0] errata if the Axis player attacks Holland or Luxembourg but does not attack France or Belgium.

[43.37] Restrictions: Belgian units may never leave Belgium.

[43.38] Surrender: Belgium surrenders and all Belgian forces are removed from play at the end of the Game Turn that both Brussels (hex C3107) and Antwerp (hex C3106) are occupied by Axis ground combat units.

[43.39] Withdrawals: None

43.4 Commonwealth

Great Britain is a geographical entity. It is the "home" country of the Commonwealth, a term which embraces all of the forces contributed by the British Empire (Canadian, Anzac, Indian, etc.) and most of the exiled European forces (armed by the British—Polish armored division, etc.). As a practical matter, the fate of the Commonwealth and particularly the fate of Great Britain is the fate of the Allied Player. Barring inept play and horrendous luck on the part of the Axis Player, Great Britain and its territories will stand alone after the fall of France until Barbarossa and the entry of the United States.

[43.41] Territories: Gibraltar, Malta, Egypt, Palestine, Trans-Jordan and Cyprus.

[43.42] Deployment and Mobilization: See Scenario Instructions.

[43.43] Reinforcements: Incorporated in the Turn Record Track (or introduced via Allied Production if using the Allied Production Rules; 33.0).

[43.44] Naval Transport Capacity: The Commonwealth uses the Allied Common Naval Transport Capability; see 43.86 below.

[43.45] Supply Centers: Any Major Port in Great Britain and the West edge of Map Sections A and B (i.e., America).

[43.46] Activation: The Commonwealth begins the game as an active Allied Power.

[43.47] Commonwealth Restrictions:

  1. Only full-strength units may leave Great Britain. Battlegroups deployed in Great Britain may not leave Great Britain.

  2. The 0-1-0 static infantry units that start the game in Gibraltar and Malta may not be moved.

  3. A Commonwealth Mobile Supply unit may supply only Commonwealth and common Allied units (see rule 43.88).

  4. See rule 43.9 Anglo-French Non-cooperation.

  5. Commonwealth units may only be supplied from CW or US supply sources (rule 43.84).

[43.48] Surrender: The Commonwealth never surrenders. However, Great Britain may be conquered at the end of the Game Turn that finds Axis ground combat units occupying London (hex B2533), Liverpool (hex B2524) and Glasgow (hex B3017). If this event occurs, all surviving Commonwealth ground combat units and support units remaining within Great Britain surrender and are removed from play. Any Air Points and Replacement Points deployed in the West Front are destroyed. Surviving Commonwealth forces elsewhere continue the fight. The British Fleet never surrenders. High Seas Interdiction remains in effect as long as the Allies control a Major Port on the High Seas. Future reinforcements ticketed for Great Britain are ignored. Only Commonwealth reinforcements denoted by an asterisk may be taken.

[43.49] Withdrawals: The Commonwealth has certain required withdrawals built into the Reinforcement Track, which must be removed on the indicated cycle, regardless of the status of the Reinforcement Marker or use of the Allied Production option.

43.5 The United States

The entry of the United States as an Allied nation is a set fact. It occurs on 2/13/41 as a result of the Axis declaration of war. The United States is not depicted on the War in the Europe maps. The Axis Player may not attack it, and consequently it never surrenders. As such it is a permanent source of supply for the Allied Player. There is no neutral or war deployment for U.S. forces. Rather, they are introduced into play by the functioning of the Reinforcement Rules or optional Allied Production option.

As a result of the U-Boat war, it is theoretically possible that U.S. forces would appear available prior to 2/13/41. If this occurs, the Allied Player should accumulate any such forces until 2/13/41 when they may be deployed at once.

[43.51] Deployment: Initial deployment of United States forces is either by Scenario instructions, or in accordance with the reinforcement rules.

[43.52] Mobilization: None.

[43.53] Reinforcements: Reinforcements from the United States arrive in any Friendly High Seas port hex via Sea Movement. The reinforcements are specified on the Turn Record Track or via the production spiral when using the Allied Production option.

[43.54] Naval Transport Capacity: See 43.86

[43.55] Supply Centers: Any all-Sea mapedge hex (except the Caspian).

[43.56] Activation: The United States is activated on 2/13/41. This event is a set fact and cannot be altered by any Player.

[43.57] USA Restrictions:

  1. A US Mobile Supply unit may supply only US, Free French and common Allied units (rule 43.88).

  2. US 2-10 infantry battlegroups may not leave the USA (rule 35.51).

[43.58] Surrender: The United States never surrenders under any circumstances.

[43.59] Withdrawals: None.

43.6 France [Third Republic]

Initially, France is the predominant Allied ground combat power. However, the superiority of the Wehrmacht is such that its chances of survival are slim given a determined Axis attack within the first year of the war. Provision is made for two types of surrender. The first (and easiest for the Axis Player to accomplish) provides for the establishment of a successor French state (Vichy), the ramifications of which are the subject of a separate rules section. If, for reasons known to himself, the Axis Player refuses to accept a Vichy surrender, then French forces in France remain on the map until the surrender conditions in 43.68 are met.

[43.61] Territories: Morocco, Algeria, Tunisia, Levant States (Syria, Latakia, Jebeled Druz and Lebanon), and Corsica (considered part of France).

[43.62] Deployment and Mobilization: See the Scenario Instructions. France must garrison the Italian border with units or Zones of Control until Italy enters the war.

[43.63] Reinforcements: Incorporated in the Turn Record Track. Reinforcements for Cycles 9/40 and later are identical to Cycle 8/40 but are received only if 3rd Republic France has not surrendered.

[43.64] Naval Transport Capability: France possesses a permanent capability of one Naval Transport Point in the Western Mediterranean Area. Vichy France inherits this capability. If the Allies or Soviets attack Vichy France, then the Axis gets to use it. If Vichy France is attacked by the Axis, then the Allies get to use it. Note that as Vichy France cannot be occupied, an attacker of Vichy France will never be able to use it. Of course, if the Axis makes France surrender, as opposed to turning Vichy, then the Axis get to use it.

[43.65] Supply Centers: Paris (hex C2209), Toulouse (hex C0720) and Lyon (hex C1920). Prior to the Surrender of France, Third Republic French units may use only French Supply Sources. After Third Republic France surrenders Allied Supply Sources must be used. French Air Points may be based only in French Territory.

[43.66] Activation: France starts the game as an active Allied Power.

[43.67] France Restrictions:

  1. French Air points must be based in French territory (see 43.65). This is France or any of the French territories specified in rule 43.61.

  2. Prior to surrender, Third Republic French units may only use French supply sources (that is, the supply line must ultimately trace back to one of Paris, Toulouse, or Lyon) or the unit is out of supply. Note that there are no Third Republic French mobile supply units. After surrender, any remaining Third Republic French units (units in North Africa and the Levant States and air points and replacement points on the South front at the time of surrender) must use Allied supply sources; however, they may not trace supply through CW mobile supply units. Post-surrender Third Republic French units or Free French units may trace supply through US mobile supply units (See rules 43.65, 43.68 and 43.88.)

  3. See rule 43.9 Anglo-French Non-cooperation.

[43.68] Surrender: France surrenders either by terms of the Vichy Rules (43.7), or, if that surrender is refused by the Axis Player, surrender occurs as the end of the Game Turn in which Axis ground combat units occupy both Paris and Bordeaux. In the latter event, all French ground combat units in France and Corsica are removed from play along with all French Air Points and Replacement Points in the West Front. French forces in North Africa and the Levant States (plus any Air Points and Replacement Points in the South Theatre) remain under Allied control.

[43.69] Withdrawals: None

43.7 Vichy France

If the battle of France favors the Axis Player, there is a strong chance that a Vichy Government will be declared, setting up a neutral nation comprising southeastern France, Corsica and the other French territories (as shown on the map). Once created, Vichy acts as an armed neutral nation and remains such until a player violates its neutrality. If the Axis Player violates Vichy neutrality at any time thereafter, Vichy immediately becomes an Allied nation. If the Allied Player violates Vichy neutrality with a non-U.S. force (composed of 50% or less U.S. ground combat units) then Vichy immediately becomes an Axis nation and the Axis Player inherits the Vichy Naval Capacity (43.64) in the Western Mediterranean. If the Allied Player violates Vichy neutrality with a predominantly U.S. force, then rules 43.73 and 43.74 apply. Free French units are derived from Vichy units interned by the Allied Player (see 43.76).

[43.71] How a Vichy France Government Is Established

At the beginning of any Allied Player Turn that finds Paris occupied by a Supplied Axis ground combat unit, the Allied Player must roll the die to determine if a Vichy Government is established. He modifies the die roll result by adding "one" for every three full-strength Commonwealth divisions present in France. If the modified die roll is one through five, then Vichy France is established. In this event, the Axis Player must immediately state if he accepts a surrender by Vichy France. If he does so, then the provisions of 43.72 are put into effect. If he refuses, the Vichy Government is dissolved, France continues in the war as an Allied power, and Vichy will never be established. [If the die roll fails, it is repeated on each succeeding Turn until it succeeds.] A Vichy France government may not be declared after the end of 1/13/41.

[43.72] Provisions of a Vichy France Surrender and Its Effects

As the beginning of the Allied Player Turn following the Turn in which the Axis Player accepts a Vichy surrender, all French forces are removed from the map, including all French Replacement Points and Air Points. (Until that Player Turn, the Allied Player retains full control of French units. They may move and attack).

Allied units of other nationalities in Vichy territory must be removed from Vichy territory by the end of the Player Turn or they are considered in violation of Vichy neutrality (the Allied Player can voluntarily eliminate them). Any Axis units within Vichy territory have two Game Turns after the surrender to evacuate Vichy. At the conclusion of the Allied Player Turn, Vichy French units are placed as follows:

  • One 3-4 each in hexes: C1717, C1524.
  • One 1-3 each in hexes: A2134, A3237.
  • One 1-4 each in hexes: A0225, A0426, D0312, D0723, D1015, D1017, D0513, J1222, J1518.
  • One 1-6 each in hexes: A3237, J1420.

Vichy France has the normal French Sea Movement Capacity in the Mediterranean Area.

If by some fit of insanity the Allied Player insists on occupying one or more of the Vichy deployment hexes, the Axis Player may deploy all of the Vichy units freely within Vichy territory.

[43.73] Effects of Predominantly U.S. Violation of Vichy Neutrality

On the Game Turn of violation of mainland Vichy France or its territories, Vichy units remain in place and are Enemy units to the Allied Player. However, the Axis Player may not move them nor attack with them. All Vichy Railroads are considered destroyed for Allied purposes and must be repaired on subsequent Turns if they are to be used. However, Vichy French Major Ports are not destroyed, and Railroad Repair Units may debark at French Major Ports on this turn (treat the same as the clarification for [37.27, 6.64]).

On all Game Turns subsequent to the violation (assuming the Allies maintain at least one ground combat unit in Vichy territory) the Vichy units remain in place and are ignored by the Allied Player. As far as the Allied Player is concerned, Vichy France ceases to exist, and the Vichy units are simply left on the map. They remain "in limbo" until the Axis Player moves into Vichy territory, at which point they are controlled by the Allied Player.

[43.74] Axis Occupation of Metropolitan Vichy

If the Allied Player has violated Vichy French neutrality (with predominantly U.S. forces), the Axis Player may move into and freely occupy Metropolitan Vichy France (i.e., continental France and Corsica), as if it were an Axis power. If this is done, remove the two 3-4 units in Metropolitan France. Vichy units in France are considered to automatically surrender to the Axis forces and are removed from play. (Vichy units in Africa and Syria would pass under Allied control.) French Railroads and Ports are not destroyed, and the Axis player inherits the naval transport capability in [43.64].

Theoretically, the Axis Player could refuse to counter a predominantly U.S. attack on Vichy France. This would, on one hand, prevent Vichy units from converting to Free French, but, on the other hand, it would expose southern France to an unimpeded Allied invasion.

[43.75] The Levant States

After 2/3/41, the Allied Player may invade the Levant States without causing the rest of Vichy France to turn Axis. Only the Vichy units in the Levant States may be controlled by the Axis Player. Note: the 0/6/41 date shown on the Allied Game Turn/Cycle Record Track is when the invasion actually occurred and is shown for historical interest only.

[43.76] Free French Units

Free French units originate from three sources: the conversion of Third Republic units that escaped to North Africa after the surrender of France (non-Vichy case), the conversion of Vichy French units, and the conversion of French Partisan units. Either conversion requires that the Allied Player spend Replacement Points during the Replacement/Reinforcement Phase of his Player Turn, remove the Vichy or Partisan unit, and replace it with a Free French Battlegroup. Free French units of either type (Infantry or Armor) may be built up from Vichy French units of any type. Consider the Vichy French units as Cadres. The only requirement concerning the final type of Free French unit is the type of U.S. Replacement Point expended.

[43.77] Conversion of Vichy Units [or Partisans] into Free French Units

The Allied Player may make one attempt to convert one Vichy or Partisan unit per Game Turn. He designates the unit (which must be in Major Supply) and rolls the die. If he rolls a 2-6, nothing happens (although he may make another attempt on a subsequent Game Turn). If the result is a "1," he may exchange the unit for a Free French Battlegroup (2-10 or 2-8), expending either one U.S. Infantry or Mechanized Replacement Point in the process (depending on the type of Battlegroup). This expenditure of Replacement Points is in lieu of a normal expenditure. Conversion must occur in a hex that is in Major Allied Supply and is not Axis controlled.

Note: Obviously, the Allied Player will never get Free French units unless he first owns French Partisans or Vichy French Units (and contrives to place them in Major Supply). Third Republic units may be converted in the same manner as Vichy units or Partisans.

43.8 The Allied Player [Common Units and Capabilities]

The Allied Player operates all Allied forces starting with his initial forces (Commonwealth, French and Polish) and any he falls heir to as a result of Axis neutrality violations. He also operates the common Allied units, points, markers, and Partisans. He also has common capabilities, which he may use to benefit any national force under his command, unless otherwise restricted.

[43.81] Allied Ground Combat Units

These are all the national ground combat units under Allied control. The Allied Player may use them freely (within any restrictions listed under the country headings), while the countries remain in play.

[43.82] Allied Tactical Air Points

These are all the national Air Points and may be deployed and employed freely (within the restrictions listed by country). The common Allied Air-Ground Interdiction Markers are used to mark the interdiction of any Allied Air Point.

[43.83] Allied Strategic Air Points and Markers.

See Section 24.0.

[43.84] Allied Supply Centers

The Supply Centers of each nation are listed by country. These may supply only national forces, except that the Supply Centers listed for the Commonwealth and the United States also serve as Supply Centers for any Allied forces. For example, French units can trace Supply from Commonwealth Supply Centers, but the opposite is not true. For example, the units of minor neutral countries that join the Allies can trace supply to CW or US supply sources. Pre-surrender French units can only use French supply sources (see rule 43.65).

[43.85] Allied Rail Capacity

The Allied Rail Capacity is 10 units in all Campaign Scenarios. The Standard Scenario Instructions may reduce this capacity. The Allied Rail Repair unit is a common Allied unit; as such, it draws Supply from the Commonwealth or the United States.

[43.86] Allied Naval Transport Capability

Certain nations are given permanent Naval Capabilities, as listed under the country headings. These capabilities may be used only by the indigenous forces. The Allied Player has a permanent common Naval Transport Capability of 15 Naval Transport Points, which may be used to transport any Allied forces in all Sea Areas, except the Baltic, Black, and Caspian Sea Areas. The Allied Player is not required to specify the location of his Naval units prior to use, nor is the usual four-turn Transport requirement observed in transferring Naval Points or Amphibious units that are "Rounding the Cape."

[43.87] Allied Air Transport and Amphibious Assault Points

These are common Allied Points and lift any Allied airborne unit (for Air Transport) or any Allied ground combat unit (for Amphibious Assault).

[43.88] Allied Mobile Supply

A Commonwealth Mobile Supply unit may serve to supply only Commonwealth units. A U.S. Mobile Supply unit may supply only U.S. and Free French units. Common Allied units may draw supply from either Mobile unit.

[43.9] Anglo-French Non-cooperation

[43.91] Prior to 1/1/41 or French Surrender, Commonwealth and French units may not stack together. Should the occasion arise where they are stacked together and that hex is attacked, the Commonwealth units are ignored in determining Overruns and combat results and the Commonwealth units are retreated one hex by the Axis Player. In addition, if the result of combat is Br, Dr, Ex, 1/2 Ex, or De, surviving French units must retreat.

[43.92] Prior to the surrender of France, Commonwealth units in France in front lines (adjacent to German units) must form a line of contiguous hexes, starting from a coastal hex (not estuary hexes), and extending a maximum of five hexes. Once there are 21 Commonwealth units in France, the line may be extended one hex for each group of four Commonwealth units added to France; that is, if there are 22-25 Commonwealth units if France, the line may be six hexes long. However, Commonwealth units can be behind the front line. If a Commonwealth unit is illegally placed, move it one hex behind the nearest Commonwealth unit.

[43.93] One Commonwealth unit is exempted from 43.91 and 43.92. Should the occasion arise when more than one unit is a possible exemption, the Axis Player shall decide which unit is to be the exemption. The Commonwealth unit is not doubled by fortification.

[43.94] 43.9 applies to the Campaign Game as well as to War in Europe, but does not apply to the FRANCE '40 SCENARIO.

44.0 SOVIET UNION

The entire European, and part of the Asian, land area of the Union of Soviet Socialist Republics is depicted on the War In Europe Maps. The remaining sections of Asian and Far Eastern Russia (i.e. Siberia) are not shown and may not be entered by the Axis Player. However, this area does serve as a permanent source of supply for the Soviet Player. It is assumed that the loss of her European territories, which contain the vast majority of the population and industry, would force the surrender of the Soviet Union. If this occurs the game is over and the Axis Player has won.

44.1 Soviet Initial Condition

[44.11] Territories: Estonia, Latvia, Lithuania, Eastern Poland, Bessarabia, and Finland (up to the 1941 Start Line).

[44.12] Deployment and Mobilization: Soviet deployments are described under the Scenario Instructions. Soviet Militia units are mobilized when the Soviet Union enters a state of total war; see S0.6 for further information.

[44.13] Reinforcements: Russian Production status, reinforcements, etc., are described in the Scenario Instructions, or in the main text of the rules.

[44.14] Naval Transport Capability: The Soviet Union has a Naval Transport capability in the Baltic Sea Area of three Naval Transport Points. This capability is permanent as long as the Soviet Player controls the Leningrad port hex (G3307). Should the Leningrad port hex fall to an Enemy Player, the Soviet Player loses his transport capability forever and does not regain it even if he retakes Leningrad. A Soviet Naval Transport capability of three Naval Transport Points also exists in the Caspian Sea as long as the Soviet Player controls Astrakhan (hex HS823). The Soviet Player may have a capability in the Black Sea (see 7.5). The holding or loss of all the other Black Sea ports has no effect on the supply status of Sevastopol. Finally, the Soviets have one Naval Transport Point in the White Sea (i.e. between Murmansk and Archangel).

[44.15] Supply Centers: Siberia or any friendly Personnel Center.

[44.16] Activation: The activation state of the Soviet Union is described by the Scenario instructions.

[44.17] Soviet Union restrictions:

  1. While at peace, Soviets may not move arms or training centers (rule 45.0).

  2. While at peace, Soviets may attempt to fortify only one infantry division per clear weather turn (rule 45.57).

  3. While at peace, at the beginning of each cycle every combat unit must be assigned to a district or front (rule 45.54). Mobile supply units and rail repair units may be anywhere.

  4. While at peace, Soviets must meet 1941 deployment by 0/5/41, if France has fallen or gone Vichy (rules 45.2 and 45.25).

  5. If Soviets declare limited war, deployment requirements are suspended, but all European land frontiers must be garrisoned with units or ZOCs. Turkish and Iranian borders need not be garrisoned (nor the Finnish border if the Winter War was not fought) (rule 45.6)

  6. If Soviets declare limited war, he may not construct fortifications in pre-war USSR and must dismantle fortifications in pre-war USSR (rule 45.61).

  7. If Soviets declare limited war, all three sides must agree for Soviets to return to peace (rule 38.1).

  8. Soviets go to total war if 1) Axis declare war while Soviets are at peace, 2) Axis capture 3 personnel centers while Soviets are at limited war, or 3) Allies capture 3 personnel centers while Soviets are at limited war, but this can only be done if Rome is Allied controlled.

[44.18] Surrender: The Soviet Union surrenders at the end of any Game Turn in which all 18 on-map Personnel Centers are occupied by Enemy ground combat units.

[44.19] Withdrawals: None

45.0 SOVIET PEACETIME DEPLOYMENT & PRODUCTION, LIMITED WAR, AND POST-SURRENDER

In the spring of 1939 the Soviet Union was still in the last stages of the Great Purges, an upheaval that destroyed the bulk of the experienced army officer corps. Concurrent with this was a doctrinal change that incorporated "false" lessons from the Spanish Civil War and led to the dismemberment of existing large mechanized formations. Piled on top of this shaky foundation was an expansion program to build a Red Army which could defend socialism against the growing threat of Nazi Germany and Imperial Japan. The result was an Army that would suffer difficulties in the practically bloodless occupation of Eastern Poland and utter humiliation at the hands of the Finns. In other words, it was an army that needed time to pull itself together.

Stalin was a realistic, cautious dictator, and he realized that the Non-Aggression Pact tendered by Hitler in the summer of 1939 was a chance to gain time and buffer territory toward an eventual day of reckoning with the Nazis.

The relatively easy conquest of France and the vindication of Blitzkrieg tactics caused the Soviets once again to turn to a mechanized doctrine, while on a Strategic level the Soviet High Command began to feel uneasy at the prospect of the now "unemployed" and partially demobilized Wehrmacht. But for inexplicable reasons Stalin refused to act logically on the threat. He massed the major part of the Red Army in the frontier regions but he did not allow it to take either an offensive or a defensive stance. Warnings of the coming storm were ignored. It was almost as if Stalin felt he could make the Germans go away by ignoring them. The result was "easy pickings" for the Germans as they carved up the frontier armies. The poor initial Soviet deployment cost them the bulk of their regular army and almost cost them the war.

The following rules will describe the Soviet armed forces as of 3/9/39 and detail the production rules that the Soviet Player may apply under peacetime and Limited War conditions. They will also describe the new deployments occasioned by Soviet occupation of Rumanian, Polish, Baltic and Finnish Territories. While at Peace the Soviet Union may not transfer Training or Armament Centers to Siberia. During Limited War only one of each type may be transferred per Strategic Cycle.

45.1 1939 Deployment (At Start)

In early 1939 the Soviet deployment reflected a training and internal security stance (except in the Far East). The Non-Aggression Pact and subsequent demise of Poland required the formation of an army for the Eastern part of Poland and Baltic States.

[45.11] On Map Soviet Deployment (from Start to Fall of France)

Soviet on-map deployment is controlled by the existence of military districts usually named after, and centered on a major city within the district. Districts located near a frontier have frontier responsibilities, and these are noted. Units assigned to a district must be placed within five hexes of 1) the district city or 2) its frontier.

45.11 (correction) Units in the Leningrad district may be placed on the port of Archangelsk. Units in the Krasnodar district may be placed on the port of Kerch. Units in the Tbilisi district may be placed on the port of Poti.

[45.12] Deployment of Combat Unit [by type]

District1-41-32-53-5
Moscow W (G4123)16141
Kharkov (H3307)6120
Krasnodar (H3423)6100
Stalingrad (H5014)4000
Leningrad (G3307; inc. Finnish, Estonian borders)21240

The Armament and Training Centers as delineated in [63.6] are also included in the initial set-up.

[45.13] Deployment of Artillery and Support Units [by type]

District10-1-100-1-10RRMS
Moscow (G4123)1111
Kharkov (H3307)0010
Leningrad (G3307; inc. Finnish, Estonian borders)1000
Siberia (Off map)2100
Total42

Production Pool Personnel Pts. 60. Arms Pts, 30.

45.12 (typo) The Arms Centers and Training Centers as delineated in rule S3.5 are also included in the initial set-up.

45.2 1941 Deployment (or Later)

[45.21] On-Map Soviet Deployment (after fall of France)

After the fall of France the Soviet player must create and man two new Military Districts, and three Fronts, and he must meet the following deployment criteria by 0/5/41.

[45.22] Deployment of Combat Units [by type]

District / Front1-41-32-53-5
Moscow (G4123)34261
Kharkov (H3307)10040
Krasnodar (H3423)13021
Stalingrad (H5014)10000
Leningrad (G3307; inc. Finnish border)20032

45.22 (clarification) Units in the Leningrad district may also be placed on the Archangelsk port.

[45.23] Deployment of Artillery and Support Units [by type]

District / Front0-1-1010-1-10
Siberia (Off Map)21
Riga (G1811)20
Baltic Front (Lithuanian border and Baltic Ports)30
Polish Front (occupied Poland to partition line)53
Total124

Plus: 10 AP, 2 RR and 1 MS anywhere.

Note: To simulate Russian unpreparedness to an initial attack, 7 AP must commit to the East Front ground support mission box every turn until 2/07/41. If less than 7 exist, then all must commit.

[45.24] Units deployed in the Baltic, Polish and Bessarabian Fronts must be deployed within three hexes of the Frontier and all Frontier hexes must be covered by Soviet units or Zones of Control.

If he desires, the Soviet Player may reinforce the Baltic, Polish and/or Bessarabian Fronts by transfer of units from the interior Military Districts, (except from Siberia or Tbilisi) though any Soviet Player who does should be turned over to the NKVD as an obvious German agent. If the Soviet Player had engaged in the winter War he must garrison the 1941 Start Line in Finland with units or zones of control taken from the Leningrad District. If he did not fight a Winter War he may or may not garrison the Finnish border as he sees fit.

45.24 (clarification) As noted in rule 45.22, units in the Baltic Front may be placed on Baltic ports.

[45.25] If France neither goes Vichy nor falls by the deployment requirement date, then the Soviet Player is relieved of any deployment requirement except that of the Siberian forces. If on the other hand he is at peace and fails to meet the deployment requirement, the Axis Player may reach into the Soviet dispositions and redeploy them as he sees fit.

[45.26] In meeting his post-Fall of France deployment requirement, the Soviet Player may count large units in place of the 1-4, 2-5 and 3-5 units according to the breakdown schedule in War in Europe. In other words, he may count a 4-4 as 3 x 1-4, an 8-6 as 3 x 2-5 plus 1 x 3-5, etc.

[45.27] Note that the Soviet Player must have additional infantry divisions, tank and mechanized brigades etc., over and above his initial forces, to meet the deployment requirements of 45.2. These he can only get from his production during 1939, 1940 and early 1941.

[45.28] The Soviet may place additional units in Siberia above the minimum requirements. These additional units may be used as cadre for production and are released on 1/12/41 per rule 45.72.

45.3 Soviet Production

At war's start (3/9/39) the Soviet Player has all the arms, personnel and training centers enumerated and in place as per 53.6 (except for Riga, which doesn't become a Soviet Personnel Center until the USSR totally occupies Latvia; see 45.52). In other words, the Soviet Production apparatus is that described in the Barbarossa Campaign Scenario. Beginning with the 0/10/39 cycle, the Soviet Player uses his system to increase his armed forces. However, the Soviet Production rules describe Soviet Production in a Total War status. Short of Total War, Soviet Production is restricted by limiting the number of personnel and arms points the Soviet Player may add each cycle to the respective Personnel and Arms Pools.

[45.31] Peacetime Production

If the Soviet Player is at peace he may add only four Personnel Points and eight Arms Points to his respective pools each Cycle, regardless of the number of operational Personnel and Arms Centers he possesses. There is no limit on the number of personnel and arms points he may expend in production in any one cycle, only on the number of adds to his pools. Except for this organic brake on eventual overall production the Soviet Player may build what he likes, subject of course to the implicit requirements of 45.2 which require unit-specific deployment by 0/5/41 at the latest.

[45.32] Limited War Production Table

If the Soviet Player is at Limited War, he is limited in the number of Personnel and Arms Points he may add to his pools per cycle, according to the table given below. The amounts vary with the year in question.

Year of CyclePersonnel PointsArms Points
193959
1940710
1941711
1942813
1943915
19441020
19451025

Note: Prior to Total War the Soviet Player will either be at Peace or at Limited War. It is possible that he could alternate between the two states. In each cycle he can be only one or the other, applying either 45.31 or 45.32 as the case may be.

[45.33] Total War Production

Soviet Production is now totally controlled by the Soviet Production rules. The number of Personnel and Arms Points added to pools each cycle depends on the number of operational Personnel and Arms Centers multiplied by the respective multiples.

[45.34] Soviet Arms Stockpiles

The Soviet Player receives a stockpile of 60 Arms Points the first time he shifts from Peacetime to Limited War production. He receives an additional 60 Arms Points the first time he shifts from Limited War to Total War production. (The Soviet Player would receive a lump sum of 120 Arms Points if Russia shifted directly from Peacetime to Total War production). These are one-time awards.

[45.35] Movement of Arms and Training Centers

During peacetime the Soviet Player may not move Arms Centers and Training Centers. During any given Cycle of Limited War, the Soviet Player may have only one Arms Center and one Training Center (each).

45.35 (clarification) During any given turn of Limited War, the Soviet player may move only one Arms Center and one Training Center (each).

45.4 Soviet Production Multiples

On the first cycle of Total War the Soviet Production Multiples begins to use these schedules.

Cycle of Total WarPersonnel MultipleArms Multiple
131
221
3-1811
19-2412
25-2722
2823
29-3113
even # 32-4203
odd # 33-431

These schedules are the same numbers as on the Soviet Cycle Record Track. Of course, in War in the East the game starts with Total War. In War In Europe, it will be rare that the first Total War Cycle coincides with 0/8/41.

[45.41] Effect of Association on Soviet & German Production

The Soviet Player may grant the Axis Player the fruits of his five Resource Centers. In fact the terms of the Non-Aggression Pact under which the game begins provide for a grant of one point per Cycle that is ostensibly transferred to Germany via Soviet and Axis railways. Thus the Soviets and Axis can be construed to be in loose "association" at the very beginning of the game. Other than this grant of resource points (which the Soviets may increase up to five per cycle) there is no other effect of association. The Germans can't produce for the Soviets and vice versa. Allied Lend Lease directly aids Soviet Production but there is no comparable Lend Lease for German Production. Neither the Axis nor Soviet Player can aid Allied Reinforcement except that the Axis Player upon mutual agreement with the Allied Player may withdraw his U-Boats.

(In effect the U-Boats remain at sea but the U-Boat War is just not executed).

45.5 Timetable for Peacetime Deployment & Occupation

[45.51] Poland

The Soviet Player may begin to move into Poland on 1/10/39. (Warsaw and Poland may or may not have fallen by then—so long as the Soviets do not penetrate past the partition line, they remain at peace. Soviet Units may attack Polish units without entering Limited War status). Prior to the fall of Warsaw Soviet and Axis forces may associate in "Soviet" (eastern) Poland, presumably in crushing the Poles. (Poland is an Allied nation and the Allies are prohibited from attacking a "peaceful" Soviet Union: 38.2.) Within two Game Turns of the fall of Poland, but in all cases by 1/12/39, all Axis units must withdraw westward behind the partition line or the USSR goes to Total War. Within four Game Turns after the fall of Poland the Soviets must occupy hexes adjacent to the partition line border with units and/or Zones of control. Soviet units used in the Polish operation are to be drawn from the Kiev, Kharkov and Minsk military districts. In effect this operation creates the Polish Front.

[45.52] Baltic States

Beginning on 1/11/39, or four Game Turns after the fall of Poland (whichever comes first), the Soviet Player may enter the Baltic States with units drawn from the Leningrad and Moscow Districts. Within four Game Turns after he enters the Baltic States he must garrison the Lithuanian/East Prussian border. This occupation creates the Baltic Front (45.22). On any Game Turn after the Fall of Paris, the Soviet Player may create and man the Riga District. From that point on he may consider Riga a Soviet Personnel Center. Any action by the Axis Player prior to 1/11/39 against the Baltic States is considered an attack on the Soviet Union. The effective date of Total War is 1/11/39, regardless of the date of the action by the Axis against the Baltic States.

45.52 (clarification) Baltic States: This rule conflicted with old rule 40.3 Baltic States. Old rule 40.3 was in error and has been deleted.

[45.53] Bessarabia

Within four Game Turns after the fall of Paris the Soviet Player may occupy Bessarabia, garrisoning the annexation line with units drawn from any place in the Soviet Union (except Siberia), thus creating the Rumanian Front [45.22]. To execute this operation the Soviet Player informs the Axis Player of his intent. The Axis Player then moves any Rumanian units out of Bessarabia. Failure of the Axis Player to accommodate the Soviet Player on this point is considered an attack on the peaceful Soviet Union, i.e. Total War.

[45.54] Deployment in Transition

It is apparent that for much of 1939 and 1940 the Soviet deployment will neither correspond to the initial set-up, nor the final required 0/5/41 set-up, but will be something in-between, in transition. During this transition period, the Soviet Player may dispose of his forces pretty much as he sees fit. At the beginning of each Cycle, Soviet units must be within the appropriate Districts and Fronts. Railroad Repair and Mobile Supply units need not comply with this restriction. During the four Game Turns between each Cycle, the Soviet Player may move units between the Districts and Fronts as he sees fit.

[45.56] Rail Repair and Port Function

The Soviet Player must repair Polish and Baltic railroads in order to use them. However, in view of the "peaceful," "enthusiastic" cooperation of the populace he is permitted to repair them at the same "gauge" rate (i.e. five hexes per Turn). This privilege applies only to his initial occupation of Poland and the Baltic. Likewise the Baltic States ports are assumed to fall intact to Soviet control on the Game Turn of the Soviets enter the Baltic States.

[45.57] Peacetime Fortification

While at peace the Soviet Player may attempt to fortify one hex during each clear weather Game Turn. For purposes of deployment requirements, a fortified infantry division counts as a 1-4 infantry division.

45.6 Limited War Deployment

If the Soviet Player is at Limited War, he is not bound by the peacetime deployments (except the Siberian forces), and he may dispose of his armies as he sees fit, within or without the Soviet Union under his control, except that he must garrison all European land frontiers with units or Zones of Control. He need not garrison the Turkish or Iranian frontier (nor the Finnish if he didn't execute the Winter War.)

[45.61] In a Limited War state, the Soviet Player may not construct fortifications within the pre-war USSR and he must dismantle any fortifications (those he built during peace) existing in pre-war USSR. (Flip those 1-4s back over.) He may construct fortifications in acquired territories (the Baltic States, Poland, Bessarabia and other lands he may have ventured into.) [Note: There is little historical justification for this rule. It is however a neat device to balance the risk and benefits of Limited War.]

45.7 Siberian Forces

Siberian forces (45.12) during peace or Limited War must remain off-map "in Siberia." These units will be available to the Soviet Player beginning on the 0/11/41 cycle if the Soviet Player is in Total War, and the Soviet Player may extract them from Siberia by execution of the routine detailed in 32.4. Though he may not employ these units on-map prior to 0/11/41, the Soviet Player may use them in his production system, building the 1-4s into 4-4s and 5-5s etc. Indeed he is encouraged to do so. This will require a bit of mental gymnastics because the production apparatus does not distinguish between units which came from on-map locations or from Siberia nor does it detail for units in the slice where they will eventually reappear in the game. Siberian Forces in War In Europe are extracted by 45.72, 45.73, and 45.74 below.

[45.71] If the Soviet Player is not involved in Total War on 1/11/41, he may not employ the Siberians. If he becomes involved in Total War subsequent to that date he may immediately begin to try to extract Siberians from Siberia.

[45.72] On 1/12/41 the following units are released from the required Siberian Forces: 11 x 1-4, 1 x 1-3, 1 x 2-5, 2 x 3-5, and 2 x 0-1-10. Any units above the minimum requirements are also released at this time.

[45.73] The remaining 1-4s and 4-4s may not be removed from Siberia. They may be converted to 5-5s and released according to the table in 32.42.

[45.74] Add to the procedure of 32.42 a die roll for one of the following: 8-6, 9-6, 9-8, or 10-8. On a die roll of six, one of these units is released; 2-5s and 3-5s are released as per 32.42.

45.8 Alternating Between Limited War & Peace

So long as the Soviet Player is content to remain at Peace, his deployment evolution is fairly well described. And if he goes to Limited War his deployment is essentially free. But if he goes to Limited War and then returns to Peace, how closely must he adhere to the 0/5/41 deployment requirements? What if peace finds him in occupation of either expanded or reduced territories from the peacetime norm? What if he has suffered casualties such that he cannot meet the manning requirements for his districts and fronts? Obviously these questions cannot be answered with hard and fast rules. The following guidelines applied with a modicum of common sense will have to suffice.

  1. After Limited War, with the coming of Peace, the Soviet Player must man his "active" frontiers with at least the same forces detailed to the Baltic, Polish and Rumanian Fronts, in the initial (1939) deployment instructions, or with 50% of his combat units, whichever is greater. An active front would be defined as any border with an Axis or pro-Axis neutral country.
  2. The remaining Soviet forces must be returned to the interior districts in roughly the same strength distribution as the 0/5/41 deployment requirement.
  3. The Soviet Player is given four Game Turns after the return to Peace to adopt the stance outlined above.
  4. If Peace finds the Soviet in possession of "foreign" territory, the Soviet Player is permitted to "Bolshevize" this territory and consider it part of his country. Bolshevization takes four Game Turns. The border area of Bolshevized land is considered an active frontier.

(Note: There is no conceivable possibility of the Soviet returning to Peace from a Total War situation.)

45.9 After the Surrender of the Soviet Union [WAR IN EUROPE]

If a surrender of the Soviet Union occurs (see 44.18), the following events take place:

  1. All non-partisan Soviet units are removed from the map. All Production Point Pools are eliminated.
  2. All "in cycle" Soviet Production is eliminated (removed from the Production Spiral).
  3. All off-map ("Siberian") Personnel, Arms, and Training Centers continue to produce normally, beginning with the next Strategic Cycle. Soviet units produced after the surrender of the Soviet Union may be withheld from the map, or may enter from the Eastern map edge. (They may enter in Enemy Zones of Control, but Soviet units may not enter from the Eastern map-edge directly into Iran.) The Eastern map-edge remains as a source of supply for the Soviet Player, and partisans may be deployed or converted following the normal routine. The Soviet Player is considered to be eliminated. There is no chance of Soviet Victory. (The Stalin Regime collapsed after the fall of Moscow and was replaced by a committee of young army and party officials who are continuing the war from Siberian bases.) The post surrender Soviet units are controlled by the Allied Player and are considered Allied units.

46.0 FINLAND

In War in the East the 'Winter War' is considered to have been fought with the result that the Soviet Union is in full occupation of the area of Finland lying to the east of the 1941 Start Line. All railroads, cities and ports lying in this area are Soviet and are functioning intact. From the standpoint of the Soviet Player this Soviet occupied area of Finland is part of the Soviet Union. However the Axis Player (as controller of the Finnish forces) may also consider this very same area as part of Finland to the extent that Finnish units may draw supply from any hex of this area that is not physically controlled by a Soviet unit.

46.1 Finnish Initial Condition

[46.11] Deployment: Neutral 5 x 4-5. Finnish units are deployed as follows: two in Helsinki (G2402), and one each in G3204, G3403, and G3601.

Finnish deployments are described under the Scenario instructions. While neutral, Finnish units do not exert a ZOC into adjacent Soviet rail hexes. When at war, they do.

[46.12] Mobilization: 16 x 4-5 on or adjacent to Finnish cities.

46.12 (play aid) Finland War Deployment: It is suggested that the Finnish war deployment units (16 4-5 infantry) be placed in the Baltic Sea as a reminder.

[46.13] Reinforcements: 2 x 4-5 every 6th cycle.

[46.14] Naval Transport Capability: none

[46.15] Supply Centers: Any hex of Finland that can trace a line of communications from Helsinki.

[46.16] Activation: Finland activates as an Axis Minor two Game Turns after a state of Total War exists between the Soviet Union and Germany, or immediately if attacked by any hostile power. The Winter War does not activate Finland.

[46.17] Restrictions:

[46.171] Finnish units may not move more than 10 hexes from Finland (inclusive); i.e., between the unit's hex and the Finnish border there may be only eight hexes. A Finnish unit 10 hexes from the Finnish Border may attack a Soviet unit 11 hexes from the Border. The word "Finland," as used in this Rule, signifies the territory defined by the September 1939 boundary between Finland and the Soviet Union.

[46.172] No Finnish unit may move into a hex which is adjacent to either of the Leningrad Personnel Centers (hexes G3306 and G3307) until the rail line through Leningrad has been repaired by the Axis Player and the Finnish rail network is linked to the remainder of the Axis rail network. Once this has been accomplished, Finnish units may move adjacent to or enter any of the Leningrad Personnel Centers. They retain this capability even if the rail line is subsequently interrupted by Enemy units or Zones of Control.

[46.173] Until a rail line to Finland has been repaired (see 46.172), the Axis Player may never have more than 10 non-Finnish Axis units in Finland, nor may non-Finnish Axis units south of the Arctic Circle move within three hexes of the 1941 Start Line inside Finland. Units north of the Arctic Circle may move and attack without this restriction. All Axis units in Finland trace supply as if they were Finnish units.

[46.174] Axis Air Range may be traced from any hex in Finland.

[46.18] Surrender: Finland surrenders at the end of any Game Turn in which five Finnish divisions have been reduced to Battlegroup strength (or eliminated) and the Axis Player controls less than three Soviet Personnel Centers. When Finland surrenders, all Finnish units outside of Finland are removed. Finnish units in Finland convert to the control of the Soviet Player. They may no longer leave Finland.

[46.19] Withdrawals: None.

47.0 ARMED NEUTRALS

Armed Neutrals are those countries which possess ground combat forces (and Air Points) and whose participation in the game is conditional on the violation of their neutrality by any player. They never actively participate in the game unless they are violated by one player or the other, in which case they immediately fall under the control of a non-violating player (see 41.0). Armed Neutral Forces may not be moved prior to the violation of their neutrality, except for Italian units, which can be moved within Italian Territory. Note, however, that no units may use Sea Movement to or from Africa until Italy is at war.

The deployment of each Armed Neutral is stated at the beginning of the game. There is an additional war deployment. Thus, the Allied Player always deploys the Yugoslavians regardless of which player eventually attacks Yugoslavia. Each country listing describes:

(1) Neutral deployment as of the start of the game;

(2) War deployment of additional forces (if any) by the controlling Player during the Reinforcement Phase of his first Player Turn controlling. If the deployment hex is Enemy-controlled, then these additional forces are considered destroyed;

(3) Reinforcements after country becomes active;

(4) Naval Transport Capability;

(5) Supply Centers;

(6) Activation;

(7) Restrictions on the use of the forces;

(8) Surrender conditions and effects;

(9) Special Rules and Capabilities;

Note: Surrender of countries requiring elimination of all units means all units within the country (for example, all Turkish units in Turkey).

47.1 Norway

[47.11] Neutral Deployment: 1 x 3-4 in hex F3506.

[47.12] War Deployment: 1 x 3-4 each in Oslo (hex F0224), Narvik (hex F2908), Stavanger (hex B5222), Trondheim (hex F0916) and Bergen (hex B5518).

47.12 (play aid) Norway War Deployment: It is suggested that each Norwegian war deployment unit be placed face down in its respective port as a reminder. If the port is unoccupied at the start of the first Norwegian turn, then flip the unit.

[47.13] Reinforcements: None.

[47.14] Naval Transport Capability: None.

[47.15] Supply Center: Oslo (hex F0224).

[47.16] Activation: Norway is activated only when a foreign power declares war upon her.

[47.17] Restrictions: None.

47.17 (clarification) Norway Restrictions: The Norwegian force pool contains three 3-5 Ski units. These are not used in the standard game but were included to allow for variant rules to be written using them.

[47.18] Surrender: Norway surrenders, and all Norwegian Forces are removed from play, at the end of the player turn of the player that controls Norway when all Norwegian Ports are occupied by Enemy units and there are no units allied to Norway that are in Norway and in supply by sea.

[47.19] Special Rules and Capabilities: None

47.2 Greece

[47.21] Neutral Deployment: 3 x 3-4 each in Athens (hex D4631) and Salonika (hex D4823); 5 x 2-4 and 4 x 1-4 placed by the Allied Player such that every border hex is occupied by a Greek unit or Zone of Control; 1 x 1-4 in hex E4306.

47.21 (play aid) Greece War Deployment: It is suggested that Greek war deployment units be placed in the Aegean Sea as a reminder.

[47.22] War Deployment: 9 x 3-4, 2 x 1-3 in any Friendly supplied hex. (No more than one unit on Crete.) These units may be placed by the Allied Player when a German unit enters Yugoslavia, Albania, or Greece. Greek forces are placed by the Opposing Player whenever one side violates Greek neutrality, or causes Greek War Deployment.

[47.23] Reinforcements: None.

[47.24] Naval Transport Capability: One unit per Game Turn within the Aegean Sea Area.

[47.25] Supply Centers: Athens, Salonika.

[47.26] Activation: Greece is activated only when a foreign power declares war upon her.

[47.27] Restrictions: None.

[47.28] Surrender: When both Athens and Salonika are occupied by Enemy ground combat units, Greece surrenders and all Greek units except those on Crete are removed from play. When Greece surrenders, the occupying player may use the Greek Naval Transport Capacity.

[47.29] Special German Effect: If Germany does not invade Greece; Italian units are prohibited from entering Russia. As long as Germany has a supplied unit in Athens she may loot Greece at the rate of one production point per cycle until the end of 1942 (29.0)

47.3 Yugoslavia

[47.31] Neutral Deployment: 35 x 1-4, 3 x 2-3 and 2 x 1-3 deployed by the Allied Player in any hex in Yugoslavia, so long as all border hexes are occupied by a Yugoslav unit or Zone of Control.

[47.32] War Deployment: None.

[47.33] Reinforcements: None.

[47.34] Naval Transport Capability: None

[47.35] Supply Centers: None.

[47.36] Activation: Yugoslavia is activated only when a foreign power declares war upon her.

[47.37] Restrictions: Yugoslavian units may never leave Yugoslavia.

[47.38] Surrender: As the end of any Game Turn which began with both Zagreb (hex D4201) and Belgrade (hex D5009) occupied by Enemy ground combat units, Yugoslavia surrenders. Surviving Yugoslav units immediately convert in place into Yugoslav Partisan Cadres.

[47.39] Special Rules and Capabilities: See 50.4 (partisans).

47.39 (clarification) If Yugoslavia is controlled by the Soviets, then Yugoslavia has 5 rail transport points, which can only be used to rail Yugoslavian units in Yugoslavia. The Yugoslavian rail lines are European gauge (not Russian, see rule 6.5).

47.4 Turkey

[47.41] Neutral Deployment: 4 x 2-5-1 each in hexes H0127, H0226 and H0326; 1 x 2-5-1 each in Istanbul (hex H0428), Izmir (hex E5501), Sinop (hex H2130), Samsun (hex H2333), Trabzon (hex J3203), Erzurum (hex J3508). Merzin (hex J1313). Guleman (hex J2810) and Troy (hex D5628); 3 x 3-4 each in Ankara (hex J1302) and hex J1613; 3 x 2-3 in hex J1807.

[47.42] War Deployment: None.

[47.43] Reinforcements: 1 x 2-5-1 each Game Turn, placed in Ankara (if Friendly).

[47.44] Naval Transport Capability: None

[47.45] Supply Center: Ankara.

[47.46] Activation: At the choice of the Axis player, Turkey may immediately activate as an Axis Nation when the Political Point Level is 75 or more. Of course, she also activates if any nation declares war upon her.

[47.47] Restrictions: None.

[47.48] Surrender: Surrender of Turkey occurs when all Turkish units in Turkey are eliminated, or, as an Axis Ally, when the Political Point Total is 29 or less and Ankara is occupied by an Enemy unit.

47.48 (clarification) Turkey Surrender: Turkey also surrenders according to the provisions of rule 41.11 item 4.

[47.49] Special Rules and Capabilities: None

47.49 (clarification) If Turkey is controlled by the Soviets, then Turkey has 5 rail transport points, which can only be used to rail Turkish units in Turkey. The Turkish rail lines are European gauge (not Russian, see rule 6.5).

47.5 Spain

Spanish Territories include continental Spain (Iberia), Spanish Morocco, Tangiers, Ibiza, Mallorca and Menorca.

[47.51] Neutral Deployment: 1 x 2-4 each in Barcelona (hex C0326), San Sebastian (hex A3814), Zaragoza (hex A3619), Valencia (hex A3126), Coruna (hex A2703), Bilbao (hex A3612), Malaga (hex A1624), Cadiz (hex A1221) and Madrid (hex A2718); 1 x 1-3 each in Valodolid (hex A2913), Salamanca (hex A2513) and Tangiers (hex A1124); 3 Air Points (south Air Front).

[47.52] War Deployment: None.

[47.53] Reinforcements: One ground combat unit retrieved from the "dead pile" each Game Turn and placed in any Friendly Spanish hex.

[47.54] Naval Transport Capability: One unit per Game Turn between Spain, the Baleric Islands, and Tangiers. May be used only by Spanish units. Spanish Naval Capacity may transport Spanish units only between Spanish Ports, including past Gibraltar (assuming the Player in control of Gibraltar allows such passage). This is not subject to High Seas Intervention. If Spain is a Pro-Axis Ally or has been conquered by the Axis, then this capacity may be used to trace Axis Supply.

[47.55] Supply Center: Madrid.

[47.56] Activation: At the choice of the Axis player, Spain may immediately activate as an Axis Nation when the Political Point Level is 75 or more. Of course, she also activates if any nation declares war upon her.

[47.57] Restrictions: Units may enter only Portugal or Gibraltar. Spanish Air Points must operate from some Spanish hex.

[47.58] Surrender: Spain surrenders when Madrid is occupied by Enemy units. Spanish units are then removed from play.

[47.59] Special Rules and Capabilities: None

47.6 Sweden

[47.61] Neutral Deployment: 3 x 4-4 in Stockholm (hex F1232); 2 x 4-4 each in Goteborg (hex B5932), Malmo (hex C5605) and Lulea (hex F3018); 1 x 4-4 in Gavilare (hex F3013).

[47.62] War Deployment: 5 x 4-4 and 3 x 1-3 in any hex in Sweden not controlled by the Enemy Player.

47.62 (play aid) Sweden War Deployment: It is suggested that Swedish war deployment units be placed in the Baltic Sea as a reminder.

[47.63] Reinforcements: None.

[47.64] Naval Transport Capability: None

[47.65] Supply Center: Stockholm.

[47.66] Activation: Sweden activates if any nation declares war upon her. She may also activate as an Axis Nation; see 48.3.

[47.67] Restrictions: None. Germany may draw Major Supply through the Swedish Rail Network, but may not transit Sweden (land, sea, or air; see Rule U6.0). This means that Narvik, although a Minor Port, does have Major Supply into it through Sweden (German only). Note: The German player may not trace air support or air interdiction missions from the Swedish rail hexes leading to Narvik as long as Sweden is neutral.

47.67 (clarification) Sweden Restrictions: The Swedish force pool contains three 4-5/1-5 Ski units. These are not used in the standard game but were included to allow for variant rules to be written using them.

[47.68] Surrender: Sweden surrenders when all Swedish units in Sweden have been eliminated. (See rule 47.0 note.)

[47.69] Special Rules and Capabilities: None. Swedish units do not enjoy the Severe Weather Area Combat and Movement benefits that the Finns and Soviets do (15.1).

47.7 Eire [Republic of Ireland]

[47.71] Neutral Deployment: 1 x 2-4 in Dublin (hex B2018).

[47.72] War Deployment: 2 x 2-4, deploy in any hex in Eire.

47.72 (play aid) Eire War Deployment: It is suggested that Irish war deployment units be placed in the Irish Sea as a reminder.

[47.73] Reinforcements: None.

[47.74] Naval Transport Capability: None

[47.75] Supply Center: None.

[47.76] Activation: Eire activates only when a nation declares war upon her.

[47.77] Restrictions: Units may not leave Eire.

[47.78] Surrender: Eire surrenders when Dublin is occupied by an Enemy unit.

[47.79] Special Rules and Capabilities: None

47.8 Portugal

[47.81] Neutral Deployment: 1 x 1-4 in Lisbon (hex A1311); 3 x 1-4 and 1 x 1-3, deployed by the Allied Player in any hex in Portugal.

[47.82] War Deployment: 2 x 1-4 and 1 x 1-3 in any hex of Portugal.

47.82 (play aid) Portugal War Deployment: It is suggested that Portuguese war deployment units be placed in the Atlantic Ocean near Portugal as a reminder.

[47.83] Reinforcements: None.

[47.84] Naval Transport Capability: None

[47.85] Supply Center: None.

[47.86] Activation: Portugal activates only when a nation declares war upon her.

[47.87] Restrictions: Units may not leave Portugal.

[47.88] Surrender: Portugal surrenders when Lisbon is occupied by an Enemy unit.

[47.89] Special Rules and Capabilities: None

47.9 Switzerland

[47.91] Neutral Deployment: 2 x [7]-1 each in Biel (hex C2720), Zurich (hex C3021) and Bern (hex C2721); 2 x 5-5 each in hexes C2420, C2725, C3020. C2819. C2623 and C2721.

[47.92] War Deployment: None.

[47.93] Reinforcements: None.

[47.94] Naval Transport Capability: None

[47.95] Supply Center: None.

[47.96] Activation: Switzerland activates only when a nation declares war upon her.

[47.97] Restrictions: Swiss units may never leave Switzerland.

[47.98] Surrender: Switzerland surrenders when all Swiss units in Switzerland have been eliminated. (See rule 47.0 note.)

[47.99] Special Rules and Capabilities: None

48.0 MINOR NEUTRALS

Minor Neutrals are countries which possess no armed forces. If their neutrality is violated, they are automatically considered to surrender to the violating Player. In some cases, violation and surrender affect Axis Political Point totals (see 36.6).

[48.1] Danzig

Danzig is incorporated into Germany as soon as a German unit occupies it.

[48.2] Tangiers

Historically, the Spanish Army occupied the free city of Tangiers in June of 1940. This eventual occupation is reflected in the neutral Spanish deployment. Treat Tangiers as a Spanish Port/city for all purposes.

[48.3] Denmark

If the Allied Player violates Danish neutrality, Sweden automatically assumes the status of a Pro-Axis Neutral. Also, at the choice of the Axis player, Sweden becomes Axis if the Political Point Total is 70 or more. If the Allies violate Danish neutrality, the Germans may still use the provisions of [U6.0].

[48.4] Andorra

Andorra is considered part of Spain. An attack on Andorra is an attack on Spain.

[48.5] Luxembourg

Violation of Luxembourg is considered a violation of Belgium.

[48.6] Iran, Iraq & Saudi Arabia

[48.61] Commonwealth, United States, and Soviet units may freely enter Iran at any time—it is considered an Allied country. The Allied Player MUST move at least one combat unit into Iran by the beginning of Cycle 0/9/41.

[48.62] Commonwealth and United States units may enter Iraq freely. It is considered a Commonwealth country.

[48.63] Any Player may enter and traverse Saudi Arabia freely.

[48.64] None of these countries affect the political point total of Germany regardless of which side enters them.

[48.65] IRAQ REVOLT: On 1/5/41, Iraq is considered to revolt against the Allies. On that Game Turn, the Allied Player must withdraw one full-strength division (of any type) from North Africa. This unit reappears two Game Turns later at hex J3833 (entrained). The unit must remain in Iraq until the beginning of 1/6/41.

[48.7] Latvia, Lithuania & Estonia

Movement into these countries is strictly prohibited in War in the West.

49.0 PARTISAN WARFARE

Partisans are represented by special counters which may be placed in enemy-occupied territory under certain conditions. Partisan counters have two sides: one face is the Partisan Cadre, and the other face the Partisan unit. Partisans may be deployed by a Player at the beginning of his Player Turn if certain trigger conditions exist within an enemy-occupied country.

49.1 Partisan Cadres (0-5-0)

[49.11] Partisan Cadres may be ignored by the Enemy Player for all purposes (he may treat them as if they didn't exist if he wishes), except that a Partisan Cadre may be attacked at the Enemy Player's option. Partisans (cadre or unit) have no effect on the Wehrkreis in Poland.

[49.12] Enemy units may enter or move through a hex occupied solely by a Partisan Cadre at no additional Movement Point cost.

[49.13] Partisan Cadres have no Zone of Control and are never counted against normal Stacking Limits. An unlimited number of Partisan Cadres may occupy a single hex. Partisan Cadres are never affected by supply (they are always considered supplied). Partisan Cadres may never move in any manner.

[49.14] The sole function of a Partisan Cadre is that it may become a Partisan unit. For this reason, the Enemy Player may wish to attack the Cadre. The Enemy unit may attack a Partisan Cadre when occupying the same hex as the Cadre or from an adjacent hex. Each Partisan Cadre has a Defense Strength of "five," which may be modified by terrain effects, but not by supply effects. All Partisan Cadres stacked in a single hex must be attacked in a single combat. The Defense Strengths of all Cadres in a single hex are added together in the normal manner when determining the combat odds. An attacked Cadre is only affected by a "De," "1/2 Ex," or "Ex" result (which destroy the Cadre). Any other result has no effect whatsoever on the Cadre. A unit that is attacking a Cadre is never affected by any combat result caused by that attack.

[49.15] Partisan Cadres may not be overrun. Air-Ground Support may be used to aid an attack against a Partisan Cadre.

[49.16] If a Partisan Cadre is eliminated, it is removed from the map and returned to the countermix. During a subsequent Strategic Cycle the controlling Player may attempt to again place the cadre on the map. There is no limit to the number of times a Cadre may be eliminated and returned to the map (exception: see 51.1 (Soviet)).

[49.17] A Partisan Cadre may not be attacked if stacked in the same hex as a Friendly non-Cadre unit. If the non-Cadre units are attacked, the Cadre unit does not add to the defense of the hex and is not affected by the result of that attack.

[49.18] An Enemy unit in a hex occupied by a Partisan Cadre is not required to attack the Cadre. Attacking a Partisan Cadre is always voluntary.

49.2 Partisan Units [0-1-1]

[49.21] Partisan Cadres may be converted into Partisan units whether or not the hex is controlled or occupied by an enemy unit.

[49.22] A Partisan unit exerts a normal Zone of Control only into the hex it occupies. This Zone of Control is identical in every respect to a Zone of Control exerted by a normal combat unit, except that it does not extend into any of the six hexes adjacent to the Partisan unit. An Enemy unit will only negate a Partisan unit's Zone of Control when the Enemy unit is occupying the same hex as the Partisan unit, which it may do. A Partisan unit's Zone of Control will neutralize and cut a Rail Line, and will control a Port for the purpose of allowing Naval Transport to debark units there. This effect is negated if an Enemy unit is occupying the same hex as the Partisan unit.

A Partisan unit has no effect on Wehrkreiss.

[49.23] Partisan units may move normally, but only during the Friendly Initial Movement Phase. Partisan units may never enter an Enemy-occupied hex. Partisan units may enter enemy Zones of Control, but only when leaving an enemy-occupied hex and entering an unoccupied hex containing an enemy Zone of Control. They may leave Enemy Zones of Control normally. Partisan units may always move one hex, regardless of the cost in Movement Points, except as prohibited above.

[49.24] Partisan units never count against the normal Stacking Limits. Any number of Partisan units may occupy a single hex, regardless of the presence of other non-Partisan units.

[49.25] Partisan units may not attack Enemy units.

[49.26] Partisan units may not force-march.

[49.27] An Enemy unit may attack a Partisan unit when occupying the same hex as the Partisan unit or from an adjacent hex. Partisan units are always considered supplied. The Defense Strength of a Partisan unit is subject to modification for terrain effects. Attacks against Partisan units are resolved exactly as against any non-Partisan unit, except that the Partisan unit is never affected by a "Br" or "Dr" combat result. All other combat results affect both the Partisan unit and the attacking units normally; eliminated Partisan units do not reduce to Cadre. An Enemy unit which is in a hex occupied by a Partisan unit is not required to attack the Partisan unit. Attacking a Partisan unit is always voluntary.

[49.28] When stacked with other Friendly non-Partisan units, a Partisan unit may add its Defense Strength to the total Defense Strength if the hex is attacked.

[49.29] Partisan units may never be Overrun. Air-Ground Support may be used to aid an attack against a Partisan unit. The stricture that prohibits overrunning a Partisan Unit does not apply to non-Partisan Units in the same hex with a Partisan Unit. An attacking Player may overrun a hex containing Partisan and non-Partisan Units. He must have the Movement Points and strength ('13-1' against the combined Partisan and non-Partisan total). Such an overrun destroys the non-Partisan units, leaving the Partisan and attacking units intact in the hex. The attacking Player may move units into the same hex as a Partisan Unit. He may not destroy them by Overrun; only by attack during his Combat Phase.

49.3 Partisan Divisions [2-5]

Partisans units of certain nationalities, under certain conditions, can be converted into Partisan Divisions. Partisan Divisions function in all ways as normal infantry combat units, except that they may never leave their home country.

50.0 ALLIED PARTISANS

The Allied Player has 21 Partisan counters, which he may place and employ in certain Axis-occupied countries under certain conditions (see 50.2). (An occupied country is one that the Axis Player has invaded and conquered; i.e., caused it to surrender, and one in which the Allied Player has no significant ground combat forces remaining from the initial period of belligerency.)

Partisan Deployment/Conversion: Allied Partisans are deployed as Cadres during the Reinforcement/ Replacement Phase of the Allied Player Turn in any Axis-owned hex that is not in an Axis Zone of Control. Existing Cadres may be converted during the same Phase into Partisan units. The Allied Player rolls the die once for each Cadre he wishes to convert. If a one is obtained, the Cadre is flipped over to form the unit. (Other results have no effect.) All Partisan Cadres must be deployed first during a turn before any conversion attempts are made.

50.1 Counter Limitation

The Allied Player may have no more than 21 Partisan Cadre/units deployed on the map at any time during the game. Destroyed Allied Partisans (units or Cadres) may be reused. Once a country becomes Liberated by the Allied player, all Allied Partisans in that country may be removed from the country and used elsewhere.

50.2 Preconditions for Partisan Deployment

There are two general situations, either one of which permits the Allied Player to deploy Partisan Cadres within a country, listed in 50.22. The first is a weak Axis garrison. The second is an Allied force returning to the country.

[50.21] The Axis Garrison of any country is measured by the number of Axis divisions (any type) physically present within the country in question at the beginning of the Allied Player Turn. 50.22 defines the minimum Garrisons for the various countries in Europe in which Partisans may be placed. If the Garrison of any country is less than the stated minimum, the Allied Player may place Partisan Cadres of number equal to or less than the difference between the actual Garrison level and the stated minimum. This judgment is made on a Turn-by-Turn basis. The fact that on, say, Turn Six, the Allied Player could place Partisans in a given country in no way permits him to place them on Turn Seven. Obviously, the Cadres must be placed within the country of the insufficient Garrison.

The German Player is not required to meet the Minimum Axis Garrison requirements stated in 50.22; however, not meeting the requirements allows the Allies to place Partisan Cadres as per 50.22.

If the Allies invade a country listed in 50.22, and the Axis subsequently take it from them, the Minimum Axis Garrison requirement is ignored.

[50.22] Minimum Axis Garrison

Country Being JudgedMinimum Garrison
France, Spain or Great Britain30
Poland or Turkey15
Norway, Sweden or Switzerland10
Greece, Portugal or Eire5
Belgium, Denmark or The Netherlands2

Partisans in Yugoslavia, Finland or the Soviet Union are covered by separate rules. Partisans in Italy are covered in 31.6. The Allied Player may not deploy Partisans in any country not listed above, nor may Allied Partisans exist in such countries.

[50.23] The Axis Minimum Garrison criteria apply to a listed country during the time that a country is "occupied" by the Axis Player. In this context, "occupied" means that the country has been conquered by the Axis at some time. Allied forces have been driven out of the country and no Allied ground combat units have reentered the country since. When Allied ground combat units reenter an "occupied" country, the Allied Player may apply the set of criteria in 50.24.

[50.24] On the Game Turn in which Allied ground combat units enter an Axis-occupied country listed in 50.22, the Allied Player may declare "Liberation Imminent." This declaration permits him to deploy any number of Partisan Cadres (up to the limit of 21) within that country on any subsequent Allied Player Turn in which Allied non-Partisan ground combat units remain within the country. "Liberation" may be declared only once per country, regardless of the number of times the Allied Player enters and reenters a country.

Players' Note: The Partisans are a relatively insignificant force for the Allied Player. The threat of their deployment serves the indirect purpose of forcing the Axis Player to do at least some garrisoning and provides some historical flavor. The Players should be guided by this intent, because it is impossible to describe all the circumstances precisely defining "occupied" or "reinvade," etc., without recourse to an unwarranted length of rules. Common sense must prevail when employing the Partisan Rules.

50.3 German Security Divisions

German Security Divisions (6-3 units) are restricted as follows: German Security Divisions may attack only Enemy Partisan units or Partisan Cadres. German Security Divisions may never move so as to place themselves in an unsupplied state (except as a result of combat). German Security Divisions may not attempt to force march.

50.4 Yugoslavian Partisans

In many respects, the Yugoslavian rules differ from the general Partisan Rules. First, Yugoslavian Partisan Cadres arise through an entirely different mechanism. Then they convert into Partisan units, and finally they may convert in to Partisan divisions.

Yugoslavian Partisans are deployed and employed by the Soviet Player, except in War in the West, where these functions are performed by the Allied Player.

[50.41] Creation of Yugoslavian Cadres

Whenever a Yugoslavian infantry division or cavalry division is eliminated by Axis attacks or because of the surrender of Yugoslavia, the counter is flipped over in place to form a Yugoslavian Partisan Cadre. Yugoslavian units which are overrun, lost Forced Marching, or lost in a Yugoslavian attack on an Axis unit do not become Partisan Cadres.

[50.42] Creation of Yugoslavian Partisan Units

As the years progress, the Soviet (or Allied in War in the West) Player is allowed to attempt to convert Yugoslavian Cadres into units at an increasing rate as shown in the following table:

YearConversion attempts allowed per turn
1939-19411
19422
1943-19453

Conversion requires a die roll of one as per Section 50.0. The Cadre is replaced on the map by a Yugoslavian Partisan unit. Eliminated Yugoslav Partisan Cadres, units, or divisions are never brought back into the game.

[50.43] Partisan Divisions

Beginning in 1943, the controlling Player is allowed to attempt to convert existing Partisan units into Partisan divisions, at a rate of one per Turn. This requires a successful die roll of "one." Partisan units may not be converted into divisions if they lie in an Axis-controlled hex. A Yugoslav Partisan division is a Ground Combat unit for all game purposes. However, it may never exit Yugoslavia. Partisan divisions are automatically in supply at all times. The presence of Partisans has no effect on the Political Status of Yugoslavia.

[50.44] Restriction on Attacking Cadres

No Yugoslav Partisan Cadre may be attacked until after a Yugoslav Partisan unit is formed.

[50.45] Placement of Yugoslav Partisans for Scenarios

In the 1941, 42, 43 and 44 scenarios partisans within Yugoslavia are deployed after any Axis forces in Yugoslavia are placed. Units and divisions may not be deployed in Enemy Zones of Control or Enemy-occupied hexes.

YearCadresUnitsDivisions
19413800
19423520
19432642
194412311

[50.46] Yugoslavian units, divisions, and Cadres can stack, pass through, or be passed through by Allied or Soviet units (effectively not associated, but allied with both). At the start of every Game Turn, the Soviet Player decides if the Yugoslav units and divisions move and attack on the Soviet or Allied Player Turn. Yugoslavs may move and attack only once per Player Turn.

50.5 Italian Partisans

Italy, unlike all the other countries mentioned in this Rule, is an Axis country (begins the game as a "pro-Axis neutral") and later, presumably, enters the war as an Axis nation, unless Germany falls on its face. Thus, the Allied Player may not place Partisans in Italy until after Italy surrenders to the Allies. After this event, the Allied Player may deploy one Partisan Cadre within Italy per Game Turn subject to the restrictions in 50.1. However, the Allied Player must roll the die on the Turn in which he desires to place the one Partisan Cadre. On a die roll of "one," he may place the Cadre; otherwise, he may not.

50.6 French Partisans

Partisans may not be placed in France if Vichy France exists.

50.7 Control of French & Italian Partisans

Communists were the backbone of the Western Partisan effort. To reflect this we will permit the Soviet Player at anytime to try to seize control of any existing Western partisan cadres and units. He simply rolls the die, on a roll of 1, 2 or 3 and he controls all Western Partisans. On a roll of 4, 5 or 6, the Allied Player continues to control them. The Soviet Player may attempt this only once per game. Regardless of who controls Western Partisans, only the Allied Player may deploy them.

51.0 SOVIET PARTISANS

(Campaign Game and War in Europe)

The Soviet Player has 36 partisan counters which he may place and employ only in Enemy hexes inside the Soviet Union. The partisan counters have two sides—one face is the Partisan Cadre and the other face is the Partisan Unit. Partisan Cadres may be deployed by the Soviet Player during the Strategic Cycle. If the placement is successful, the Cadre may be converted into a Partisan Unit during a subsequent Game Turn.

Partisan Deployment: During each Strategic Cycle the Soviet Player may attempt to deploy up to two Cadres. All Partisan Cadre must be placed in Enemy hexes. The Soviet Player rolls the die once for each Cadre he wishes to place. If the die roll result is within the range shown, the Cadre is placed in the hex. Any other result means that Cadre is not placed into play. Note that the chances for success depend on the terrain in the hex and the distance of the hex from a hex in Soviet supply. "-" = no chance of Cadre placement.

51.1 Counter Limitation

The 36 Soviet Partisan counters provided limit the total number of Partisan Cadre and/or Units that may be on the map at any given time during the game. Note that eliminated Partisan Cadres or units may return to the game, unless the counter was a cadre that was eliminated while trying to convert to a unit and was more than six hexes from a Soviet supplied hex. If this occurs, the counter is permanently eliminated and may not return to the game.

51.2 Cadre Placement Table

Placement Hex StatusClearSwamp/ForestRough/Mountain
Within 6 hexes of a Soviet supplied hex11-31-5
Over 6 hexes from a Soviet supplied hex011-2

Soviet Partisan Cadres may be placed only in the Soviet Union. For purposes of Cadre placement (only), the Soviet Union is not considered to include any post-1938 territorial gains. That is, the Cadre may not be placed in any part of Poland, the Baltic States, Finland or Rumania.

51.3 Cadre Conversion Table

Placement Hex StatusConversion (die roll)Elimination (die roll)
Within 6 hexes of a Soviet supplied hex1-3N/A
Over 6 hexes from a Soviet supplied hex12-6

During the Reinforcement/Replacement Phase of the Soviet Player Turn, the Soviet Player may attempt to convert existing Partisan Cadres into Partisan units. The Soviet Player rolls the die once for each Cadre he wishes to convert. If the die roll result is within the range shown under the "Conversion" column, the cadre is flipped over to form the Partisan unit. If the die roll result is within the range shown under the "Elimination" column, the Cadre is eliminated. If the Cadre was more than 6 hexes from a supplied Soviet hex at the instant of the conversion attempt, the Partisan counter is permanently removed from the game. "N/A" = No possibility of elimination (treat results of 4-6 as 'No Effect').

52.0 AXIS PARTISANS (OPTIONAL)

The Axis Player has 10 Partisan counters, which he may place and employ in certain enemy-occupied countries under certain conditions (see 52.2). (An occupied country is one that the Allied Player has invaded and conquered; i.e., caused it to surrender, and one in which the Axis Player has no significant ground combat forces remaining from the initial period of belligerency.)

Partisan Deployment/Conversion: Axis Partisans are deployed as Cadres during the Reinforcement/ Replacement Phase of the Axis Player Turn in any enemy-owned hex that is not in an enemy Zone of Control. Existing Cadres may be converted during the same Phase into Partisan units using the procedure described in 52.23. All Partisan Cadres must be deployed first during a turn before any conversion attempts are made.

52.1 Counter Limitation

The 10 Axis Partisan counters provided are a finite limit to the total number of Partisan Cadre and/or units that may be on the map at any given time during the game. Note that eliminated Partisan Cadres or units may return to the game.

52.2 Preconditions for Partisan Deployment

The Axis Player may deploy Partisans if two conditions are met. First, the Allied Player must have failed to meet the minimum requirements garrison requirements of a country as described in 52.21. Second, any special political conditions must be met, again as described in 52.21.

If the garrison is less than the specified number of full strength divisions and the special conditions are met, the Axis player may place a number of Cadre equal to the difference between the actual garrison and the required garrison, subject to the overall 10 Partisan Cadre/unit limit.

[52.21] Minimum Allied Garrison

Country being JudgedCadre allowedGarrisonSpecial Cond.
Egypt1 to 61 UK Inf(a)
Fr. North Africa1 to 612(b)
Iran*1 to 66-
Iraq62(a)
Levant States22(a)
Northern Ireland11 UK Inf-
Palestine

Special Conditions:

(a) Political Point Level 60 or higher

(b) Not in Vichy-controlled territory

(c) Allies control Madrid and Political Point Level 55 or higher.

* Iran may also be garrisoned by Soviet troops.

[52.22] Regardless of the Allied garrison and special conditions for Iraq, six Cadres may be placed on 1/5/41 to simulate the Iraqi revolt. Further, for every Partisan unit in Iraq, the Allied Minimum Garrison is increased by one.

52.3 Cadre-to-Unit Conversion

The Axis player converts Cadres into Partisan units during Reinforcement Phase using an Air Transport Point to fly to the Cadre's hex. The Axis player simply specifies the hex and announces that an attempt to Convert a Cadre to a Unit is desired. If there is an available Air Transport Point on the front and the hex is within Air Transport Range, then there is a 1/6 chance the Partisan Cadre will be converted into a Partisan unit. The Air Transport Point is not subject to attrition, but is recycled. Exception: the Axis player is allowed one attempt per turn to convert an Iraqi Partisan Cadre into a Partisan unit without an ATP being in range. He may make additional attempts should ATPs be able to reach Iraqi Partisan Cadres.

52.4 Unit to Division Conversion

The Axis player uses the same process to convert a Partisan unit into a 2-5 Partisan Division, but the Partisan unit must first be in Major Axis Supply. Partisans in Finland are eliminated if Finland surrenders.

52.5 Ukrainian Separatism

The initial Axis attack on the USSR was greeted with less than outright hostility by much of the populace, particularly in the Ukraine. Of course it didn't take the Nazis very long to eliminate any chance of a real Ukrainian separatist, anti-Communist movement. However, assume for the moment that they had been a little more farsighted in their approach to the Ukrainians, granting them a semi-autonomous status and a quasi-independent, indigenous government under the guise of truly liberating them. It is reasonable to believe that under those circumstances they would have been able to form a real army from the allied Ukrainians.

Note: This rule can be used in conjunction with, or independently of, the other components of 52.0.

[52.51] If the Axis Player is "nice'' to the Ukraine he may raise six 4-5 Ukrainian infantry divisions on the cycle after he has taken Kiev and Odessa. Plus, he need not garrison the personnel centers of Odessa, Kiev, Rostov, Kharkov, and Voroshilov. Plus, he may raise one 4-5 Ukrainian division on every succeeding Cycle. The initial and succeeding units are placed on or adjacent to an Axis-controlled Ukrainian personnel center. Being "nice" is defined as not attacking Soviet Partisan Cadres that are within the Ukraine (he can attack partisan units). If the Axis Player ceases to be nice, any Ukrainian divisions revert immediately to Soviet control.

The cost to raise Ukrainian 4-5 Infantry Divisions is two Production Points. The cost to rebuild is one Production point. The number of Cycles required to produce both is one.

Ukrainian 1-5 KGs that have been emergency transported and are to be replaced on the map after eight Game Turns can reappear at Kiev, only. If Kiev is not under Axis control when these units are due to appear, they are lost. If the Axis player ceases to be nice while they are off map they are eliminated.

U0.0 WAR IN EUROPE SPECIAL RULES

Certain rules and definitions are so exceptional or multi-faceted that they defy narrow classification within the normal text. They are presented here. [U1.0] Commonwealth Army

The Allied Player may build up and break down units of the Commonwealth Army during the Replacement/ Reinforcement Phase of his Player Turn. The Allied Player may apply this only to supplied units in Great Britain.

[U1.1] He may remove an intact division (full-strength) from the map and add two Replacement Points of its type to his Replacement Pool.

[U1.2] He may convert a motorized infantry division into an armored division by expending two Mechanized Replacement Points.

[U1.3] He may convert a brigade into a division of its type by expending two Replacement Points of the same type. This does not apply to Garrison Brigades.

[U1.4] He may remove a brigade from the map and add one Replacement Point of its type to his Replacement Pool. This does not apply to Garrison Brigades.

[U1.5] As called for by the Turn Record Chart, he must remove units from the map. These must be full-strength (not Battlegroup) units when removed.

[U1.6] For each Allied 9-10 Paratroop Unit, there is to be one Air Transport Point in the game or recycling after a drop. Should an Air Transport Point be lost that would reduce the total Allied Air Transport Points below the total of Allied 9-10s, an Air Transport Point is to be taken as a reinforcement on the next Cycle - regardless of the result of the U-Boat War. Do not apply this rule if the Allied Production option is being used.

[U1.7] Should an Allied Player lose a 9-10 Paratroop unit entirely (including BG), a 9-10 unit may be replaced at the cost of one 8-10 and one Infantry Replacement point of the same nationality. Do not apply this rule if the Allied Production option is being used.

[U2.0] Italian Units After the Surrender

On all Strategic Cycles subsequent to the surrender of Italy to the Allied forces, the possibility exists that Italian units can be added to both the Allied and Axis forces. Allied Italian units are given on the Allied counter sheet. Axis Italian units are simply the old Fascist Italian units which had disappeared upon surrender. The procedure is as follows, and is conducted as the beginning of each Strategic Cycle.

Each Player rolls the die. If he rolls a "one," he may pick a unit blindly from the pool of available units. He may deploy this unit on any Friendly-held Italian city hex. Only Ground Combat units are available for deployment.

[U3.0] Alternative Mid-East Landing Places

If he so desires, the Allied Player may take reinforcements due in Suez or units moving "round the Cape," either in southern Egypt, southern Iraq, or southern Iran, in mapedge Rail hexes (only). If the map-edge rail hexes where the units are to enter are enemy controlled the reinforcements or naval transported units may enter only at any board edge rail hex or adjacent hex that is not occupied by an enemy unit. They may enter a zone of control. They enter detrained in the sea movement phase of the player turn they arrive or on the 1/XX/XX turn if they arrive in the strategic cycle. They count against both rail capacity and naval capacity in the turn they arrive.

Obviously the Axis player can prevent their deployment by physically occupying all the South mapedge rail hexes and the two mapedge hexes adjacent to each of them. If there are no possible entry hexes the units must be shipped to Europe, although they can turn around in accordance with the usual rules. The Allied player could in effect keep some units off map to take advantage of an Axis failure to garrison the map edge hexes. The Allied Player could also hold a unit on a mapedge railhex in, say Iran, in any turn exit the map edge there in accordance with the usual rules and reappear at another available map edge hex, such as in Egypt.

[U3.1] The Allied Player may move units via Rail between hexes J5134 and J3833. The units spend one turn "traveling," and appear in the next Rail Movement Phase (still Entrained) on the other Rail hex on the south map-edge. Also, units may travel between these hexes and hex E5433 by using Rail Movement to the south map-edge, spending the next turn using Rail Movement to a Port further south, and then embarking on a Naval Point for transit to another Port. If the debarkation Port is also off-map (further south in Africa or Iran), then the unit will spend another turn moving by rail to the south map-edge where it will appear the next turn (Entrained or not—Allied Player's choice).

[U4.0] Special Supply/Weather Effects

The Special Supply/Weather Effects described in the subsections of Rule U4.0 apply only to the first 52 Game Turns of Total War between the Axis and the Soviet Union.

[U4.1] Supply

For the first 52 Game Turns of Total War, the normal Axis Supply Range in a Severe Weather Area is reduced to six Movement Points (instead of 10). When tracing supply between Weather Areas the effective range is that of the unit to which the supply is being traced. Beginning with the 53rd Game Turn of Total War, the normal Axis Supply Range is returned to ten Movement Points. (This rule simulates the logistic problems caused by the very inadequate Russian rail and road net. By 7/42 the Axis forces had largely compensated for these specific difficulties by reorganizing its supply system and through a generally effective improvisation.)

[U4.2] First Winter Effects

During each Axis Reinforcement Phase of the first 20 Snow Turns of Total War, the Axis Player must reduce one intact (6-5) German Infantry Division per Game Turn into a Kampfgruppe by flipping the unit over (his choice of unit). (This rule represents the effects of the German High Command's failure to issue proper winter clothing and equipment to the units in Russia during the winter of 1941-1942).

[U4.3] Additional First Winter Effects

During the first 20 Snow Turns for each ground attack made by the Soviet Player, he may choose to substitute an "Ar" result for the result called for by the Combat Results Table. The Soviet Player makes this decision after each ground combat die roll. He need not decide before rolling the die. The option of choosing an "Ar" result on any attack applies only to attacks made in the Severe Weather Area. This special combat result conversion ability does not release the Soviets from suffering an AEx result if attacking out of supply.

U4.3 (clarification) Additional First Winter Effects: Also see rule 42.492 for restrictions on Rumanian units.

[U5.0] Required Axis Garrisons

The Axis Player is required to garrison each Soviet Personnel Center that is currently considered to be Axis-controlled. A particular Soviet Personnel Center is considered to be Axis-controlled whenever an Axis unit was the last unit to occupy or pass through the hex. At the end of each Axis Player Turn there must be a minimum of six Axis infantry Combat Strength Points (face value) in occupation or adjacent to each Axis-controlled Personnel Center hex. For each Center that is improperly garrisoned the Soviet Player rolls a die. If a "one" is rolled, the Soviet Player may immediately place a (1-4) infantry division on the Personnel Center or on any adjacent hex. If any other number is rolled, there is no effect.

[U5.1] There is no Production or Movement Point cost to place a (1-4) division on the map when due to the Axis Player's failure to properly garrison the Personnel Centers he controls. The (1-4) division is placed on the map automatically, at the end of the Axis Player Turn. It functions normally in the following Soviet Player Turn. It may not be considered entrained or fortified when initially placed on the map.

[U5.2] The (1-4) division may not be placed in an Axis occupied hex or in violation of the normal Stacking limit. If there is no hex in which it can be placed within these restrictions, it may not be placed. The unit may be placed in an Enemy controlled hex.

[U5.3] Personnel Centers located in Siberia may never become Axis controlled.

[U5.4] The Soviet Player makes a separate die roll for each improperly garrisoned Personnel Center hex. A maximum of one (1-4) infantry division may be created per Game Turn at each improperly garrisoned Personnel Center.

[U5.5] Use the printed Combat Strength (totally unmodified) of the Axis units involved when determining if the Axis Player has met the garrison requirement at a particular Personnel Center.

[U6.0] Swedish Neutrality

So long as Sweden remains neutral the Axis Player derives the fruits of the Swedish rail system to connect via Swedish port/Baltic Sea/German Port with Germany or the Malmo connection. However if the Allied Player controls Paris after 1/1/43 then the Axis Player loses any Swedish consideration and may no longer draw on the Swedish resources or use the Swedish rails for supply. Although the German Player can draw Supply through Sweden, he may not transit (via land, sea, or air) combat units or Replacement Points, nor base Air Points, in Sweden.

[U7.0] Penalty for No Axis Invasion of Soviet Union

If the Axis Player does not invade by 1/7/41, the Soviet Union goes to Limited War Production. There are no deployment requirements or penalties (38.1), and any Axis Attack triggers Total War. If the Soviet Player invades anyone, the Soviet Player goes to Limited War from Limited War Production. (Note that there is a difference between Limited War Production and Limited War, and Total War Production and Total War). Once the Soviet Player goes to Total War, he may not go back to Limited War. In the new Limited War status, the Soviet Militia arrive as follows:

  • first turn: no infantry divisions
  • second turn: 2 infantry divisions
  • third turn: one 4-4 for each Personnel Center

Beginning with the 1/6/42 Game Turn, the Soviet Union is free to declare Total War on the Axis as he sees fit.

[U8.0] Additional Rules & Points of Information

German Placement Centers (Wehrkreiss)

#CityMapHex
1StuttgartC3418
2WiesbadenC3513
3MunichC3723
4MunsterC3808
5NurembergC3919
6SalzburgC4025
7Kassel

Note: The source lists the same hex (C 5421) for Stettin and Breslau. Verify against the printed Wehrkreis listing.

Soviet Personnel Centers

#CityMapHex
1Leningrad1G3306
2Leningrad2G3307
3RigaG1810
4MinskG1923
5OrelG3531
6Moscow1G4123
7Moscow2

W0.0 WAR IN THE WEST SPECIAL RULES

[W1.0] Barbarossa

The turning point of World War II was undoubtedly the German invasion of Russia (code named "Barbarossa"). It is a historical watershed and its influence on the course of the war in the West cannot be minimized. It would be nice to play War in the West with a choice of "what ifs." What if Hitler hadn't invaded and Stalin had remained neutral? What if Hitler had invaded and won early? What if he had been content with a "limited" campaign? What if Hitler hadn't invaded, but the Soviets attacked in 1942? Who knows? Your guess is as good as ours.

So much of the historical course of the western war flowed from the events in the East that we have little choice but to assume that Barbarossa occurs. To take one example, the invasion and early Soviet disasters presented the Japanese with the opportunity for Pacific adventure. It is hard to imagine them taking on the U.S. in the face of an unawakened, undistracted Soviet Union. If Pearl Harbor doesn't happen, will the U.S. join the fight against Germany?

War in Europe will present the Axis Player with a range of strategic choices vis-à-vis the Soviet problem. In War In the West, we deprive him of any options deliberately. We assume that the Axis invades the Soviet Union on June 22, 1941 (1/7/41). From this assumption we derive certain consequences for the Axis Player. Initially, he will be required to remove from play a specified number of ground and air units representing those units committed to the East. Then beginning on Production Cycle 0/8/41, he will be required to spend a specified number of Production Points per Cycle, for the East Front. This will be a shorthand method of requiring him to reinforce the East. At a specified time, the Axis Player will be allowed to withdraw units from the East and return them to play in War in the West. Finally, a schedule is given which details the Production Cycle on which the Axis Player irretrievably loses the use of the Soviet, Rumanian (Ploesti) and Turkish Resource Centers, regardless of the flow of play in War in the West.

[W1.1] Eastern Front Definition

War in the West assumes: that the Russo-German Non-Aggression Pact was signed and implemented, that Poland fell and was divided between Germany and Russia, that the Soviets occupied the Baltic States and Bessarabia, that the Winter War occurred with resultant Finnish border changes, and that the Eastern Front line then was the (Barbarossa) 1941 Start Line, as depicted on the map.

[W1.2] Invasion

Before 4/7/41, the Axis Player must move the following units into the Soviet Union.

  • 18 Panzer Divisions (10-8)
  • 15 Pz. Gren. Divs. (8-8)
  • 7 Pz. Brigades (3-8)
  • 110 Infantry Divs. (6-5)
  • 9 Security Divs. (6-3)
  • 3 RR Repair Units
  • 26 Air Points (AP)

This movement must be made by normal ground movement from the Axis side of the 1941 Start Line to someplace in the Soviet Union (no Rail Movement into Russia).

[W1.21] Use of Barbarossa Units

When the Axis Player moves the specified units into the Soviet Union, he has, for all intents and purposes, removed these units from the War in the West game. Except for a few units (see W1.5), he may not retrieve them nor use them in any way for War in the West.

[W1.22] Movement Prior to 4/7/41

Implied in this rule (W1.2) is the requirement that the Axis Player has deployed the invasion forces in the proximity of the Eastern Front before Game Turn 4/7/41. It matters not what form this deployment takes, so long as the Axis Player meets the requirement to move the units into the Soviet Union before 4/7/41. He could conceivably mass them all in Rumania, or whatever, as long as he gets the necessary units into the Soviet Union by the end of 3/7/41.

As a practical matter, the Game Turn 3/7/41 start date is of little consequence. The Axis Player could begin moving units into the Soviet Union before that date if it suits him. There is no way that this early invasion could hurt the Allied Player and if it helps the Axis Player speed play, so much the better. Regardless of when they exit, the units are permanently out of play.

[W1.23] Air Point Movement

Technically, Air Points don't move from hex to hex. To meet the invasion requirements, the German Player just takes a total of 26 Air Points from any of his Front Boxes (by having them perform a Transfer Mission) and places them in the Soviet Union. They are effectively removed from War in the West. [It is not enough to place them in the East Front Air Box. They must be taken out of play completely. The East Front Air Box may be needed for War In the West operations.]

[W1.3] Subsequent Reinforcements

The German Player is required to expend a specified amount of Production Points per Production Cycle to simulate the creation of reinforcements which are assumed to go East.

[W1.31] East Front Production Point Schedule

Beginning with Production Cycle 0/8/41, the Axis Player must deduct an amount of Production Points from his Production Point Pool each Cycle. This deduction simulates the creation and dispatch of reinforcements to the East.

The amount deducted each Cycle is shown on the Cycle Record Track under the listing "EPP" (Eastfront Production Penalty).

[W1.32] The balance of Production Points left in the Pool after the East Front deduction may be used by the German Player for production of units for War in the West.

[W1.4] Effect on Resource Centers

The course of the War in the East had an effect on the availability of resources for German industry. This is simulated by the denial of the enumerated Resource Centers, which are considered permanently lost to the German Production System. The Cycle on which the Resource Centers no longer function is shown on the Cycle Record Track. The Allied Player conceivably could deny one or more of these Centers to the Axis Player before the scheduled date either by bombing or ground action. Regardless of whether this occurs, the Axis Player must consider these Centers lost on the Production Cycle listed on the Cycle Record Track and on all subsequent Cycles.

[W1.5] Re-entry of East Front Units

Historically, the Germans rotated units to and from the Eastern Front. For the most part, this process is shown in the abstract rules governing Eastern reinforcement (see W1.2). However, certain events in the West did cause the Germans to remove substantial forces from the Soviet Union for employment against the Allies. This rule simulates that action.

[W1.51] Re-Entry Schedule

When the following schedule permits, the Axis Player may retrieve the enumerated units from the Soviet Union and return them to play in War in the West.

Game TurnRe-Entering Units
3/13/414 Air Points
1/1/434 Air Points
2/8/4312 Inf. Divs., 3 Pz. Divs., 3 Pz. Gren. Divs.

[W1.52] Implementation

When retrieved from the East, Air Points are placed in the East Front Air Box (the German Player being able to do as he pleases with Air Points so disposed). Ground units appear on any hex along the Axis side of the Barbarossa start line. Within the limits of the Rail Movement Rules, such units may appear entrained. Re-entry takes place at the beginning of the given Game Turn, and the re-entering units may be immediately employed by the Axis Player.

[W1.53] The 2/8/43 re-entry of ground forces corresponds historically to the Allied invasion of Sicily. Hitler was forced by this event to weaken the Eastern Front to shore up the Mediterranean. In view of the fact that the actual course of War in the West will rarely conform to exactly to historical precedent, Players may substitute the following trigger: the Axis Player may take his 2/8/43 re-entry allotment beginning the Game Turn after the Allies invade (have a ground combat unit enter any hex of):

  1. Sicily, Sardinia or Italy
  2. Greece, Spain or Portugal
  3. France, the Low Countries or Scandinavia.

[W1.6] Penalty

The Axis Player must meet the requirements set out in W1.3 and W1.4. The invasion requirement before 4/7/41 is particularly important. The German Player cannot just send the Wehrmacht on a grand tour of Europe and Africa during 1940 and early 1941 and then fail to meet the invasion deadline on a timely basis with the required force. Even a penalty which allowed the Allied Player to remove Axis units at his pleasure to make up a lack of invasion forces would be inequitable. Therefore, failure of the Axis Player to invade the Soviet Union with the required force by the stated time means he forfeits the game.

[W1.61] When he invades the Soviet Union, the Axis Player may always substitute a higher valued unit (in terms of Production Points) for a required unit. He may, for example, send a panzer division instead of a panzergrenadier division.

[W1.62] It is conceivable (though improbable) that the Allied Player, by bombing or ground operations, could so reduce the German Production Capacity that the Axis Player would not be able to make his required Production Point reinforcement for the East Front. If this occurs, the Axis Player must spend all his Production Points in the East, and will simply have no Production Points available to create units for use in War in the West.

[W1.7] War Boundaries

The assumed existence of an Eastern conflict serves to circumscribe the area of War in the West operations.

[W1.71] Allied units may never enter the Soviet Union (including Soviet-controlled Poland) or Finland. Axis units may never enter the Soviet Union or Finland, except as pursuant to invasion requirements. For all intents and purposes, the Soviet Union and Finland are off-limits and are prohibited to either the Axis or Allied Player.

[W1.72] The area to the west of the 1941 Start Line (all of Europe, Asia and Africa, excepting the Soviet Union and Finland) is the area of War in the West operations.

[W1.73] When the Axis Player is subjugating Poland, he may operate anywhere in Poland, including parts of Poland which are east of the 1941 Start Line. The Axis Player must withdraw behind the 1941 Start Line within three Game Turns of the fall of Warsaw (surrender of Poland).

E0.0 WAR IN THE EAST SPECIAL RULES

War Boundaries Map Area in Play.

War in the East is played on Map Sections F, G, and H of the War in Europe game system. (Optional rules allow the simulation to be played on just two map sections— G and H.) In War in the East no units may ever enter any hexes of Norway, Sweden, or Turkey.

PLAYERS' NOTE: Certain of the Axis unit types will not be employed in War in the East (for example the U-Boats and Surface Fleets are not available to the Axis Player). Any such neglected unit types are to be ignored when playing War in the East.

[E1.0] The Strategic Cycle

(Campaign Game and War in Europe)

The Strategic Cycle is a break in the progression of Game Turns—a distinct sequence during which the processes of German reinforcement and Soviet production are carried out. The Strategic Cycle intervenes after every fourth Game Turn.

[E1.1] Just like a Game Turn, the Strategic Cycle has a Sequence of Play dictating an orderly procedure for the players to follow. The Cycle is composed of two stages.

STAGE 1. AXIS REINFORCEMENTS

The Axis Player receives and deploys units, Points and Markers as per his Cycle Record Track.

STAGE 2. SOVIET PRODUCTION

Cycle Record:

Move the Strategic Cycle Marker on the Spiral one Cycle clockwise.

Distribution of Completed Production Phase:

The Soviet Player removes completed production from his Production Spiral slice. (These are units and points that had been placed into production on earlier cycles.) He may place these units either in the Production Cadre box of the Production Display (where they will serve as the basis of production of larger units), or he may place them in the Game Distribution box (making them available for introduction only the map or Front Display during the Game Distribution Phase).

Production Multiple Phase:

The Soviet Player calculates the number of Arms Points provided by existing Armaments Centers and adds this total to his Arms Points Pool. Similarly he calculates the number of Personnel Points provided by his Personnel Centers and adds this total to his Personnel Points Pool.

Removal of Units From Map Phase:

The Soviet Player may remove existing units from the map and place them in the Production Cadre box. He may remove only units which are adjacent to Training Centers.

Initiation of New Production Phase:

The Soviet Player places units and points on the Production Spiral, thereby placing them into Production. Their placement is directed by the graphics of the Spiral Arms and automatically indicates the length of time (in cycles) the unit undergoes production. Production of any unit requires the Player to expend Arms Points and/or Personnel Points (the exact amount per given unit is stated on the Production Cost Chart). The Player reflects this expenditure by reducing his Arms Points and Personnel Points Pools accordingly. In addition other units require that one or more cadre or base unit(s) be expended in production.

Game Distribution Phase:

The Soviet Player may take units and points from the Game Distribution box and place them in play. Units must be placed in hexes adjacent to Training Centers. Points (Air, etc.) are placed in the East Front box.

NOTE TO PLAY SEQUENCE

In a Standard Scenario it is during the Reinforcement/Replacement Phase of the Player Turn that the player receives his reinforcements. During a Campaign Scenario the player receives reinforcements during the Strategic Cycle either as a result of the Cycle Record Track (Axis) or Soviet Production. The Reinforcement/Replacement Phase of the Player Turn is then used strictly (by the Axis Player) to execute Replacement procedures or (by the Soviet) for Unit Breakdown and Dissolution.

E2.0 REINFORCEMENT & WITHDRAWAL

During the course of the game both players will receive additional units in the form of reinforcements and will also exit units from the map (either to meet certain specified requirements or in order to rebuild units which have been reduced to battlegroup strength).

[E2.1] Receiving Reinforcements

Reinforcements appear during the Receiving player's Reinforcement Phase, as listed on the Turn Record Track. The player should take the units indicated and place them just off the appropriate map-edge or directly on the city hex of appearance. They may be moved in the appropriate Movement Phase of the Player Turn of appearance. (NOTE: the arrival of standard scenario reinforcements should not be confused with the appearance of Soviet units due to the Soviet Production System used in the Campaign Scenarios).

[E2.11] How Reinforcements May Enter the Game A player's reinforcements may enter the map either entrained or not entrained at the player's option. If entering entrained, the reinforcement does count against the player's Rail Capacity. Whether a reinforcement enters entrained or not, it must expend an appropriate number of Movement Points (either normal Movement Points or Rail Movement Points) for the first hex it enters on the map).

Reinforcements may not enter the map in Enemy-occupied or Enemy-controlled hexes. They may enter an Enemy-controlled hex which is occupied by a Friendly unit.

Reinforcements are subject to all normal Movement rules as soon as they appear on the map. For movement purposes (only) they are considered supplied on the Game Turn they are scheduled to arrive on the map. Reinforcements appearing on the map in specified city hexes may temporarily overstack. If such overstacking is not relieved by the end of the first Movement Phase, the units are forfeited.

[E2.12] Russian reinforcements (except militia, see 62.3), enter the map from the east edge (i.e., on any hex of the 6100 column of Map Sections F, G, and H). Soviet Air Points are placed in the East Front Box.

[E2.13] German and Italian units enter the map from the west edge (i.e., on any hex of the 0100 column in Germany or German-occupied Poland only); German units (only) may also be placed in either Danzig (GO314) or Konigsberg (GO714). German Air and Replacement Points are placed in the East Front Box.

[E2.14] Finnish reinforcements appear in Helsinki (G2402). Rumanian reinforcements appear in Bucharest (H0215). If either of these cities is Enemy-occupied when reinforcements are due, the reinforcements due in the city for that Game Turn are forfeited. Hungarian reinforcements appear on any hex of the 0100 column in Hungary.

[E2.2] Required Axis Withdrawals

Historically, the Germans rotated units to and from the Eastern Front. For the most part, this process is reflected in the Axis reinforcement rate, which shows new units arriving only when a net increase in strength occurred. Certain events in the West, however, caused the Germans to quickly remove substantial forces from the Soviet Union for use against the Western Allies.

[E2.21] Withdrawal Schedule

The Axis Player must withdraw the listed units from the map by the indicated Game Turn. Units listed for each withdrawal date are additional units that must be withdrawn, regardless of any previous withdrawals.

Game TurnExiting Units
3/13/414 Air Points*
1/1/434 Air Points*
2/8/431x11-8, 2x10-8, 3x8-8, 12x6-5, and all surviving Italian units
4/6/443x10-8

* This reduces the total number of air points, see E6.0.

[E2.22] Implementation

Before the beginning of the indicated Game Turn, the Axis Player must withdraw the specified units off the western mapedge. The units in question must be physically moved off the western map-edge using either normal or rail movement. It costs one additional Movement Point (or one additional Rail Movement Point) to exit units in map-edge hexes off the map. Units may be withdrawn before the scheduled date. Additionally, the Axis Player may use scheduled reinforcements to meet withdrawal requirements. If this is done, the reinforcements never enter the game at all, but are simply indicated as being withdrawn to meet the requirement. Substitutions may be made by the Axis Player in withdrawing units so long as the printed Strength of the unit is equal to or greater than the Strength listed.

[E2.23] Penalty

If a withdrawal requirement has not been met, the Soviet Player may demand the removal of Axis units from anywhere on the map so as to meet the requirement. The units selected by the Soviet Player are removed from the map automatically (i.e. they need not be moved off the western map-edge). The printed Strength of the units chosen must be greater than or equal to the Strength of the units listed.

E3.0 REBUILDING INTACT KAMPFGRUPPEN

(War in the East Campaign Scenarios Only: Optional Rule)

As a matter of policy, the German Command preferred to have Kampfgruppen remain at the front and simply build new divisions, rather than returning the old, burned-out divisions to Germany for rebuilding. Although this did permit a greater number of troops to remain at the front (i.e., the Kampfgruppen themselves), the procedure was not cost-effective, since it involved building a large number of units "from scratch." Had the German economy been more rationally organized, it would have been possible to rebuild Kampfgruppen units with greater speed and efficiency.

German Kampfgruppen may be withdrawn from the map to be rebuilt in Germany. The unit in question should exit the map following the same procedure as for units involved in required German withdrawals (see E2.22). Once the unit has been withdrawn it is placed the appropriate number of cycles ahead on the Track, as indicated in E3.1. The units re-enter the game in the same manner as normal German reinforcements. There is no limit to the number of kampfgruppen that may be withdrawn and placed on the Track on a given Game Turn.

[E3.1] German Rebuilding Schedule

UnitReorganization Period
6-5, 7-53 cycles
8-8, 10-8, 11-8, 13-82 cycles

E4.0 SS UNITS

(Campaign Game; War in the East only)

There are three SS motorized divisions and one SS motorized brigade hidden in the initial Axis deployment for Barbarossa. These are shown as 3x(8-8) and 1x(3-8) regular Wehrmacht units whose strength and composition they roughly equaled at that time. Thus, the scenario begins with no SS counters (11-8s or 13-8s) in play. During the actual campaign the SS Das Reich, Leibstandarte, and Totenkopf (and the SS Polizei Infantry division) were withdrawn from Russia during 1942, reorganized, renamed as Panzer Grenadier Divisions and returned to Russia in Feb. 1943.

Because their withdrawal is netted out in the overall German reinforcement track, we just show them entering play on 0/2/43 as 4x(11-8). The SS Viking remained in Russia and was reorganized there in Oct 42 as an SS Panzer Grenadier Division. Case E4.1 recreates that event. Finally, in November of 1943, the Totenkopf, Das Reich, and Viking SS PzGr Divisions (Leibstandarte had been withdrawn; see E3.21) were reorganized as SS Panzer Divisions which is reflected in case E4.2.

[E4.1] During the 0/10/42 cycle the Axis Player may create one (and only one) SS PzGr Div (11-8). To do this he must remove an existing 8-8 div and replace it with an 11-8 and expend one Mechanized Replacement Point while doing so. The 8-8 must be in supply and at least three hexes away from any Soviet unit (except partisan) at the moment of exchange. The Axis Player may choose any 8-8 he wishes. If by chance he has no 8-8 which he can exchange, he may execute the creation on any later cycle when he can meet the conditions.

[E4.2] During the 0/11/43 cycle the Axis Player may create three SS Panzer Divisions by removing any three SS Panzer Grenadier Divisions (exchanging 13-8s for 11-8s). The exchanged units must be in supply and at least three hexes from a non-Soviet Partisan unit. If he can't meet these conditions he may execute the exchange on any following cycles.

E5.0 AXIS AIRBORNE UNITS & AMPHIBIOUS CAPABILITY

For any number of reasons the Germans never employed airborne assault techniques on the Eastern Front. Whether this was a failure of command or of capability is unimportant. The plain fact is that permitting the Axis Player use of even one Airborne unit in an airborne assault role would tend to unbalance War in the East. We do provide the Axis Player with one airborne division (the 7-5 in Rumania at start) but he is never given an Air Transport Point and, ipso facto, can use this unit only in a ground role.

NOTE: In War in Europe, the Axis Player will be free to do what he will with his airborne units, but by the same token the Soviet Player will have considerably more latitude in deployment.

Neither do we give the Axis Player an Amphibious Assault Point; thus he may not execute an Amphibious assault.

E6.0 LUFTWAFFE RESTRICTION

The Axis may not have more than 30 Air Points assigned to the East Front at any time. This maximum is reduced by application of E2.21.

E7.0 REBUILDING SOVIET BATTLE GROUPS

(Standard Scenarios Only)

Soviet battlegroups may be withdrawn from the map to be rebuilt in Siberia. The unit in question should be physically moved off the eastern map-edge using rail movement. It costs one additional Rail Movement point to exit units in a map-edge hex off the map. Once a unit has left the map it is placed the appropriate number of Game Turns ahead on the Standard Scenarios Turn Record Track as indicated in E7.1. The units re-enter the game in the same manner as normal Soviet reinforcements. There is no limit to the number of battlegroups that may be exited for rebuilding.

[E7.1] Soviet Rebuilding Schedule

UnitReorganization Period
4-4, 5-5, 2-34 Game Turns
8-6, 9-68 Game Turns
10-1-10, Air Point12 Game Turns

Note that it is possible to rebuild eliminated Soviet Air Points. When rebuilding Air Points simply place the eliminated units the indicated number of Game Turns ahead on the Turn Record Track.

[E7.11] The Soviet Player may rebuild in the Kursk and DAGC scenarios only. He may not rebuild in the Barbarossa or Stalingrad scenarios. To re-emphasize, this rule applies only to the Standard Scenario. When playing a Campaign Scenario the Soviet Player has complete command of his production apparatus and rebuilds units thereby. This rule simulates for the Standard Scenarios what a Soviet Player would be doing in the Campaign Game.

E8.0 HUNGARIAN INVASION RESTRICTION

The Soviet Player may not invade Hungary until Game Turn 10 (not that he should want to). When in the later years of play the Soviets actually do invade and occupy the section of Hungary depicted, then Hungarian reinforcements can be presumed to pile up in the off-map Hungary; hereupon in the unlikely event that the Axis Player is able to counterattack and free part of Hungary the reinforcements can be placed.

S0.0 SCENARIO FORMAT

[S0.1] STANDARD SCENARIO FORMAT

Section 1: Scenario Information will detail the length of the Scenario, the map area in play and define the first player.

Section 2: Deployment will describe the initial forces available to each player and detail where they are to be deployed.

Section 3: Victory Conditions will describe how the game is won.

Section 4: Special Rules will detail special rules, limits and restrictions.

Section 5: Campaign Scenario Additional Deployment will describe forces set-up on the remaining maps not in play in the Standard Scenario.

Section 6: Campaign Scenario Production will define the status of "in spiral" Production at the beginning of the Campaign Scenario.

Section 7: Finnish Theatre: Since the Finnish Front was static for almost all of the war, players may, at their option, reduce the size of the playing area by omitting the Finnish map (Map Section F). If this is done, certain units are also withdrawn from the game, representing the units in Finland. Moreover no units may deploy or move north of the 1942 Start Line on Map Section G if this option is used. The Soviet Player need no longer cover that border with units or Zones of Control.

[S0.11] The Standard Scenarios ignore the whole Strategic War Cycle and any events and actions therein. U-Boats, Strategic Bombing, German Production, Soviet Production, etc., have no application in a Standard Scenario.

[S0.12] Reinforcements for both players are detailed to arrive on a Game Turn by Game Turn basis. The players must use the Scenario Turn Record Track and always begin the Standard Scenarios with the Game Turn Marker in the number one space on the Standard Scenario Track. The Campaign Turn Record Track is ignored when playing the Standard Scenarios.

[S0.13] Unless otherwise noted, all of the Standard Rules apply to a Standard Scenario. Exclusive Rules are applied as directed.

[S0.2] WAR IN THE WEST CAMPAIGN SCENARIOS

The Campaign Scenario incorporates Scenario Information and Deployment Instructions of the Standard Scenario. To this it adds additional information describing the deployment of belligerent forces over the entire Map Area.

[S0.21] The Strategic War Cycle must be played when using the Campaign Scenario. The Allies and non-German Axis reinforcements are detailed on the Reinforcement Track. German reinforcements are created via German Production.

[S0.22] Victory is determined by the collapse of Germany (or the surrender of the Allies) which is determined by the application of the Political Rules. This usually necessitates playing the game to the bitter end, unless a result appears inevitable before then.

[S0.23] Unless otherwise noted, all the rules apply to a Campaign Scenario (except those which are obviously inapplicable because of the date on which the Scenario begins).

[S0.24] All map sections (A through J) are in play in all Campaign Scenarios. However, Finland, the Soviet Union, and Soviet-occupied territories are not in play (see Section 53.0).

[S0.25] The Player Sequence in the Campaign Scenarios is always the same as the Player Sequence in the corresponding Standard Scenario.

The Game Turn, Cycle and Year of the First Game Turn of the Campaign Scenario is shown in parentheses at the beginning of the Scenario listing. The Turn and Cycle Markers must be placed accordingly on the Campaign Turn Record Track.

All Campaign Scenarios except Poland ( S1.5) begin with the reinforcements for that Cycle already arrived (and included in the unit deployments). The Allied reinforcements for the 9/39 Cycle are placed during the Reinforcement Phase of the First Game Turn of the 1939 Campaign Scenario.

The first Strategic Build Cycle is 0/10/39, following the 4/9/39 turn.

[S0.26] Entry of Neutral Nations

Turkey, Eire, Sweden, Switzerland, Spain and Portugal are always neutral at the start of any Scenario. Hungary, Rumania and Bulgaria are Axis nations at the beginning of every Scenario except the Poland Scenario (S1.0), and the France '40 Scenario (S2.0). Italy is an Axis nation at the beginning of the North Africa (S4.0) and Italy (S7.0) scenarios only.

[S0.3] WAR IN THE EAST CAMPAIGN SCENARIOS

A Campaign Scenario uses the Standard Scenario Deployment plus an additional deployment detailing the status of the Soviet Production apparatus. (Section 6 of the Common Scenario Format). Instead of being played for a limited number of Game Turns, it is continued until 4/13/44.

[S0.31] The Strategic Cycle must be played in a Campaign Scenario. This means the Axis Player receives his reinforcements as detailed each cycle on the Campaign Turn Record Track. Soviet Reinforcements, on the other hand, strictly depend on how the Soviet Player manages his Production System. The Standard Scenario Reinforcements and Turn Record Track are totally ignored when playing a Campaign Scenario.

[S0.32] The Soviet Player wins if he controls all his Personnel Centers plus Warsaw and Bucharest. The Axis Player wins if he controls one Soviet personnel center and either Warsaw or Bucharest or causes Soviet Collapse. Any other result is a draw.

[S0.33] The Game Turn, Cycle, and Year of the first Game Turn of a Campaign Scenario is shown in parentheses at the beginning of the scenario listing. The turn and cycle markers must be placed accordingly on the Campaign Turn Record Track.

[S0.34] Unless otherwise noted, all the rules apply to a Campaign Scenario. (Except those which are obviously inapplicable due to the start date of the scenario).

[S0.35] The Player Sequence in the Campaign Scenarios is always the same as the Player Sequence in the corresponding Standard Scenario.

[S0.36] War in the East ends with the conclusion of Cycle 13 of 1944 (4/13/44). Information in the rules and charts which applies to subsequent Cycles is superfluous to War in the East but is used in War in Europe.

[S0.4] WAR IN EUROPE CAMPAIGN SCENARIOS

See C8.0 and C9.0.

[S0.5] ARRIVAL OF REINFORCEMENTS

[S0.51] France 40 Standard Scenario

French units appear in any Friendly French Supply Center. Commonwealth units appear in any Major Port in Great Britain. Allied Points are placed in the West Front. German units appear in any Friendly German city.

[S0.52] North Africa 42 Standard Scenario

Allied units appear in Suez before Game Turn 20. Allied units that appear after this are presumed to come from Great Britain or the U.S. by Sea Movement. The Allied Player may place them at sea in the High Seas Area during his Reinforcement Phase and then execute Sea Movement with them during his Sea Movement Phase, using his available Naval Transport and Amphibious Assault Points. All German and Italian units appear in any Major Port in Italy.

[S0.53] Italy 43 Standard Scenario

Allied units appear in any port of North Africa. Prior to Italian surrender, Axis units appear in Rome. Subsequent to Italian surrender, Axis reinforcements appear entrained at hex C3526.

[S0.54] France '44 Standard Scenario

Allied reinforcements appear in any Major Port of Great Britain or North Africa. Axis reinforcements appear entrained in Berlin.

[S0.55] All Campaign Scenarios

Allied Reinforcements arrive as per Sections 23.0 and 27.0.

[S0.6] SOVIET MILITIA

(War In the East and War In Europe)

On the first Game Turn of Invasion (1/7/41 in War in the East) the Soviet Player receives three 1-4 infantry divisions on each Friendly Personnel Center (both On-Map and Siberia) during his Reinforcement Replacement Phase. He receives two 1-4 divisions per center on the second Game Turn and one 1-4 division per center on the third Game Turn. This represents reserve and militia divisions mobilized at the start of Total War. It is in addition to any Soviet Production or scheduled Reinforcement. The rule is applied to the Barbarossa Standard Scenario, the Barbarossa Campaign Scenario, and the first three turns of Total War in War in Europe.

[S0.7] FREE DEPLOYMENT (Optional)

The historical deployment of units is given for all Scenarios. If desired, the players may experiment with free deployment. When using free deployment, units may be placed in any hex of the country or territory in which they were deployed historically, with the following exceptions:

  1. Units must be placed on the "correct side" of any applicable Scenario Start Line;
  2. All international borders covered by Friendly units or Zones of Control in the historical set-up also must be covered by Friendly units or Zones of Control in the free deployment.

In all Scenarios, the second player deploys all of his units first.

S1.0 POLAND SCENARIO

[S1.1] SCENARIO INFORMATION

[S1.11] GAME LENGTH

Four Game Turns (3/9/39).

[S1.12] MAP SECTIONS IN PLAY

Map Sections C and G (Note: small areas of Poland also appear on Map Sections D and H. Players may include them in the Scenario, if desired).

[S1.13] PLAYER SEQUENCE

The Axis Player is the First Player.

[S1.2] Deployment

[S1.21] AXIS INITIAL DEPLOYMENT

GERMAN — MAP SECTION C:

One 6-5 in hexes: 6013, 5829, 5830, 5715, 5615, 5515, 5521, 5522, 5528, 5427, 5426, 5317, 5318, 5319, 5322, 5328, 5217, 5220, 5221, 5225, 5226, 5023.

Two 6-5s in hexes: 5419, 5425, 5520, 5521, 5623.

One 10-8 each in hexes: 5416, 5215.

Two 10-8s and two 8-8s each in hex: 5622.

One 10-8 and two 6-5s each in hex: 5525.

One 10-8 and one 8-8 each in hex: 5628.

Three 8-8s each in hex: 5416.

One 8-8 and one 6-5 each in hex: 5624.

One 3-8 each in hexes: 5523, 5424.

GERMAN — MAP SECTION G:

One 6-5 each in hexes: 0113, 0212, 0316. 0416, 0517, 0518, 0617, 0618, 0818, 0919, 1018, 1115, 1117.

Four 6-5s each in hex: 0714.

One 1-3 KG each in hex: 1018.

One 10-8 each in hex: 0718.

AXIS AIR/SEA/RAIL AVAILABILITY:

  • Naval Transport Points: None
  • Amphibious Assault Points: None
  • Air Points: 20 (East Front)
  • Air Transport Points: None
  • Airborne Units: None
  • Rail Capacity/Game Turn: 15
  • Repair Units available: 2

[S1.22] ALLIED INITIAL DEPLOYMENT

POLISH — MAP SECTION C:

One 4-4 each in hexes: 5527, 5625, 5627, 5717, 5719, 5720, 5721, 5723, 5725, 5816, 5826, 5916, 5921, 6020, 6022.

One 2-4 each in hexes: 5526, 5728.

One 3-5 in hex: 6029.

One 1-6 in hex: 5827.

One 1-3 each in hexes: 5618, 5722, 5724, 5922, 6015.

One 1-3 and one 4-4 each in hex: 5617.

POLISH — MAP SECTION G:

One 4-4 each in hexes: 0116, 0130, 0131, 0216, 0223, 0318, 0324, 0428, 0520, 0619, 0821, 1021.

One 2-4 each in hexes: 0123, 0232, 0322, 0330, 0526, 0726, 0920, 0922, 1120, 1618.

One 1-6 in hex: 0421.

One 1-3 each in hexes: 0418, 0819, 1119, 1121, 1419.

Poland receives 1 Infantry Replacement per Strategic Cycle beginning 11/39.

ALLIED AIR/SEA/RAIL AVAILABILITY:

  • Air Points: 2 Po (East Front)
  • Rail Capacity/Game Turn: 5

[S1.3] Victory Conditions

The Axis Player wins if an Axis unit with a Line of Communications physically occupies Warsaw (hex G0421) at the end of Game Turn Four. The Allied Player wins by preventing an Axis victory.

[S1.4] Special Rules

  1. Units may only enter hexes of Germany and Poland.

[S1.5] Campaign Scenario Additional Deployment

[S1.51] ADDITIONAL AXIS INITIAL DEPLOYMENT

GERMAN — MAP SECTION C:

One 1-5 KG each in hexes: 3018, 3118, 3212, 3218, 3219, 3315, 3316, 3317, 3411, 3414, 3415, 3416, 3417, 3515, 3518, 3613, 3711, 3807, 4114.

Two 1-5 KGs each in hexes: 3113, 3114, 3213, 3215, 3409, 3410, 3509, 3808.

Three 1-5 KGs each in hexes: 3211, 3214, 3310, 3311.

AXIS AIR/SEA/RAIL AVAILABILITY:

  • Additional Air Points available: 3 (West Front)
  • Air Transport Points: 3 (West Front)
  • Naval Transport Points: 5
  • Political Point Total: 38 (neutrality of France, Great Britain and Poland already violated)
  • Rail Capacity/Game Turn: 20
  • Surface Fleet Points: 2
  • U-Boat Points: 4
  • Additional Replacements: 50 IR (West Front)

[S1.52] ADDITIONAL ALLIED INITIAL DEPLOYMENT

FRENCH — MAP SECTION C:

One 3-4 each in hexes: 0714, 0720, 1120, 1124, 1220, 1224, 1510, 1612, 1617, 1813, 1911, 1926, 2025, 2106, 2111, 2124, 2223, 2518, 2704, 2707, 2711, 2712, 2718, 2808, 2811, 2812, 2815, 2917, 3116, 3216.

Two 3-4s each in hexes: 1105, 1608, 1927, 1928, 2209, 2317, 2813, 2912, 3016.

Three 3-4s each in hex: 3014.

One 3-10 each in hexes: 2606, 2806, 2810, 2915.

One 3-6 each in hexes: 2607, 2610.

One 2-6 in hex: 2609.

One 2-4 in hexes: 2024, 2222, 2322.

One 6-6 and one 3-4 each in hex: 2809.

One 3-4 and one 3-10 each in hex: 2814.

Two 3-4s and one 2-6 each in hex: 3013.

One 3-4 and two 3-10s each in hex: 3115.

FRENCH — MAP SECTIONS A AND D:

Ten 3-4s and two 1-3s: Deployed anywhere in Morocco, Algeria or Tunisia. At least one unit must be deployed in every Moroccan, Algerian and Tunisian Major Port hex.

One 3-4: In Corsica.

FRENCH — MAP SECTION J:

Two 3-4s: Deployed anywhere in the Levant States.

COMMONWEALTH — MAP SECTION B:

Six 2-10 BGs, one 2-8 BG and one 3-8: Anywhere in Great Britain.

COMMONWEALTH — MAP SECTION J:

One 2-10 BG and one 2-8 BG: Deployed anywhere in Egypt.

One 2-10 BG: Anywhere in Palestine.

COMMONWEALTH — MAP SECTION D:

One 0-1-0 and one 2-10 BG: On Malta.

COMMONWEALTH — MAP SECTION A:

One 0-1-0: In Gibraltar.

ALLIED AIR/SEA/RAIL AVAILABILITY:

  • Additional Air Points: 4 Fr (West Front)
  • Rail Capacity/Game Turn: 10
  • Airborne Units available: None
  • Repair Units available: None

[S1.6] Campaign Scenario Production

  • Production Pool Level: 90.
  • Germany may not begin production until the 0/10/39 Cycle.

Appearing 0/12/39:

  • U-Boat Points (completing 2nd Step): 2
  • Surface Fleet Point: 1
  • Air Points: 4

S2.0 FRANCE 40 SCENARIO

[S2.1] Scenario Information

[S2.11] GAME LENGTH

Twenty-two Game Turns (3/5/40).

[S2.12] MAP SECTIONS IN PLAY

Map Section C.

[S2.13] PLAYER SEQUENCE

The Axis Player is the First Player.

[S2.2] Deployment

[S2.21] AXIS INITIAL DEPLOYMENT

GERMAN — MAP SECTION C:

  • Two 10-8s each in hexes: 3311, 3313.
  • One 10-8 each in hexes: 3312, 3314, 3409, 3412, 3609, 3709.
  • One 3-8 each in hexes: 3313, 3607.
  • Two 8-8s each in hex: 3413.
  • One 8-8 each in hexes: 3412, 3609, 3711, 3807.
  • Four 6-5s each in hexes: 3211, 3310, 3212, 3315, 3414, 3509.
  • Three 6-5s each in hexes: 3113, 3114, 3213, 3214, 3312, 3314, 3409, 3510, 3608, 3614, 3710.
  • Two 6-5s each in hexes 3215, 3311, 3316, 3410, 3411, 3412, 3417, 3513, 3607, 3609, 3610, 3709.
  • One 6-5 each in hexes: 2919, 3018, 3118, 3119, 3217, 3218, 3219, 3317, 3518, 3519, 3708, 3809, 3815, 3907, 3910, 4005, 4010, 4013.
  • One 6-3 each in hex: 3319.
  • One 3-3 each in hex: 3906.

AXIS AIR/SEA/RAIL AVAILABILITY:

  • Naval Transport Points available: None
  • Amphibious Assault Points available: None
  • Air Points Available: 28 (West Front)
  • Air Transport Points available: 3 (West Front)
  • Airborne Units available: three 2-5 (West Front)
  • Rail Capacity/Game Turn: 20
  • Repair Units available: 2

[S2.22] ALLIED INITIAL DEPLOYMENT

COMMONWEALTH — MAP SECTION C:

  • One 3-8 each in hex: 2805.
  • Three 8-10s each in hex: 2705.
  • Two 8-10s each in hexes: 2706, 2805.
  • One 8-10 each in hexes: 2406, 2605, 3014.

FRENCH — MAP SECTION C:

  • Two 6-6s each in hex: 2511.
  • One 6-6 in hex: 2510.
  • Two 3-6s each in hex: 2707.
  • One 2-6 each in hexes: 2604, 2709, 2810, 2813.
  • One 1-6 each in hexes: 2809, 2811, 3013.
  • Two 3-10s each in hexes: 2603, 2707.
  • One 3-10 each in hexes: 2507, 2706, 2714.
  • One 1-3 each in hexes: 2912, 2915.
  • Four 3-4s each in hexes: 2517, 2913, 2914, 3115.
  • Three 3-4s each in hexes: 2610, 2715, 2807, 2912, 3013, 3014, 3015.
  • Two 3-4s each in hexes: 2806, 2808, 2809, 2810, 2818, 2918, 3016, 3017, 3116, 3117, 3216.
  • One 3-4 each in hexes: 1927, 1928, 2023, 2124, 2209, 2617, 2704.
  • One 2-4 each in hexes: 2024, 2223, 2322, 2613.

S2.22 (correction) France '40: French are missing one 2-6 armored cavalry unit in the original counter sheets. The supplemental counter sheet corrects this.

ALLIED AIR/SEA/RAIL AVAILABILITY:

  • Naval Transport Points available: 15
  • Amphibious Points available: None
  • Air Points available: 6 Fr, 4 CW (West Front)
  • Airborne Units available: None
  • Rail Capacity/Game Turn: 10
  • Repair Units available: None

[S2.3] Victory Conditions

Players may opt to play the Historical Game (see S2.42 and S2.43).

The Axis Player wins in the Historical Game by establishing a Vichy Government in France by the end of Game Turn Seven. He wins in the non-Historical Game by establishing a Vichy Government in France by the end of Game Turn 22.

The Allied Player wins by preventing the Axis Player from achieving victory.

[S2.4] Special Rules

[S2.41] AREA OF PLAY

Units may enter only Belgium, Great Britain, France, Germany, Italy, Luxembourg and the Netherlands. For the set-up of the Armed Neutrals, see Section 47.0.

[S2.42] GERMAN PRE-GAME TURN (HISTORICAL GAME ONLY)

The German Player may move his units as in an Initial Movement Phase. Allied Zones of Control do not extend across borders during this Movement Phase. The cost for German units to enter or leave an Enemy Zone of Control is reduced to one additional Movement Point, as is the Movement Point cost to Overrun. German units may not Force March during this Movement Phase.

[S2.43] ALLIED FORCED MOVE (HISTORICAL GAME ONLY)

All Allied units to the north and west of hexrow C3010 must move as far as possible (they need not use Forced March, however) into Belgium and towards the German-Belgian border. Units move in the following sequence:

A. Belgian units, B. Commonwealth mechanized units, C. Commonwealth infantry units, D. French mechanized, motorized units, E. French infantry units.

German Zones of Control do extend across borders during this Forced Move.

The following units are not subject to the Allied Forced Move. They must remain in place:

Hex NumberUnit
24068-10 (Commonwealth)
27043-4 (French)
26043-6 (French)

[S2.44] GAME TURN ONE

After the completion of the Pre-Game Turn, the German Player begins Game Turn One, The following special Rules are in effect for that Game Turn (only).

  1. The cost for German units to enter or leave an Enemy Zone of Control is reduced to one additional Movement Point. The cost to Overrun is also reduced to one additional Movement Point.
  2. The cost for Allied units to enter a hex containing a German Air Interdiction Marker is increased to four additional Movement Points. This cost has precedence over the normal cost to enter and leave an Enemy Zone of Control.
  3. Allied units may not Forced March or use Rail Movement.

This rule applies to the first turn of the Axis attack on France whenever that occurs in War in Europe, so long as the Allied Player agrees.

[S2.45] FRENCH INFANTRY FORTIFICATIONS

Beginning with 1/8/40, French 3-4 Infantry units may attempt to fortify, using the procedure outlined in Section 18.0.

[S2.46] COMMONWEALTH POLITICAL RESTRICTIONS

No more than one Commonwealth unit may voluntarily end a Movement Phase more than four hexes from a Coastal hex, with the exception of any one Commonwealth unit that is not bound by this restriction. This restriction is removed if a Vichy Government is declared.

S2.46 (correction) Commonwealth Political Restrictions: This rule is not used in War in Europe, instead rule 43.9 Anglo-French Non-cooperation is used.

[S2.5] Campaign Scenario Additional Deployment

[S2.5l] ADDITIONAL AXIS INITIAL DEPLOYMENT

GERMAN — MAP SECTION G:

Ten 6-5s: Must be deployed in German-occupied Poland such that all Polish Partition Line hexes are occupied by German infantry units or their Zones of Control.

GERMAN — MAP SECTION F:

  • Three 6-5s in hex: 1712.
  • Two 6-5s in hex: 0224.
  • One 6-5 each in hexes: 0916, 1015, 1214.
  • One 1-5 KG in hex: 2908.
  • One 3-8 in hex: 0224.

GERMAN — MAP SECTION B:

One 6-5 each in hexes: 5222, 5518.

ITALIAN — MAP SECTION D:

Three 2-4s and two 1-4s: In Albania; all Albanian border hexsides must be adjacent to hexes occupied by Italian units or their Zones of Control.

Twelve 1-4s, thirty-five 2-4s, two 2-10s, three 3-6s, one 4-6, one 1-6 BG and Two MSUs: In any hex in Italy or Sicily. There must be at least one unit in every Italian and Sicilian Major Port hex. All French and Yugoslavian border hexsides must be adjacent to hexes occupied by Italian units or their Zones of Control.

ITALIAN — MAP SECTION E:

One 1-4: In any hex in Rhodes.

Four 2-4s, four 1-4s, one 1-10, two 1-6s and one Sup: In any hex in Libya; at least one unit in every Libyan Major Port hex.

Twelve AP and 3 IR: South Front

AXIS AIR/SEA/RAIL AVAILABILITY:

  • Naval Transport Points available: 3
  • Additional Air Points available: 7 (West Front), 5 (East Front)
  • Additional Repair Units available: 1 (hex F0916)
  • Railhead Markers: 2 (hexes F0224 - F0916)
  • Additional Air Transport Points: 2 (West Front)
  • Replacement Points available: 3 IR, 1 MR (West Front)
  • Unrebuilt Air Points eliminated: 5
  • U-Boat Points: 4
  • Surface fleet Points: 3
  • Political Point Total: 40

[S2.52] ADDITIONAL ALLIED INITIAL DEPLOYMENT

FRENCH — MAP SECTION F:

One 3-4 in hex: 2807.

FRENCH — MAP SECTIONS A AND D:

Ten 3-4s and two 1-3s: Deployed anywhere in Morocco, Algeria or Tunisia. As least one unit must be deployed in every Moroccan, Algerian and Tunisian Major Port hex.

One 3-4: In Corsica.

FRENCH — MAP SECTION J:

Two 3-4s: Anywhere in the Levant States.

COMMONWEALTH — MAP SECTIONS B & F:

Six 8-10s, sixteen 2-10 BGs, two 9-8s, two 3-8s and 1 MSU: In any hexes in Great Britain.

One 2-10 BG each in hexes: F2808, F2807.

COMMONWEALTH — MAP SECTION D:

One 0-1-0: On Malta.

COMMONWEALTH — MAP SECTION E:

One 2-10 BG and one 2-8 BG: In any hexes in Egypt.

COMMONWEALTH — MAP SECTION J:

Two 2-10 BGs: In any hexes in Palestine. COMMONWEALTH — MAP SECTION A:

One 0-1-0: In Gibraltar.

NORWEGIAN — MAP SECTION F:

One 3-4 in hex: 3207.

ALLIED AIR/SEA/RAIL AVAILABILITY:

  • Additional Air Points available: 12 CW (West Front)
  • Railroad Repair Units available: 2 (Great Britain)
  • Amphibious Assault Points available: 1 (recycling, reappears 4/6/40)
  • Amphibious Supplyhead: F2807

[S2.6] Campaign Scenario Production

  • Production Pool Level: 19

Appearing 0/6/40:

  • U-Boat Points (completing 1st Step): 1
  • Air Points: 4
  • Air Transport Point: 1
  • 6-5 Infantry Divisions: 2
  • 8-8 Mechanized Division: 1

Appearing 0/7/40:

  • U-Boat Point (completing 1st Step): 1
  • Air Points: 4
  • 6-5 Infantry Divisions: 2
  • 8-8 Mechanized Division: 1

Appearing 0/8/40:

  • U-Boat Point (completing 1st Step): 1
  • Air Points: 4
  • 8-8 Mechanized Division: 1
  • 11-8 SS Mechanized Division: 1

Appearing 0/9/40:

  • U-Boat Point (completing 1st Step): 1
  • Air Points: 4
  • Infantry Replacement Point: 1
  • 10-8 Armored Division: 1

Appearing 0/10/40:

  • U-Boat Point (completing 1st Step): 1
  • Air Points: 4

S3.0 BARBAROSSA SCENARIO

[S3.1] Game Length

20 Game Turns (1/7/41).

[S3.2] Deployment

[S3.21] AXIS INITIAL DEPLOYMENT

  • Finland: (3) 6-5, (1) 1-5kg, (17) 4-5Fin.
  • Poland and East Prussia: (17) 10-8, (12) 8-8, (2) 3-8, (77) 6-5, (9) 6-3, (4) RR, (3) Sup.
  • Rumania: (1) 7-5, (7) 6-5, (14) 2-4R, (3) 1-3R, (2) 1-6R
  • In Reserve: (2) 10-8, (1) 8-8, (25) 6-5

(Reserve units are not deployed on the map initially. They are considered to be available starting on 2/7/41. The Axis Player may bring them on to the map via Rail Movement at a rate of ten units per Game Turn. The Panzer and Panzer Grenadier divisions must enter the map last.)

AXIS AIR/SEA/RAIL AVAILABILITY

  • Naval Transport Points Available: 1 permanent: Baltic
  • Amphibious Transport Points available: None
  • Air Points Available: 26
  • Airborne units available: None (the 7-5 in Rumania is to be used strictly as a "leg" unit.)
  • Rail Capacity/Game Turn: 10
  • Repair Units available: see above (RR)
  • Replacement Points available: None

[S3.22] SOVIET INITIAL DEPLOYMENT

  • Finnish Border: (2) 3-5, (3) 2-5, (20) 1-4.
  • In Lithuania: (2) 3-5, (5) 2-5, (16) 1-4, (3) 0-1-10.
  • In Poland: (5) 3-5, (13) 2-5, (52) 1-4, (5) 0-1-10, (3) 1-3, (3) 10-1-10.
  • In Bessarabia: (2) 3-5, (4) 2-5, (20) 1-4, (1) 1-3
  • Riga Reserve: (1) 3-5, (5) 2-5, (8) 1-4, (2) 0-1-10, (1) 1-3
  • Odessa Reserve: (1) 3-5, (1) 2-5, (8) 1-4, (2) 1-3.
  • Moscow Reserve: (1) 3-5, (10) 2-5, (34) 1-4, (2) 1-3, (2) RR, (1) MSU.
  • Krasnodar Reserve: (1) 3-5, (2) 2-5, (13) 1-4.
  • Port Garrisons: (1) 1-4 in each port hex in Soviet Union.

SOVIET AIR/SEA/RAIL AVAILABILITY

  • Naval Transport Points available: 3 (Baltic); 3 (Black): 3 (Caspian).
  • Air Points available: 3 (East Front).
  • Rail Capacity/Game Turn: 60 (see S3.52).

[S3.23] STARTING SEQUENCE

(1) The Soviet Player deploys his units on the eastern side of the 1941 Start Line. "Finnish Border" units must be deployed within three hexes of that part of the 1941 Startline which is inside Finland. All units not indicated as being part of a "Reserve" must be placed within the geographical location given, and be within three hexes (inclusive) of the Start Line. "Reserve" units may be placed anywhere within five hexes of the named city hex. "Port Garrison" units are simply distributed in each Soviet port hex. Units must be placed so that all Start Line hexes are occupied by, or in the Zone of Control of, a Soviet infantry unit. All units may move normally on Game Turn 1.

PLAYERS' NOTE:

The 1941 Start Line is congruent with and runs along the Bessarabian Annexation Line from the Black Sea to the Soviet/Hungarian border, runs along that border to the Polish Partition Line, along that line to the Soviet/East Prussian border and thence to the Baltic Sea. It picks up again in Finland and is labeled there as such.

The hexes from H0403 to G0132 represent Hungarian Territory (strictly speaking, the ex-Czechoslovakian, ex-independent province of CarpathoUkraine, later annexed by the Soviet Union).

(2) The Axis Player sets up his units on the western side of the 1941 Start Line, within the geographical location given and within three hexes (inclusive) of the Start Line. All Axis Start Line hexes must be occupied or within the Zone of Control of Axis infantry unit(s). German Repair and Mobile Supply units may be placed anywhere on the western side of the Start Line, with the exception that they may not be placed in Finland. No units may set up in Hungary and Axis Start Line hexes bordering on Hungary cannot be occupied or controlled by Axis units until 1/8/41.

(3) Begin the first Axis Player Turn. The Axis Player is the First Player.

[S3.3] Victory Conditions

Axis Victory: Force the collapse of the Soviet government, or have Axis ground combat units occupying eight or more Soviet Personnel Center hexes at the end of Game Turn 20.

Draw: Axis ground combat units occupy six or seven Soviet Personnel Center hexes at the end of Game Turn 20.

Soviet Victory: Axis ground combat units occupy five or fewer Soviet Personnel Center hexes at the end of Game Turn 20.

[S3.4] Special Rules

[S3.41] Soviet Zones of Control do not extend outside of the Soviet Union during the Axis Initial Movement Phase of Game Turn 1. During the First Game Turn (only) the cost for Axis units to enter or leave an Enemy Zone of Control is reduced to one additional Movement Point. The cost to overrun, however, remains two additional Movement Points.

[S3.42] Soviet Rail Capacity is reduced to 30 units per Game Turn during Game Turns 1 through 8 (inclusive).

[S3.43] There is no Joint Air War Turn on Game Turn 1. (The Luftwaffe is presumed to be engaged in destroying the Soviet Air Force. Neither Player uses Air Points this turn.)

[S3.44] Finland is neutral on Game Turn 1. Finnish units may not move or attack during that Game Turn. Non-Finnish Axis units in Finland may move and attack under their normal restrictions.

[S3.45] Hungary is neutral on the first four Game Turns; no units may deploy in or enter Hungary until the start of Game Turn 5.

[S3.46] Shock of War (War in the East only)

A collapse of the Soviet Government is assumed to occur if any of the following conditions are met:

(1) An Axis ground combat unit occupies at least one Soviet Personnel Center at the end of Game Turn 1;

(2) Axis ground combat units occupy two (or more) Soviet Personnel Centers at the end of Game Turn 2;

(3) Axis ground combat units occupy three (or more) Soviet Personnel Centers at the end of Game Turn 3 or 4;

(4) Axis ground combat units occupy four (or more) Soviet Personnel Centers at the end of Game Turn 5.

If a collapse occurs, the scenario is over, and the Axis Player is the winner. If the Axis Player fails to create collapse, the Scenario continues the full 20 Game Turns (Standard) or to the bitter end (Campaign). The purpose of this rule is to force the Soviet Player to commit significant forces to battle to prevent an easy Axis victory. Playtesting demonstrated that without this device the Soviet Player would immediately bail out of the frontier area with everybody he could extricate, retreating post haste to a final defense line in front of Moscow and Leningrad. While eminently sensible as a game strategy, wholesale strategic withdrawal was rejected by Stalin and the Soviet Command as politically impossible. Stalin felt (with reason) that a wholesale abandonment of the richest, most populous regions of Russia without a fight would have been political suicide. The fact that his rigid insistence on no retreat and even counterattacking almost destroyed the Red Army is beside the point. When playing War In Europe, Players may wish to ignore this rule, since play is liable to evolve in strange directions and the Axis Player particularly could exploit this rule in some unpredictable way.

[S3.5] Campaign Scenario Production

  • Personnel Pool Level: 55
  • Arms Pool Level: 115

Arms and Training Centers:

Start with 25 on-map Arms Centers and 10 on-map Training Centers. The starting locations of the on-map Arms (a) and Training (t) Centers are as follows:

3a at G3307 (Leningrad); 2a, 1t at G1923 (Minsk); 1a, 1t at H2001 (Kiev); 1a, 1t at H1613 (Odessa); 2a, 1t at GS524 (Gorki); 2a at G4123 (Moscow W); 2a, 1t at G4222 (Moscow NE); 1t, 2a at G4223 (Moscow SE); 1a at G3531 (Orel); 1a at H4104 (Voronezh); 1a, 1t at H3307 (Kharkov); 2a, 1t at H5014 (Stalingrad); 1a, 1t at H3914 (Voroshilov); 3a, 1t at H3817 (Rostov); 1a at H3423 (Krasnodar).

Appearing 0/8/41:

  • 4-4 Infantry Corps: 8
  • 3-5 Mech Brigade: 4
  • 0-1-10 AT Brigade: 8

Appearing 0/9/41:

  • 4-4 Infantry Corps: 4
  • 2-5 Tank Brigade: 4
  • 0-1-10 AT Brigade: 4

Appearing 0/10/41:

  • Air Points: 2

[S3.6] Finnish Theatre

  • Axis: omit all Finnish units and all German units assigned to Finland.
  • Soviet: omit (20) 1-4 from Finnish Border units.

S4.0 NORTH AFRICA SCENARIO

[S4.1] Scenario Information

[S4.11] GAME LENGTH

Forty-seven Game Turns (1/7/42).

[S4.12] MAP SECTIONS IN PLAY

Map Sections A, D, E and J.

[S4.13] PLAYER SEQUENCE

The Axis Player is the First Player.

[S4.2] Deployment

[S4.21] AXIS INITIAL DEPLOYMENT

GERMAN — MAP SECTION E:

  • Two 10-8s each in hex: 3718
  • One 8-8 each in hex: 3919.
  • Five MSUs: Anywhere behind 1942 Start Line.

ITALIAN — MAP SECTION E:

  • One 4-6 each in hexes: 3414, 3718.
  • One 3-6 each in hexes: 3615, 3618.
  • One 2-4 each in hexes: 3514, 3515, 3615, 3616.

AXIS AIR/SEA/RAIL AVAILABILITY:

  • Naval Transport Points: None
  • Air Points available: 7 German, 3 Italian (South Front)
  • Air Transport Points available: 4
  • Airborne Units available: None
  • Rail Capacity/Game Turn: None

[S4.22] ALLIED INITIAL DEPLOYMENT

COMMONWEALTH MAP SECTION E:

  • One 9-8 each in hexes: 4622, 5831.
  • One 2-8 BG in hex: 4523.
  • One 8-10 in hex: 5325.
  • Three 2-10 BGs each in hex: 4522.
  • Two 2-10 BGs each in hex: 4423.
  • One 2-10 BG each in hexes: 3716, 4424, 4523.
  • One 3-8 in hex: 3716.
  • One 3-10 each in hexes: 3716, 4623, 5530.
  • One 0-1-0: in Malta.
  • One MSU in hex: 3716.

COMMONWEALTH — MAP SECTION J:

  • One 8-10 each in hexes: 0827, 1424.

ALLIED AIR/NAVAL/RAIL AVAILABILITY:

  • Naval Transport Points available: 5
  • Air Points available: 10 (CW; South Front)
  • Air Transport Points available: None
  • Airborne Units available: None
  • Rail Capacity/Game Turn: 5
  • Repair Units available: 1

[S4.3] Victory Conditions

The Allied Player wins by controlling all Port hexes in North Africa by the end of the Axis Player Turn of Game Turn 47.

The Axis Player wins by preventing the Allied Player from achieving victory.

[S4.4] Special Rules

  1. Units may enter only Algeria, Egypt, Italy, Libya, the Levant States, Malta, Morocco, Sicily, and Tunisia. For the Neutral Vichy set-up, see 43.7.
  2. German 2-5 Airborne reinforcements appear in the Airborne Units Available Box of the South Air Front.

[S4.5] Campaign Scenario Additional Deployment

[S4.51] ADDITIONAL AXIS INITIAL DEPLOYMENT

GERMAN, Anywhere within borders of:

  • Norway: Eleven 6-5s, one 10-8.
  • Denmark: One 6-5.
  • Netherlands: Two 6-5s.
  • France, Belgium and/or Luxembourg: Three 10-8s, two 3-8s and twelve 6-5s.
  • Crete: One 6-5.
  • Yugoslavia, Albania and/or Greece: Four 6-5s.
  • Germany: One 6-5, one 7-5 and eighteen flak.

ITALIAN, Anywhere within borders of:

  • Yugoslavia, Albania and/or Greece (includes Rhodes and Crete): Ten 2-4s and fifteen 1-4s.
  • Italy: Twenty-five 2-4s, four 1-4s, one 4-6, one 3-6 and one 1-6.

BULGARIAN, Anywhere within borders of Yugoslavia, Albania and Greece: Eight 2-4s.

AXIS AIR/SEA/RAIL AVAILABILITY:

  • Additional Naval Transport Points: 3
  • Additional Air Points: 2 Ge (West Front), 3 Ge (South Front)
  • Additional Air Transport Points: 6 (South Front)
  • Replacement Points available: 2 IR It, 2 MR It (South Front)
  • Unrebuilt Air Points eliminated: 10
  • U-Boat Points: 27
  • Surface Fleet Points: 3
  • Rail Capacity/Game Turn: 10
  • Political Point Total: 55 [S4.52] ADDITIONAL ALLIED INITIAL DEPLOYMENT

COMMONWEALTH, Anywhere within borders of...

  • Gibraltar: One 0-1-0 and one 3-10.
  • Malta: One 0-1-0 and one 3-10.
  • Cyprus: One 3-10.
  • Great Britain: Twenty-five 2-10 BGs, ten 8-10s, two 2-8 BGs, one 9-8, one 3-10 and five 3-8s.

UNITED STATES, Anywhere within borders of..

  • Great Britain: Two 8-10s and one 9-8.

ALLIED AIR/SEA/RAIL AVAILABILITY:

  • Additional Air Points: 40 (West Front)
  • Additional Air Transport Points: 1 (West Front),
  • Repair Units: 2 (in Great Britain)
  • Amphibious Assault Points available: 5
  • Replacement Points available: 11 MR CW, 16 IR CW, 1 IR U.S. (West Front)
  • MSUs: 1 U.S., 5 CW (in Great Britain)

[S4.6] Campaign Scenario Production

  • Production Pool Level: 45

Appearing 0/8/42:

  • U-Boat Points (completing 1st Step): 3
  • U-Boat Points (completing 2nd Step): 3
  • Air Points: 6
  • Flak Point: 1
  • Infantry Replacement Point: 1
  • Mechanized Replacement Point: 1
  • 1-5-1 Static Division: 1

Appearing 0/9/42:

  • Air Points: 6
  • Flak Point: 1
  • Infantry Replacement Point: 1
  • Mechanized Replacement Point: 1

Appearing 0/10/42:

  • (Identical to 0/9/42)

Appearing 0/11/42:

  • U-Boat Points (Completing 1st Step): 3
  • U-Boat Points (Completing 2nd Step): 3
  • Air Points: 6
  • Infantry Replacement Point: 1
  • Mechanized Replacement Point: 1

Appearing 0/12/42:

  • Air Points: 6

S5.0 STALINGRAD SCENARIO

[S5.1] Game Length

30 Game Turns (1/7/42)

[S5.2] Deployment

[S5.21] AXIS INITIAL DEPLOYMENT

  • German: (17) 10-8, (10) 8-8, (2) 3-8, (85) 6-5, (2) 2-8KG of 10-8, (2) 2-8KG of 8-8, (53) 1-5KG
  • Finnish: (20) 4-5
  • Hungarian: (9) 2-4, (2) 1-6
  • Italian: (4) 2-4, (1) 1-6
  • Rumanian: (16) 2-4, (1) 1-6

AXIS AIR/RAIL/SEA AVAILABILITY

  • Naval Transport Points Available: 1 permanent: Baltic
  • Air Point Available: 26 German (East Front)
  • Rail Capacity/Game Turn: 10
  • Repair Units Available: 4 (hexes G3010, G3222, H2601, H2307).
  • MSUs: 3 (hexes G3134, G3531, H2814).
  • Replacement Points: 20 IR.

Axis Rail net:

  • Branch 1: G0621-G1021-G1618-G2016-G2116-G3010
  • Branch 2: G1618-G1923
  • Branch 3: G1021-G1623
  • Branch 4: G0824-G1623-G1923-G2822-G2923-G3222
  • Branch 5: G0827-H1702-H1902-H2206-H2307
  • Branch 6: H1902-H2401-H2601

[S5.22] SOVIET INITIAL DEPLOYMENT

(6) 9-6, (8) 8-6, (11) 3-5, (18) 2-5, (8) 2-3, (6) 1-3, (25) 5-5, (31) 4-4, (84) 1-4, (11) 0-1-10, (2) 9-6 BG, (1) 5-5 BG, (3) 4-4 BG, (1) 10-1-10

SOVIET AIR/SEA RAIL AVAILABILITY

  • Naval Transport Points Available: 3 (see 44.14).
  • Air Points: 9 (East Front).
  • Rail Capacity/Game Turn: 60.
  • Repair Units: 6.
  • MSUs: 3

[S5.3] Starting Sequence

(1) The Axis Player delineates his rail net by placing junction markers and railheads in appropriate hexes as indicated by S5.21 (see also 6.7).

(2) The Soviet Player delineates his rail net (i.e., all rail lines on or behind the 1942 Start Line.

(3) The Soviet Player places (on, or East of, the 1942 Start Line) those 1-4s which he wishes to start the game in a Fortified condition.

(4) The Axis Player places (to the west of the 1942 Startline) all Axis infantry-type units. All Axis Start Line hexes must be occupied by, or within the Zones of Control of, Axis infantry units). The Axis Player must place (2) 2-4R and (7) 6-5 within two hexes of Sevastopol (hex H2021).

(5) The Soviet places all of his remaining units. All Soviet Start Line hexes must be occupied by, or within the Zones of Control of, Soviet infantry unit(s). Only infantry and anti-tank units may be placed in hexes G3106, G3306, G3307, G3405, and G3407. (1) 4-4, (1) 1-4, (1) 0-1-10 must be placed in Sevastopol (hex H2021).

(6) The Axis Player places all remaining Axis units anywhere to the west of the 1942 Start Line.

(7) Begin the first Soviet Player Turn. The Soviet Player is the First Player.

[S5.4] Victory Conditions

Axis Victory: Axis ground combat units occupy fourteen or more Soviet Personnel Centers (including the six held at start) by the end of Game Turn 30.

Draw: Axis ground combat units occupy twelve or thirteen Soviet Personnel Centers at the end of Game Turn 30.

Soviet Victory: Axis ground combat units occupy eleven or fewer Soviet Personnel Centers at the end of Game Turn 30.

[S5.5] Special Rules

(none)

[S5.6] Campaign Scenario Production

  • Personnel Pool Level: 33
  • Arms Pool Level: 27

Arms and Training Centers

Start with 10 on-map Arms Centers and 8 off-map. Start with 4 on-map Training Centers and 5 off-map. The starting locations of the on-map Arms (a) and Training (t) Centers are as follows: 2a, 1t at G5524 (Gorki); 2a at G4123 (Moscow W); 2a, 1t at G4222 (Moscow NE); 1t at G4223 (Moscow SE); 2a, 1t at H5014 (Stalingrad).

Appearing 0/1/42:

  • Air Points: 2
  • 0-1-10 AT Brigade: 4
  • 1-4 Infantry Divisions: 12

Appearing 0/9/42:

  • Air Points: 2
  • MSU: 1
  • 0-1-10 AT Brigade: 4

Appearing 0/10/42:

  • Air Points: 2

Appearing 0/11/42:

  • 10-1-10 Artillery Division: 2
  • 2-5 Tank Brigade: 4
  • 3-5 Mech Brigade: 4

Appearing 0/12/42:

  • 10-1-10 Artillery Division: 2

FINNISH THEATRE

  • Axis: omit all Finnish units, and (4) German 6-5
  • Soviet: omit (20) 1-4

S6.0 KURSK SCENARIO

[S6.1] Game Length

18 Game Turns (2/7/43)

[S6.2] Deployment

[S6.21] AXIS INITIAL DEPLOYMENT

  • Finnish Theatre: (4) 6-5 Ger.; (22) 4-5 Fin.
  • German: (14) 10-8, (7) 8-8, (2) 3-8, (5) 11-8, (55) 6-5, (2) 2-8KG of 10-8, (80) 1-5KG
  • Hungarian: (3) 2-4
  • Rumanian: (7) 2-4

AXIS AIR/NAVAL/RAIL AVAILABILITY

  • Naval Transport Points Available: 1 permanent: Baltic; 1 permanent: Black
  • Air Points Available: 22.
  • Rail Capacity/Game Turn: 10.
  • Repair Units Available: 3.
  • MSUs: 3.
  • Replacement Points: 2 MR, 32 IR.

Axis Rail Net: All rail lines to the west of the 1943 Start Line.

[S6.22] SOVIET INITIAL DEPLOYMENT

(12) 9-6, (26) 8-6, (20) 2-3, (20) 5-5, (23) 4-4, (105) 1-4, (26) 0-1-10, (15) 10-1-10

SOVIET AIR/NAVAL/RAIL AVAILABILITY

  • Naval Transport Points: 3 (see 44.14).
  • Rail Repair Units: 6.
  • Air Points: 13.
  • Rail Capacity/Game Turn: 60.
  • MSUs: 5.

[S6.3] Starting Sequence

(1) The Axis Player delineates his rail net by placing junction markers and railheads as indicated b, S6.21.

(2) The Soviet Player delineates his rail net (i.e., all rail lines on, or east of, the 1943 Start Line). Place those 1-4s which are to start the game in a Fortified condition anywhere on or east of the 1943 Start Line.

(3) The Axis Player places all Axis infantry units and here to the West of the 1943 Start Line. All Axis Start Line hexes must be occupied by, or within the Zones of Control of, an Axis infantry unit(s).

(4) The Soviet Player places his remaining units on or east of the 1943 Start Line. Only infantry or anti-tank units may be placed in hex G3106.

(5) The Axis Player places all remaining Axis units anywhere to the west of the 1942 Start Line.

(6) Begin the first Axis Player Turn. The Axis Player is the First Player.

[S6.4] Victory Conditions

Axis Victory: Axis ground combat units occupy eight or more Soviet Personnel Centers (including the seven held at start) at the end of Game Turn 18.

Draw: Axis ground combat units occupy six or seven Soviet Personnel Centers at the end of Game Turn 18.

Soviet Victory: Axis ground combat units occupy five or fewer Soviet Personnel Center hexes at the end of Game Turn 18.

[S6.5] Special Rules

(none)

[S6.6] Campaign Scenario Production

  • Personnel Pool Level: 29
  • Arms Pool Level: 48
  • Arms and Training Centers: Same as Stalingrad Scenario (see S5.6).

Appearing 0/8/43:

  • 2-5 Tank Brigade: 20
  • 0-1-10 AT Brigade: 12
  • 10-1-10 Artillery Division: 4
  • Air Points: 2

Appearing 0/9/43:

  • Air Points: 2
  • 10-1-10 Artillery Divisions: 4
  • 5-5 Infantry Corps: 4

Appearing 0/10/43:

  • Air Points: 2

[S6.7] Finnish Theatre

  • Axis: omit all "Finnish Theatre" units.
  • Soviet: omit (20) 1-4

S7.0 ITALY SCENARIO

[S7.1] Scenario Information

[S7.11] GAME LENGTH

48 Game Turns (4/7/43).

[S7.12] MAP SECTIONS IN PLAY

Map Sections A, C and D.

[S7.13] PLAYER SEQUENCE

The Allied Player is the First Player.

[S7.2] Deployment

[S7.21] AXIS INITIAL DEPLOYMENT

ITALIAN — MAP SECTION C:

  • One 2-10 in hex: 2428.
  • One 2-4 each in hexes: 1928, 2428, 2531.

ITALIAN — MAP SECTION D:

  • One 2-4 each in hexes: 1306, 1309, 1404, 1604, 1801, 1805, 1903, 1920, 2102, 2606, 2803, 2812, 3212, 3417, 3618.
  • Two 2-4s in hex: 2608.
  • One 1-6 in hex: 1903.
  • Two 3-6s in hex: 2607.
  • One 4-6 each in hexes: 2607, 2608.
  • One 2-10 in hex: 3218.

GERMAN — MAP SECTION C:

  • One 3-8 in hex: 2101.
  • One 10-8 in hex: 2932.

GERMAN — MAP SECTION D:

  • One 7-5 in hex: 3212.
  • One 8-8 each in hexes: 2018, 2812, 2605.
  • One 10-8 in hex: 3012.
  • One 13-8 in hex: 2620.

AXIS AIR/NAVAL/RAIL AVAILABILITY:

  • Naval Transport Points available: 1 (see S7.24)
  • Amphibious Assault Points available: None
  • Air Points available: 12 Ge (South Front)
  • Air Transport Points available: 3 (South Front)
  • Airborne Units available: None
  • Rail Capacity/Game Turn: 3
  • Repair Units available: None

[S7.22] ALLIED INITIAL DEPLOYMENT

COMMONWEALTH—MAP SECTIONS A, D AND E:

  • Two 3-10s and four 8-10s.
  • In any Port hex in Algeria, Tunisia, Libya and/or Egypt.

UNITED STATES — MAP SECTIONS A, D AND E:

  • One 11-8 and three 8-10's:
  • In any Port hex in Algeria, Tunisia, Libya and/or Egypt.

ALLIED AIR/NAVAL/RAIL AVAILABILITY:

  • Naval Transport Points available: 5
  • Amphibious Assault Points available: 9
  • Air Points available: 12 U.S., 10 CW (South Front)
  • Air Transport Points available: 1 (South Front)
  • Airborne Units available: one 9-10; CW (South Front)
  • Rail Capacity/Game Turn: None
  • Repair Units available: None

[S7.3] Victory Conditions

The Allied Player wins by controlling Rome (D2607) and all mainland Italian and Sicilian Port hexes, south of the 1944A Start Line in Italy, by the end of Game Turn 48.

The Axis Player wins by preventing the Allied Player from achieving victory.

[S7.4] Special Rules

  1. Units may enter only N. Africa, Corsica, Malta, Italy (and its islands).
  2. Italy surrenders when both of the following conditions are met: A) No Axis units remain on Sicily and B) An Allied unit enters a hex of mainland Italy. Remove all Italian units from the game the Game Turn that Italy surrenders. Note that other Italian units do appear as reinforcements for both sides thereafter.
  3. For rules concerning the surrender of Italy, see S7.28.
  4. All German Air Points are grounded during the 4/7/43 turn (exception: Extraordinary Air-Sea Interdiction is still in effect). Only Allied Air Points may provide ground support, interdiction, etc.

[S7.5] Campaign Scenario Additional Deployment

[S7.51] ADDITIONAL AXIS INITIAL DEPLOYMENT

GERMAN, Anywhere within borders of...

  • Norway: Ten 6-5s, one 10-8 and one 5-1.
  • Denmark: Two 6-5s.
  • Netherlands: One 6-5 and three 5-1s.
  • France, Belgium and/or Luxembourg: Fourteen 6-5s, fifteen 5-1s, Two 10-8s, Two 8-8s and Two 7-5s.
  • Crete: One 6-5 and one 5-1.
  • Yugoslavia, Albania and Greece: Ten 6-5s, two 6-3s, one 8-8 and one 10-8.
  • Germany: Thirteen 6-5s, one 3-8, two 10-8s, one 2-8KG of 10-8 and thirty-six flak.

ITALIAN, Anywhere within borders of...

  • Crete: One 2-4.
  • Yugoslavia, Albania and/or Greece: Seventeen 2-4s and thirteen 1-4s.

BULGARIAN, ANYWHERE WITHIN BORDERS OF...

  • Yugoslavia: Five 2-4s.
  • Greece: Two 2-4s.

AXIS AIR/SEA/RAIL AVAILABILITY:

  • Additional Naval Transport Points: 3
  • Additional Air Points: 4 It, 3 Ge (South Front), 20 Ge (West Front)
  • Additional Air Transport Points: 3 (West Front), 2 (South Front)
  • Unrebuilt Air Points eliminated: 20
  • U-Boat Points: 35
  • Surface Fleet Points: 1
  • Political Point Total: 52

[S7.52] ADDITIONAL ALLIED INITIAL DEPLOYMENT

COMMONWEALTH, Anywhere within borders of…

  • Morocco, Algeria, Tunisia and/or Libya: Five 8-10s, three 3-10s, two 9-8s, three 3-8s, one 9-10 and 2 MSUs.
  • Egypt, Palestine, Trans-Jordan, Levant States, Cyprus and/or Iraq: Five 8-10s, two 3-10s, five 3-8s, one 9-8, two 2-8 BGs and 3 MSUs.
  • Great Britain: Twenty-five 2-10 BGs, four 8-10s, five 2-8 BGs, two 9-8s, one 3-10 and one 9-10.
  • Hex D1825: One (1)-0

UNITED STATES, Anywhere within borders of...

  • Morocco, Algeria, Tunisia and/or Libya: Two 8-10s, one 11-8 and 2 MSUs.
  • Great Britain: Three 8-10s, one 9-8, one 9-10 and 2 MSUs.

FREE FRENCH, Anywhere within borders of..

  • Morocco, Algeria, Tunisia and/or Libya: Three 8-10s.

ALLIED AIR/SEA/RAIL AVAILABILITY:

  • Rail Repair Units: 2 (North Africa), 1 (Great Britain)
  • Strategic Air Bases: 1 (Great Britain), 1 (undeployed)
  • Replacement Points available: 2 IR CW, 1 MR CW, 2 IR U.S., 1 MR U.S. (South Front); 6 IR CW, 1 MR CW, 1 IR U.S. (West Front)
  • Additional Air Points: 35 CW, 20 U.S. (West Front)
  • Additional Air Transport Point: 1 (West Front)
  • Additional Amphibious Assault Points: 4 (West Front)
  • Strategic Air Points: 7 Bomber, 1 Escort (West Front)

[S7.6] Campaign Scenario Production

  • Production Pool Level: 50

Appearing 0/8/43:

  • U-Boat Points (completing 1st Step): 2
  • U-Boat Points (completing 2nd Step): 2
  • Air Points: 10
  • Flak Points: 2
  • Fortification: 1
  • Infantry Replacement Points: 3
  • Mechanized Replacement Point: 1
  • 6-5 Infantry Division: 1
  • 1-5-1 Static Division: 1

Appearing 0/9/43:

  • U-Boat Points (completing 1st Step): 2
  • U-Boat Points (completing 2nd Step): 2
  • Air Points: 10
  • Flak Points: 2
  • Fortification: 1
  • Infantry Replacement Points: 3
  • Mechanized Replacement Point: 1
  • 6-5 Infantry Division: 1

Appearing 0/10/43:

  • U-Boat Points (completing 1st Step): 2
  • U-Boat Points (completing 2nd Step): 2
  • Air Points: 10
  • Flak Points: 2
  • Fortification: 1
  • Infantry Replacement Points: 3
  • Mechanized Replacement Point: 1

Appearing 0/11/43:

  • U-Boat Points (completing 1st Step): 2
  • U-Boat Points (completing 2nd Step): 2
  • Air Points: 10
  • Fortification: 1
  • Infantry Replacement Points: 3
  • Mechanized Replacement Point: 1

Appearing 0/12/43:

  • U-Boat Points (completing 1st Step): 2
  • U-Boat Points (completing 2nd Step): 2
  • Air Points: 10

S8.0 FRANCE 1944 SCENARIO

[S8.1] Scenario Information

[S8.11] GAME LENGTH

Twenty-eight Game Turns (2/6/44).

[S8.12] MAP SECTIONS IN PLAY

Map Sections B and C.

[S8.13] PLAYER SEQUENCE

The Allied Player is the First Player.

[S8.2] Deployment

[S8.21] AXIS INITIAL DEPLOYMENT

GERMAN — MAP SECTION C:

  • One 13-8 each in hexes: 0720, 2009, 3206.
  • One 10-8 each in hexes: 0814, 1524, 1705, 2006, 2106, 2406.
  • One 11-8 in hex: 1107.
  • One 6-5 each in hexes: 0824, 0924, 1005, 1122, 1203, 1403, 1703, 1803, 2104, 2405, 2603, 2905.
  • One 0-5-1 each in hexes: 0714, 0903, 0908, 0911, 1202, 1325, 1426, 1528, 1702, 1802, 1804, 1828, 1905, 1928, 2004, 2204, 2305, 2404, 2504, 2603, 2704, 2804, 2904, 3004, 3105, 3305, 3504, 3802.
  • One 7-5 each in hexes: 1001, 1203.
  • One Fortification Marker each in: Every German West Wall hex, every Major Port hex in France, Belgium and the Netherlands, and in hexes 3509, 0903, 1403, 2603 and 2704.

GERMAN — MAP SECTION B:

  • One 6-5 in hex: 0934.
  • One 0-5-1 in hex: 1013.

AXIS AIR/NAVAL/RAIL AVAILABILITY:

  • Air Points available: 8 (West Front)
  • Rail Capacity/Game Turn: 7
  • Airborne Units available: None
  • Air Transport Points available: 3 (South Front)

[S8.22] ALLIED INITIAL DEPLOYMENT

COMMONWEALTH, Anywhere within borders of…

  • Great Britain: Ten 8-10s, three 3-10s, six 9-8s, ten 3-8s and 2 MSUs.
  • Italy (on or below 1944A Start Line): One 3-10.

FREE FRENCH, Anywhere within borders of.. .

  • Great Britain: One 9-8.
  • Italy (on or below 1944A Start Line): Six 8-10s and one 9-8.

UNITED STATES, Anywhere within borders of...

  • Great Britain: Thirteen 8-10s, two 11-8s, four 9-8s and 4 MSUs.
  • Italy (on or below 1944A Start Line): One 9-10, three 8-10s and 1 MSU.

ALLIED AIR/ SEA/RAIL AVAILABILITY

  • Air Points available: 32 CW, 55 U.S. (West Front), 27 CW, 40 U.S. (South Front)
  • Air Transport Points available: 3 (West Front), 1 (South Front)
  • Amphibious Assault Points available: 13 (West Front)
  • Rail Repair Units available: 2 (Great Britain), 1 (North Africa)
  • Naval Transport Points available: 15
  • Rail Capacity/Game Turn: 10
  • Airborne Units in Assault Box: 2 CW 9-10s, 2 U.S. 9-10s (West Front)

[S8.3] Victory Conditions

The Allied Player wins by controlling Brest (B1033). Marseilles (C1426), Cherbourg (C1702), Le Havre (C2004), Paris (C2209), Antwerp (C3106) and Brussels (C3107), by the end of the Axis Player Turn of Game Turn Twenty-eight, or by having five or more supplied Allied units in any cities of Germany.

The Axis Player wins by preventing the Allied Player from achieving victory.

[S8.4] Special Rules

  1. Units may enter only Belgium, France, Germany and the Netherlands.
  2. Axis units which begin the Scenario on or adjacent to a Coastal hex east of the 1900 hex column (exclusive) and/or south of the 0020 hexrow may not move until an Allied unit enters a hex on or east of the 2000 hex column or a hex which is on or south of the 0007 hexrow. This restriction is removed after the tenth Game Turn.
  3. Corsica is considered occupied by the Allied Player and all Corsican hexes are supplied through Porto Vecchio. The Allied Player may trace Air from Corsica for purposes of making an Amphibious Assault on South France.
  4. Allied units in Italy are merely deployed there in preparation for movement into France.
  5. Allied Player may not enter Germany until Game Turn Four.

[S8.5] Campaign Scenario Additional Deployment [S8.51] ADDITIONAL AXIS INITIAL DEPLOYMENT

GERMAN, Anywhere within borders of...

  • Norway: Seven 6-5s, five 5-1s and one 3-8.
  • Denmark: Three 6-5s and one 10-8.
  • Crete: One 6-5.
  • Yugoslavia, Albania and/or Greece: Eleven 6-5s, three 5-1s, six 6-3s and one 3-8.
  • Italy (behind 1944A Start Line): Thirteen 6-5s, three 8-8s, three 10-8s and two 7-5s.
  • Germany: Two 13-8s, four 6-5s and 59 Flak.

ITALIAN, Anywhere within borders of..

  • Italy (behind 1944A Start Line): One 4-6.

AXIS AIR/SEA/RAIL AVAILABILITY:

  • Naval Transport Points: 3
  • Additional Air Points: 18 (West Front), 3 (South Front)
  • Air Transport Points: 3 (West Front)
  • Unrebuilt Air Points eliminated: 30
  • U-Boat Points: 35
  • Surface Fleet Points: 3
  • Political Point Total: 35

[S8.52] ADDITIONAL ALLIED INITIAL DEPLOYMENT

COMMONWEALTH, Anywhere within borders of…

  • Great Britain: Twenty 2-10 BGs, one 2-8 BG and 1 MSU.
  • Italy (on or below 1944A Start Line): Twelve 8-10s, three 9-8s and five 3-8s.
  • North Africa/Mid East (Except Spanish Morocco and Turkey): Three 8-10s, three 3-10s, two 3-8s, two 2-8 BGs, 0-1-0 (Malta), 0-1-0 (Gibraltar).

UNITED STATES, Anywhere within borders of...

  • Italy (on or below 1944A Start Line): Four 8-10s, one 9-8 and 1 MSU.

ITALIAN, Anywhere within borders of...

  • Italy (on or below 1944A Start Line): One 1-6.

FREE FRENCH, Anywhere within borders of...

  • North Africa/Mid East (except Spanish Morocco and Turkey): One 9-8.

ALLIED AIR/SEA/RAIL AVAILABILITY:

  • Strategic Air Bases available: 1 (South Front), 1 (West Front), 1 (undeployed)
  • Rail Repair Units available: 2 (Great Britain), 1 (Italy)
  • Additional Air Transport Points: 3 (West Front), 1 (South Front)
  • Replacement Points available: 13 IR CW, 12 MR CW, 1 IR U.S., 3 MR U.S. (West Front); 1 IR CW, 2 MR CW. 1 IR U.S. (South Front)
  • Strategic Air Points available: 20 Bombers, 12 Escorts (West Front)
  • Amphibious Assault Points: 1 (West Front)

[S8.6] Campaign Scenario Production

  • Production Pool Level: 0

Appearing 0/7/44:

  • U-Boat Points (completing 1st Step): 2
  • U-Boat Points (completing 2nd Step): 2
  • Air Points: 18
  • Flak Points: 2
  • Fortification: 1
  • Infantry Replacement Points: 5
  • Mechanized Replacement Points: 2

Appearing 0/8/44:

  • U-Boat Points (completing 1st Step): 1
  • U-Boat Points (completing 2nd Step): 1
  • Air Points: 18
  • Flak Points: 2
  • Fortification: 1
  • Infantry Replacement Points: 5
  • Mechanized Replacement Points: 2

Appearing 0/9/44:

  • U-Boat Points (completing 1st Step): 2
  • U-Boat Points (completing 2nd Step): 2
  • Air Points: 18
  • Flak Points: 2
  • Fortification: 1
  • Infantry Replacement Points: 5
  • Mechanized Replacement Points: 2

Appearing 0/10/44:

  • U-Boat Points (completing 1st Step): 1
  • U-Boat Points (completing 2nd Step): 1
  • Air Points: 18
  • Fortification: 1
  • Infantry Replacement Points: 5
  • Mechanized Replacement Points: 2

Appearing 0/11/44:

  • U-Boat Points (completing 1st Step): 2
  • U-Boat Points (completing 2nd Step): 2
  • Air Points: 18

[S8.7] Strategic Air War Status

  • Allied Bombing Accuracy Heading: 12
  • German Destroyed Resource Centers (Type Marker):
CenterMarker
Leuna(R)
Brux(R)
Dulmen(R,T)
Reishoiz(R)
Ploesti, 1st(T)
Ploesti, 2nd(R)

S9.0 DESTRUCTION OF ARMY GROUP CENTER SCENARIO

[S9.1] Game Length

20 Game Turns (4/6/44).

[S9.2] Deployment

[S9.21] AXIS INITIAL DEPLOYMENT

  • Finnish Theatre: (4) 6-5 Ger, (22) 4-5 Fin.
  • German: (9) 10-8, (1) 8-8, (3) 13-8, (3) 11-8, (39) 6-5, (5) 10-8 KG, (4) 8-8 KG, (92) 6-5 KG
  • Hungarian: (1) 1-6, (9) 2-4.
  • Rumanian: (1) 1-6, (10) 2-4.
  • German Fortified Hexes (Map G): 2620, 2622, 2524, 2326

AXIS AIR/NAVAL/RAIL AVAILABILITY

  • Naval Transport Points Available: 1 permanent Baltic.
  • Air Points Available: 10.
  • Rail Capacity/Game Turn: 10.
  • Repair Units Available: 6.
  • MSUs: 3.
  • Replacement Points: 4 MR, 21 IR.

Axis Rail Net: All rail lines to the west of the 1944 Start Line.

[S9.22] SOVIET INITIAL DEPLOYMENT

(5) 9-6, (7) 8-6, (20) 2-3, (40) 5-5, (30) 4-4, (60) 1-4, (32) 0-1-10, (15) 10-1-10

SOVIET AIR/NAVAL/RAIL AVAILABILITY

  • Naval Transport Points Available: (see 44.14).
  • Air Points: 30
  • Rail Capacity/Game Turn: 60
  • Repair Units: 6
  • MSUs: 6

[S9.3] Starting Sequence

(1) The Axis Player delineates his rail net by placing junction markers and railheads as indicated by S9.21. Place German fortifications as indicated.

(2) The Soviet Player outlines his rail net (i.e.. all rail lines that are on or east of the 1944 Start Line). Place those 1-4s that are to start the game in a Fortified condition anywhere on or east of the 1944 Start Line.

(3) The Axis Player places all Axis infantry units on Axis Start Line hexes. Mechanized units are placed on or one hex distant from Start Line hexes. All Axis Start Line hexes must be occupied by or within the Zone of Control of an Axis infantry unit(s). Rumanian units must be placed within ten hexes of the Bessarabian Annexation Line.

(4) The Soviet Player places all remaining Soviet units anywhere he desires on or east of the 1944 Start Line. The Soviet Player need not cover the Start Line with Zones of Control.

(5) Begin the first Soviet Player Turn. The Soviet Player is the first Player.

[S9.4] Victory Conditions

Axis Victory: Avoid Soviet victory.

Draw: None.

Soviet Victory: Fulfill all of the following requirements at the end of Game Turn 20:

(1) Control the 16 on-map Personnel Centers held by the Soviet Player at the start of the scenario;

(2) Force the surrender of Rumania;

(3) Exit at least 30 Attack Strength Points off the Western map-edge;

(4) Control at least one of the following: Minsk (G1923); Riga (G1812); Warsaw (G0421).

(5) Force surrender of Finland (automatic if Finland is omitted).

[S9.5] Special Rules

[S9.51] The Axis Player must "match" any units which the Soviet Player exits off the Western map-edge, by exiting a sufficient number of his own units off the map to have at least a 1:1 ratio of Axis Attack Strength Points exited to Soviet Attack Strength Points exited. At the beginning of an Axis Player Turn following the end of a Game Turn in which this one to one ratio was not met, the following events occur:

(1) All Axis Replacement Points scheduled to be received during that Game Turn are permanently lost;

(2) The Axis Player may not use any of the IRs or MRs in his pool that turn; the total, however, is not affected.

[S9.6] Campaign Scenario Production

  • Personnel Pool Level: 26
  • Arms Pool Level: 224
  • Arms and Training Centers: Same as Stalingrad Scenario (see S5.6).

Appearing 0/7/44:

  • Air Points: 4
  • 0-1-10 AT Brigade: 4
  • MSU: 1

Appearing 0/8/44:

  • Air Points: 4
  • 0-1-10 AT Brigade: 4

Appearing 0/9/44:

  • Air Points: 4

S10.0 1945: THE BATTLE FOR GERMANY SCENARIO

[S10.1] Scenario Information

[S10.11] GAME LENGTH

27 Game Turns (3/13/44)

[S10.12] MAP SECTIONS IN PLAY

Map Sections C, D, and G.

[S10.2] Deployment

[S10.21] AXIS INITIAL DEPLOYMENT

GERMAN — MAP SECTION C

  • Three 6-5s each in hex: 3114
  • Two 6-5s each in hexes: 3311, 3211, 3113, 2831, 3133, 2933.
  • One 6-5s each in hexes: 3607, 3608, 3509, 3317, 3118, 3017, 3215, 3316, 3706, 3708, 3411, 3213, 2732, 3032, 2631, 2531, 2026, 2224, 3732, 3533, 2932, 3132, 2731, 2630.
  • One [5]-1 each in hex: 3204, 3506, 3405, 3305, 3608, 3317, 3409, 3410, 3113, 3213, 3217, 2028
  • Two 8-8s each in hexes 3511, 3312.
  • One 13-8 in hex: 3610
  • One 11-8 in hex: 3133
  • Two 10-8s each in hexes: 3212
  • One 10-8 each in hexes: 3211, 3510, 3315, 2932
  • Two 8-8s each in hexes: 3213, 3214, 3610, 3313, 2832
  • One 3-8 each in hexes: 3017, 2326
  • One 7-5 each in hexes: 3311, 3305, 3606, 2832
  • One 11-8 KG each in hexes: 2917, 2917, 2918, 3313, 3410, 3232, 3531,
  • One 10-8 KG each in hex: 3214
  • One 8-8 KG each in hex: 3316
  • One 6-5 KG each in hexes: 0811, 0903, 1006, 0909, 2704, 3608, 3509, 3214, 3217, 2319, 3409, 3215, 3410, 3311, 3211, 3113, 3114, 2831, 2326, 3531, 2933, 2428, 3331, 2631

ARMY GROUP A

Six 10-8s, Sixteen 6-5s, Sixteen 6-5 KGs, One Hun. 2-4

ARMY GROUP NORTH

One 11-8, Two 10-8s, Fifteen 6-5s, Sixteen 6-5 KGs

ARMY GROUP CENTER

Two 13-8s, Six 10-8s, Three 8-8s, Two 3-8s, Twenty-Three 6-5s, One 2-3, Twenty 6-5 KGs.

ARMY GROUP SOUTH

Two 11-8s, Four 10-8s, four 6-5s, Two 2-3s, One 8-8 KG, Five 6-5 KGs, Five Hun 1-6s, Thirteen Hun 2-4s, Three Hun 1-3s.

ARMY GROUP F

One 8-8, Six 6-5s, Four 0-5-1s, Nine 6-5 KGs.

CENTRAL RESERVE

Six 6-5s, eight 6-5 KGs.

INDEPENDENT

One 6-5 in hex: G1012. unit should be deployed at hex G1012. See [S10.3].

FASCIST ITALIAN—MAP SECTION C:

  • One 2-4 each in hexes: 2631, 2732, 2323.

One Fortification Marker each in: Every German West Wall hex not occupied by an Allied unit: and hexes: C3509, C3608, C3607, C2704, C0903. [S10.22] ALLIED INITIAL DEPLOYMENT

U.S. — MAP SECTION C

  • Four 8-10s in hex: 2733
  • Three 8-10 each in hexes: 3310, 3309, 3013.
  • Two 8-10 each in hexes: 3210, 3111, 3012, 3014, 3115,
  • One 8-10 each in hexes: 3009, 3112, 1002, 3008, 2914, 3016, 2532, 2632.
  • One 11-8 each in hexes: 3208, 3109.
  • One 9-8 each in hexes: 3208, 3109, 3011, 3014, 3115, 3216.
  • Two 9-10 each in hexes: 2610.

COMMONWEALTH — MAP SECTION C

  • Two 8-10 each in hexes: 3507, 3508, 3408, 2833
  • Three 8-10s each in hex: 3033
  • One 8-10 each in hexes: 3105, 3205, 3306, 3406, 2633
  • Two 3-10 each in hexes: 3105
  • One 3-10 each in hexes: 2705, 3107, 3106
  • One 9-8 each in hexes: 3507, 3508, 3408. 3205, 3306, 3406, 2533
  • One 3-8 each in hexes: 3507, 3508, 3408, 3406, 3205, 2633, 3033

U.S. — MAP SECTION D

  • One 8-10 each in hexes: 2601, 2401
  • One 11-8 each in hexes: 2701, 3216, 1426, 3116, 2318, 3117, 2004, 2913, 1107, 3117,

COMMONWEALTH — MAP SECTION D

  • Two 8-10 each in hexes: 2901
  • One 8-10 each in hexes: 3101, 3203
  • One 9-8 each in hexes: 3101, 2801, 3212
  • Two 3-10 each in hexes: 2801
  • One 3-10 each in hexes: 3001, 2701, 2607, 2608
  • Two 3-8 each in hexes: 3101
  • One 3-8 each in hexes: 2802, 2606, 2901

ALLIED ITALIAN — MAP SECTION D

  • One 2-4 each in hexes: 3002, 2601
  • One 1-6 each in hexes: 2802

[S10.23] SOVIET INITIAL DEPLOYMENT

SOVIET EAST OF 1945 START LINE (INC.)

Five 9-6, seven 8-6, twenty 2-3, forty 5-5, thirty-one 4-4, thirty 1-4, thirty-two 0-1-10, eighteen 10-1-10, six MSU, six RR, four 9-6 BG, eight 8-6 BG, nineteen 4-4 BG.

Soviet may repair 100 hexes of rail west of 44 Startline, no repaired segment may extend more than twenty hexes.

BULGARIAN — EAST OF 1945 START LINE (INC.)

Seven 2-4, one 1-3.

RUMANIAN — EAST OF 1945 START LINE (INC.)

Three 2-4.

YUGOSLAVIAN

In Yugoslavia, on or east of the 1945 Startline: Nineteen 2-5.

In Yugoslavia, west of the 1945 Startline: Six 5-0.

[S10.25] Standard Scenario Reinforcement Schedule

Allied Player:

  • Each odd Game Turn: 3 AP (CW)
  • Each even Game Turn: 6 AP (U.S.)
  • Game Turn 6: 3 IR (CW), 4 MR (CW), 2 IR (U.S.), 2 MR (U.S.)

Soviet Player:

  • Game Turns 1-6: 1 AP, 1 x 9-6, 1 x 8-6, 1 x 10-1-10
  • Game Turns 7-27: 1 AP [Plus "rebuilt" units]

Axis Player:

  • Game Turns 1-27: 4 AP, 1 MR, 1 IR
  • Game Turns 1, 5, 9, 13: 1 Fort
  • Game Turn 22: 2 x 10-8

Status of Strategic Air War

Allies have three bases in operation; one in Great Britain, one in France and one in Italy, with 32 SB and 25 escorts distributed among them.

Bombing Accuracy heading 18

Bombed German Production Centers

CityHit Type
DulmenR hit
WesselingR Hit
LeunaT Hit, R Hit
BruxT Hit
PolitzT Hit

[S10.26] AIR/SEA/RAIL AVAILABILITY

ALLIED AIR/SEA/RAIL AVAILABILITY

  • Air Transport Points; 4 (West)
  • Airborne Units in Assault Box: 1 CW 9-10, 3 U.S. 9-10
  • Air Points Available: 60 CW, 80 U.S. (West); 25 CW, 35 U.S. (South)
  • Rail Repair: 4 In France and Italy
  • Replacement Points: 3 IR U.S., 2 IR CW, 6 MR U.S., 4 MR CW (West)
  • Amphibious Assault Points: 1
  • MSU: 5 as desired

AXIS AIR/SEA/RAIL AVAILABILITY

  • Air Points Available: 10 (West), 20 (Intercept), S (South), 12 (East), 122 in dead pile
  • Naval Transport: 3
  • Surface Fleet Points: 3
  • Political Point Total: 29
  • U-Boat Points: 40

SOVIET AIR/SEA/RAIL AVAILABILITY

  • Air Points: 65 (East), 10 (South), 20 in dead pile
  • Air Transport: 3
  • Airborne in Assault Box: 3 1-4 (East)

[S10.3] Starting Sequence

[1] The Allied Player delineates his supply line by placing railheads and MSUs. Rail is repaired between C1702 and C2108.

[2] The Axis Player deploys all his units except those delineated in step 4 below, on the Western and Italian Fronts.

[3] The Allied Player deploys his units.

[4] The Axis Player must place all Axis units in the formations named below (including MSUs) anywhere within the Army Group Boundaries listed. All hexes on the Axis (western) side of the Eastern 1945 Start Line must be occupied by, or within the Zone of Control of, an Axis infantry unit from the following formations.

  • Army Group A: deploys anywhere within the area defined by the following boundary lines (inclusive): G0225 to C4419; C5131 to C4026.
  • Army Group North: deploys within three hexes (inclusive) of 1409.
  • Army Group Center: deploys anywhere within the area defined by the following boundary lines (inclusive): G1014 to C5406; G0325 to C4919.
  • Army Group South: deploys anywhere within the area defined by the following boundary lines (inclusive): C5132 to C3926; D4502 to C3932.
  • Army Group F: Deploy anywhere south of the line defined by D4503 to C3732.
  • Central Reserve: May be placed at any German Placement hex, no more than one unit per hex. Independent Unit: Must deploy in hex G1012.

[5] The Soviet Player deploys all of his units on or east of the 1945 Startline. Yugoslavian units must be deployed in Yugoslavia: partisan units (2-5) to the east of the Startline, and partisan cadre (5-0) to the west of the Startline.

[6] Begin the first Axis Player Turn. The Axis Player is the First Player.

[S10.4] Victory Conditions

The Axis Player wins if he has not surrendered by the end of the 27th Game Turn (which is the end of the game.) The Allied and Soviet Players win if the Axis Player surrenders. To determine who wins between the Allied and Soviet award one point for each German manufacturing center, each German Resource Center and each Wehrkreiss controlled by either Player at the end of the game, the winner to be the one with the most points.

Player's Note: It very well may be to a Player's advantage not to knock out the Germans too early if he is not in a good position to grab the spoils.

[S10.5] Special Rules

[S10.51] Norwegian garrison

If the Allied Player performs an amphibious Assault (using Western Allied Assault Points) anywhere on the map, then the Axis garrison units in Norway (out of plan) are freed for redeployment. The Axis Player receives as additional reinforcements:

Game Turn Following "Invasion"Units
FirstTwo 6-5, one 3-8
SecondFour 6-5
ThirdTwo 6-5

[S10.6] Campaign Scenario Additional

[S10.61] ADDITIONAL AXIS INITIAL DEPLOYMENT

  • Eight 6-5s, five 0-5-1s, six 6-5 KGs, one 3-8: in any hexes of Norway.
  • Two 6-5s, one 6-5 KG, one 10-8 KG: in any hexes of Denmark.
  • Two 13-8s, four 6-5s, 59 Flak: in any hexes in Germany.

[S10.62] ADDITIONAL ALLIED INITIAL DEPLOYMENT

COMMONWEALTH:

  • One 9-10, two 8-10s, four 8-10 BGs, one 9-10 BG, One 3-8, one 3-10: in any hexes of Great Britain.
  • One 8-10: in any hex of Palestine.
  • Two 8-10s In hex: D3417
  • One 8-10 In hex: D4631.

(Change): Remove the 1 x 3-8 and 1 x 3-10 from Great Britain and place one each adjacent to each of the German 1-5 Kgs in C0811 and C0909 (Allied Player's choice).

FREE FRENCH:

  • 1 x 9-8: in Syria (may not leave the Levant States)
  • Three 8-10s In hex: C2631
  • Two 9-8s, and three 8-10s: in C2916, C2816, C2817, and C2818 (free deployment of these units in these hexes).

[S10.7] Campaign Scenario Production

GERMAN CAMPAIGN SCENARIO PRODUCTION

  • Production Pool Level: 0

Appearing 0/1/45: Three U-Boat Points (completing 2nd Step), twenty-three Air Points, one Fort, three MRP twelve IRP

Appearing 0/2/45: Six U-Boats, twenty-six Air Points, one Fort, three MRP, twelve IRP

Appearing 0/3/45: Three U-Boats, seventeen Air Points, one Fort, three MRP, eight IRP

Appearing 0/4/45: Four U-Boats, twelve Air Points, one Fort, three MRP, eight IRP

Appearing 0/5/45: One U-Boat, twelve Air Points, two 10-8

SOVIET CAMPAIGN SCENARIO PRODUCTION

  • Soviet Production Pool:
  • Arms and Training same as S5.6.
  • Personnel Points: 12
  • Arms Points: 300

Appearing: 0/1/45: 4 AP, 4 x 9-6, 4 x 8-6, 4 x 10-1-10

Appearing: 0/2/45: 4 AP, 2 x 9-6, 2 x 8-6, 2 x 10-1-10

Appearing: 0/3/45: 4 AP

Appearing: 0/4/45: 4 AP

C0.0 CAMPAIGN SCENARIOS

Putting together a War in Europe Campaign Scenario is a bit like your old Aunt's cake recipe, a pinch of this, a bit of that, a handful of what-have-you. Basically you take the War in the West Scenario and meld it with its corresponding War in the East Scenario and vice versa. The problem arises when there are no corresponding scenarios.

[C1.0] 1939

This scenario of course encompasses the war from start to finish and is the whole banana so to speak.

[C1.1] ALLIED DEPLOYMENT

exactly as outlined in S1.22 and S1.52

[C1.1] AXIS DEPLOYMENT

see S1.21 and S1.51 and S1.6

[C1.1] SOVIET DEPLOYMENT

see 45.12 and 45.13 and 45.2.

[C2.0] 1940

[C2.1] Axis Deployment

see S2.21, S2.51 and S2.6

[C2.2] Allied Deployment

see S2.22, S2.52

[C2.3] Soviet Deployment

Soviet Deployment will be in a state of flux between the 1939 initial deployment 45.12 et al and the 1941 deployment 45.22 et al. To reflect this the Soviet Player should start with the 1939 deployment and then quickly run production program and redeployment to bring himself up to date. Presume he has fought the Winter War occupied Poland and partially occupied the Baltic States. He has remained at peace.

[C3.0] 1941

[C3.1] Axis Deployment

(see S3.2 and C3.4 below)

[C3.2] Soviet Deployment:

(see 45.22. WIE Production)

[C3.3] Allied Deployment:

COMMONWEALTH — MAP SECTION A

in Gibraltar: one 0-1-0

MAP SECTIONS B&C in Great Britain:

Ten 8-10, twenty-seven 2-10 BG, one 3-10, two 9-8, two 2-8 BG, five 3-8, 2 RR, 2 MSUs

MAP SECTION E in Egypt:

Two 8-10, four 2-10 BG, one 3-10, two 2-8 BG in Tobruch: One 8-10, one 3-8

MAP SECTION J

in Palestine, Syria and/or Iraq: One 8-10, two 3-10 one RR, one MSU

VICHY

Vichy is in existence. Vichy units detailed in 43.72 should be deployed except those units in the Levant (J1222, J1517 and J1420) since the Levant has fallen to the Allied Player per rule 43.75. AIR/NAVAL/RAIL AVAILABILITY:

  • Air Points Available: 25 (West), 6 (South)
  • Amphibious Assault Points Available: 3
  • Replacement Points: 1 MR, 1 IR (West); 1 IR (South)

[C3.4] Additional Axis Deployment

GERMAN.

Anywhere within the borders of Norway: Eleven 6-5, one 2-8 PzGkg

Denmark: One 6-5

France, Belgium, Holland, Luxembourg: Twenty-five 6-5, three 0-5-1, two 6-3, one 1-5 kg, one 2-8 Pzkg

Yugoslavia and Greece (inc. Crete): Seven 6-5, one 2-5 parachute rgt, 2 RR, 2 MSUs

Libya: One 10-8, one 2-5 Pzkg, one 2-8 PzGkg, one MSU

Germany: Twenty-five 6-5, two 10-8, one 8-8, (The German Reserve S3.1)

ITALIAN

Anywhere the borders of Italy: Thirteen 2-4, six 1-4, one 3-4

Albania, Yugoslavia and Greece (inc. Crete) and Rhodes: Twenty 2-4, twelve 1-4, three 1-10, two 2-10, three 3-6, one 4-6, 2 MSUs

Libya (and Egypt up to '41 start line): Six 2-4, one 1-4, one 4-6, two MSUs

BULGARIAN

Eight 2-4 in Greece and Yugoslavia

Two 2-4s, two 1-10s, two 1-3s in Bulgaria.

AXIS/AIR/SEA/RAIL AVAILABILITY

  • Additional Naval Transport Points: 3
  • Amphibious Assault Points Available: 1
  • Additional Air Points Available: 12 Ge (West Front), 5 GE, 7 IT (South Front)
  • Air Transport Points Available: 2 (South Front)
  • Replacement Points available: 1 IR It, 1 MR It (South Front); 2 IR Ge, 1 MR Ge (West Front)
  • Unrebuilt Air Points eliminated: 15
  • U-Boat Points: 14
  • Surface Fleet Points: 3
  • Political Point Total: 60

CAMPAIGN SCENARIO PRODUCTION

  • Production Pool Level: 162

Appearing 0/8/41:

  • U-Boat Points Completing first step: 3; completing second step: 3
  • Air Points: 7
  • Flak: 7
  • Infantry Replacement Points: 3
  • 6-5 Infantry Div.: 3
  • 6-3 Security Div.: 1

Appearing 0/9/41:

  • U-Boat Points (completing 1st step): 3; (completing 2nd step): 3
  • Air Points: (7)
  • Flak: 1
  • Infantry Replacement Points: 3
  • 6-5 Infantry Div.: 3
  • 6-3 Security Div.: 3

Appearing 0/10/41:

  • U-Boat Points completing first step: 3; second step: 3
  • Air Points: 7
  • Infantry Replacement Points: 3
  • 6-5 Infantry Div.: 1

Appearing 0/11/41:

  • U-Boat Points (completing 1st step): 3; (completing 2nd step): 3
  • Air Points: 7
  • Infantry Replacement Points: 3

Appearing 0/12/41:

  • U-Boat Points (completing 1st step): 3; (completing 2nd step): 3
  • Air Points: 7

[C3.5] Note on Production

Note that there is no War in the West scenario starting at this date, thus the information given in C3.3 and C3.4

C4.0 1942

The Allied Player is the First Player in this War in Europe Scenario.

[C4.1] Axis Deployment:

see S4.21, S4.51, S4.6 and S5.2

[C4.2] Allied Deployment:

see S4.22 and S4.52

[C4.3] Soviet Deployment:

see S5.2 et. al.

C5.0 1943

[C5.1] Axis Deployment:

see S7.21 S7.6 and S7.51 and S6.2

[C5.2] Allied Deployment:

see S7.22 and S7.54

[C5.3] Soviet Deployment:

see S6.2 et al

[C5.4] West Front Delay

This scenario begins on 2/743 to coincide with the Kursk scenario from War in the East. Since the corresponding Italy scenario doesn't begin until 4/7/43 we will freeze all Allied deployment and all Axis forces deployed outside of Russia until 4/7/43. In other words, Player conduct the first two Game Turns solely on the East Front using the East Front forces.

C6.0 1944A

[C6.1] Axis Deployment:

see S8.21, S8.51 and S8.6 and S9.2

[C6.2] Allied Deployment:

see S8.22 and S8.52

[C6.3] Soviet Deployment:

see S9.2 et al

[C6.4] East Front Delay

In this case it is the East Front deployments which are frozen until 4/6/44

C7.0 1944B

[C7.1] Axis Deployment:

see S8.6 and S9.2

IN WEST

Adjacent to Allied Beachhead in Normandy: One 13-8, one 11-8, four 10-8, one 7-5, two 6-5, three 0-5-1, one 2-8 PzKg, one 1-5 Kg

One 6-5 each in hexes: C1005, 0824, 0924, 1122, 2104, 2405, 2603, 2905

One 0-5-1 each in hexes: B1033, C1906, 1403, 0903, 0908, 0911, 0613, 2004, 2014, 2122, 2204, 2305, 2404, 2504, 2603, 2704, 2804, 2904, 3004, 3105, 3304, 3503, 3802

One 7-5 in hex: C1504

One 13-8 each in hexes: C2108, 2007 and 3107 entrained

One 6-5 and one 1-5g in Cherbourg

One 10-8 in hex: 1524

Anywhere within the borders of Norway, Crete, Denmark, Yugoslavia etc. see S8.51

ITALY (behind 1944B Startline)

Nine 6-5, four 1-5 Kg, two 8-8, one 2-8 PzKg, one 10-8, two 2-8 PzKg, and two 7-5. One 4-6 Italian

GERMANY: 13-8, 6-5

AXIS AIR/SEA/RAIL AVAILABILITY same as S8.51 and S8.11

FORTS SAME AS S8.11 EXCEPT BEACHHEAD

[C7.2] Allied Deployment for 44B Scenario

UNITED STATES in Beachhead: two 9-10, six 8-10, one 2-10 kg, one 11-8

COMMONWEALTH in Beachhead: One 9-10, three 8-10, two 9-8, Amphibious beachheads hexes: 1703, 1803 and 1804.

Anywhere in Great Britain,

  • United States: six 8-10, one 11-8, four 9-8, four MSUs
  • Commonwealth: Seven 8-10, three 3-10, four 9-8, seven 3-8, twenty 2-10 BG, one 2-8 BG and three MSUs
  • Free French: One 9-8

Anywhere in Italy (below 44B Start Line)

  • United States: One 9-10, seven 8-10 and one 9-8 and one MSU
  • Free French: Six 8-10, one 9-8

Anywhere in North Africa/Mideast etc.

  • United States: none
  • Commonwealth: see S8.52
  • Free French: see S8.52

ALLIED AIR/SEA/RAIL AVAILABILITY

  • Air Points, Replacements, and Strategic Airpoints/Air Bases: same as S8.12 and S8.52
  • Air Transport Available: 1 [South] [3 recycling from 2/6/44 drop]
  • Amphibious Assault Points Available: 2 [West], [12 recycling from D-Day assault]
  • Rail Repair: 2 Great Britain, 1 Italy

[C7.3] Soviet Deployment:

S9.2 et al

C8.0 PUTTING IT ALL TOGETHER

War in Europe is meant to be played as a Campaign Game. The Players may choose to begin this game at the very start of the war or at one of the later starting dates. Regardless of which date is chosen, the game must be played to conclusion (4/6/45).

War in Europe is played on all nine maps. The deployments for each Player are listed in the scenario chosen usually by reference to a scenario in War in the West (Allied Player) or War in the East (Soviet Player) or to both (Axis Player.) Deployments for neutral countries are found in the appropriate rules sections. Rules for either War in the West or War in the East which abstract the non-active front are ignored. For example section W1.0 in the War in the West rules details a whole series of instructions so that the Axis Player can simulate East Front activity in War in the West. This rule is superfluous in War in Europe. Likewise the rule regarding disappearance of Italian units from the East Front, which for War in the East simulates the surrender of Italy, is not applied to War in Europe.

Each Player (Axis, Soviet, and Allied) uses his own tracks, charts, and Production Spiral. All Allied Reinforcements are detailed on the Allied Game Turn Cycle Record Track and their arrival is governed by the U-Boat War (or the Allies use their Production option). French reinforcements continue after 0/8/40 at the 0/8/40 rate if France is still in the game.

Soviet Reinforcements are a product of the Soviet Production system, as executed by the Soviet Player. The Soviet uses the Soviet Production Charts for this purpose. The Soviet Player receives no reinforcements other than those he generates through production except those militia he mobilizes on the first three turns of Total War. (3, 2 or 1 1-4 infantry division(s) per personnel center).

The Axis player receives his German Reinforcements by execution of the German Production System for which he uses the German Production charts and displays. Italian reinforcements are those detailed on the Game Turn Cycle Record Track. Rumanian, Hungarian and Finnish reinforcements appear as per 42.3, 42.4, and 46.0. Special rules detailed for the various War in the West or East scenarios may be applied or not as the Players' wish. It should be apparent that many of these rules are included for historical purposes such as the German Pre-Game turn (S2.42) in the France 40 scenario or the German first turn bonus (S3.51) in the Barbarossa Scenario. Application of these rules so that they affect only the part of the game they should be a matter of common sense.

No matter what scenario is chosen as a starting point for your War in Europe Game, they must all end by 4/6/45. At this point Victory is judged according to rule C9.0.

Special Scenario Rules for War in Europe: S2.44 (France) and S3.41 (Russia) are to be used when playing the full campaign game of War in Europe.

C9.0 VICTORY (Three-Player Game)

Each Player is given a set of five Victory criteria. He "wins" the game to the extent that he meets the criteria set forth for him. A Player wins a decisive victory if he meets all five criteria, a substantial victory if he meets four of the five and a marginal victory if he meets three of the five.

[C9.1] Axis Criteria

#Criteria
1Political Point Total: 50 or greater
2Control Paris, Amsterdam, Marseilles, Kiev, Rostov and Sevastopol.
3Control all MANUFACTURING Centers (including Lille and Brussels)
4Control all Wehrkreiss (including the two "Polish" hexes) See 77.7.
5Italy, Hungary and Rumania must be in the game as Axis nations (or pro-Axis neutrals ... lotsa luck)

[C9.2] Allied Criteria

#Criteria
1Political Point Total: 20 or less
2Control Rome, Paris, Lille, Brussels and at least 1 German Manufacturing Center
3Control Berlin, Prag and Vienna
4Control Belgrade, Budapest and Bucharest
5Control Istanbul (automatic if neutral)

[C9.3] Soviet Criteria

#Criteria
1Political Point total: zero
2Control Belgrade, Budapest, and Bucharest
3Control Berlin, Prag and Vienna
4Control ten German Manufacturing Centers
5Control Istanbul (automatic if neutral)

[C9.4] How to Lose

The Axis Player loses if Germany surrenders, the Soviet Player loses if the USSR surrenders and the Allied Player loses if England surrenders. Otherwise a Player cannot lose even if some other Player wins a Victory of some type. (Note however it is pretty hard for the Soviet Player to win a decisive victory unless the Axis Player loses.)

[C9.5] How to Draw (Optional but Recommended)

If a player does not win or lose, then he draws. If he has met 2 victory criteria, then he has an advantage draw. If he has met 1 victory criteria, then he has an equivocal draw. If he has met no victory criteria, then he has a disadvantage draw.

D.0 DESIGNER'S NOTES

PRODUCTION & PRE-GAME PRODUCTION.

In War In Europe all Players begin with "historical" forces under their control. Thereafter the Axis and Soviet Players through their respective production apparatus can, within certain bounds, make their own armies—in the process varying considerably from the historical mean. The poor Allied Player is stuck with his "historical" reinforcements—he cannot trade in air points for armored divisions. Also the very fact that all Players start with a set force casts the early part of the game into a set mold. The Germans don't have the wherewithal to make a sudden descent on England. Just for the fun of it let's toss out a couple of ideas on these situations. First assume that every Allied and Italian unit can be valued as equivalent to "x amount" of "production points" as shown in the following tables. Since German and Soviet units are already known in terms of their own "production points", it should be possible to state for each major nation a pool of "points" equivalent to the actual starting armed forces they had in 1939, and then allow the Players to construct a different mix of units (or the same if he wants) for each of the nations concerned: permitting France to have more mechanized formations at the expense, say, of its infantry formations or air force; or giving Germany the chance to construct an amphibious force at the expense of its panzers.

Any such variant would still have to labor under the ultimate restraint of the counter limits. Finally the Allied Player (and Axis for Italy) could express all the reinforcements he receives from 9/39 to 6/45 in terms of "production points". He then could restate the reinforcements he would receive by means of their equivalent in points. To prevent him from gaining an unfair advantage he would have to budget an entire year at a time during, say, the October of the preceding year.

In creating the starting armies we would assume that time is not a factor in the build. The German or Soviet Player would not use his production spiral as we would assume that he had had the time to build any unit in his mix. How secret should the initial builds be? Historically there was pretty good intelligence on what each nation was mobilizing. (Except for the USSR. The fact that Germany was building panzer divisions and a large Luftwaffe was known to the world. The problem was that prior to 1939 no one in the West could even guess how effective they would be. To reflect this lets keep all builds secret except that the Axis Player must state truthfully if he plans any Surface, Naval Transport or Amphibious point builds.

The reason for this is that the British Naval Intelligence would have gone 'tilt' if the Germans had been building any type of amphibious capability in the pre-war period. In composing his reinforcement schedule the Allied Player would have to budget a minimum of 50% of his reinforcements (in point value as "air" reinforcements, i.e. air points, air transport, Strategic Air Points and Bases. He may not alter the 1939 reinforcements.

To carry the idea of "production point" equivalency to even greater extremes, let us examine the concept behind the varying CRTs. This was designed to permit the same units to remain in play throughout the whole period of the war, but to reflect changes in actual value (vis a vis the enemy by changing the CRT a given nation attacks on. For example the German Panzer and infantry divisions of 1940 and 1941 were much stronger vis a vis their opponents than they were in 1944 or 1945 [by which time a good case could be made that they had declined in absolute strength]. Assume that Germans had invested more in maintaining their existing units and less in building new units [This is a very big assumption]. This would have meant fewer divisions in 1944 but better divisions (more men and equipment per unit. In game terms this would require them to have spent X amount of production points for invisible maintenance prior to 1944. What value can we set for X, in order to permit the Germans to attack on CRT 1 (clear weather in 1943 rather than CRT 2?

Here is our guess: Permit each Player at the beginning of each year to expend an amount of "production points" to upgrade his attack CRT by one table in all weather and climate zones. This amount must equal 20% of the equivalent value of his existing ground combat units and any replacement points he has pooled plus a 20% surtax on any pooled production points left after the first expense. This requires a bit of accounting from a Player. He must inventory army as of 0/1/XX, translate this army into equivalent Production Points and expend the necessary 20%. Presumably he would have been planning to do this during the preceding year, saving points which he otherwise would have expended on reinforcements. Note that a Player can't rise above CRT 1.

Starting Pools for pre-war builds.

NationPools
Germany1200 points
Italy320 points
France210 points
Commonwealth75 points
Soviet Union*225 personnel points; 350 arms points

* No training centers are built

French Equivalency Table

UnitTypeSizePt Equiv.
3-4InfXX3
4-4InfXX4
3-10MotXX5
2-4MtnXX2
3-5MtnXX4
1-3CavXX1
2-6Mech

Commonwealth/U.S. Equivalency Table

UnitTypeSizePt Equiv.
8-10MotXX8
9-10AbnXX10
2-8ArmBG6
2-10InfBG5
9-8ArmXX10
3-8ArmX7
0-1-0Gar

Fascist Italy Equivalency Table

UnitTypeSizePt Equiv.
2-4InfXX2
3-4InfXX3
3-10InfXX4
2-10MotXX3
1-10MotX2
3-5MtnXX4
1-4Inf

Players may place Parachute units directly in the Air Front Available Airborne Units Box.

The German Cavalry KG and Division are the same cost as the Infantry KG and Infantry Division.

Naval Usage

The existing Naval Rules reflect what we feel was the overwhelming Allied sea superiority in all but a few enclosed ocean areas. In the Atlantic and North Sea the Germans were able to mount some serious commerce raiding operations and of course the surprise descent on Norway but for all intents and purposes the Royal Navy could guarantee surface control any place the Allies wanted it at any time. In the Central Mediterranean the existence of the Italian fleet balanced the Allied fleets in the Western and Eastern Med. Thus the Italians were able to maintain some semblance of sea communications with Libya and later Tunisia. Anytime they tried to get fancy the English 'hosed' them. But we could give the Italians say four Surface fleet points and five Naval Transport Points in lieu of their permanent Central Mediterranean sea area exactly as the Germans use Surface and Naval capability on the High Seas.

Air Usage

In War in Europe we chose to retain the semi-abstract tactical Air Power formula that were used in the original War In the East. Geographical location was derived by front within which air points could be assumed to be based on any friendly-supplied hex. This had the virtue of simplicity, thereby speeding play. Given a situation in which large armies were in contact on a given front with all operations centering around this clash, the abstraction worked quite well. A Player could use part of his air power to gain a measure of air superiority or parity sufficient to allow another part of his air to intervene in the ground battle, either as direct support for combat or for interdiction. A Player with a large air intervention force and air supremacy could 'embarrass' his opponent seriously, if not decisively.

X.0 EXPERIMENTAL RULES

These rules are presented as Experimental Rules. Many of these options were submitted by the many devotees of War In Europe. See the Credits & Designer's Notes of Computer War in Europe for more information. Additional optional rules were provided by various playtest groups or individuals

PLAYER'S NOTE:

Although opinions vary, there are combinations of these options that can be devastatingly effective for the Axis or Allied Player. Old and new players alike are strongly admonished to be very careful in the selection of these options, as their effect on game balance is unpredictable.

[X1.0] German Personnel Points

This option adds the expenditure of German Personnel Points, in addition to German Production Points, to the German production process.

[X1.1] The Axis player receives Personnel Points based on the number of Active German Placement Centers. The number of centers is multiplied by the current German Personnel Multiplier, and that many Personnel Points are received for that Cycle. Like Production Points, the Axis player need not use all the points generated each cycle, but may accumulate them.

[X1.2] The Personnel Multiplier varies as follows:

DateMultiplier
1939-19404
1941 - 2/443
3/44 - 7/442
8/44 - 19451

X2.0 ADDITIONAL UNITS

This option adds many new unit types to the game

[X2.1] New Unit Types

The following unit types are added by this option:

  • Germany: Motorized Infantry Brigades and Divisions; Air Landing, Mountain, Luftwaffe Field, and Artillery Divisions
  • Rumania and Bulgaria: Mountain Divisions
  • Italy: Artillery and Mountain Divisions
  • United Kingdom and United States: Artillery Divisions; Mountain Division
  • Soviet Union: Mountain Divisions, Guards Cavalry, Guards Tank, and Guards Mechanized Corps.

[X2.2] New Unit Capabilities

[X2.21] Mountain Divisions

Mountain Divisions can move into Rough terrain at a cost of 1 movement point and into Mountains at a cost of 2 movement points. Mountain Divisions can be air transported via Air Transport Points in a manner identical to that of Paratroop Divisions. Note that German Mountain units require three ATP to be air transported.

[X2.22] Air Landing Divisions

Air Landing divisions behave in most ways like Paratroop divisions. They may Air Transport using an Air Transport Point just as a Paratrooper unit, and may also participate in an Air Assault with paratrooper units, as long as one Paratrooper unit is dropped for each Air Landing unit. Air Transport Points used with Air Landing divisions performing Air Assaults are automatically eliminated and not recycled (representing gliders).

[X2.23] Axis and Allied Artillery Divisions

German and Allied Artillery function the same as Soviet Artillery. Mechanized Replacement Points (MRs) may be used to build an Artillery Battle Group up to full strength. German artillery can be built only after 1939 and have a counter limitation of 1 in 1940, 2 in 1941, 3 in 1942, and 6 in 1943-45.

[X2.24] German Motorized Infantry Divisions

German Motorized Infantry divisions function the same as Allied Motorized Infantry divisions, except that German 7-10 Motorized Infantry Divisions are rebuilt from Kampfgruppen with MRs. (German 6-10 Motorized Infantry Divisions are still rebuilt with Infantry Replacements—IRs). German motorized divisions count against the total number of divisions Germany can build, and count against the 8-8 mech-infantry counter limitation.

X3.0 AIR SUPREMACY

This option allows for Air Supremacy and for Shifting Combat Odds with Additional Air-Ground Support.

Air Supremacy is achieved whenever one player begins Air Combat with more than a six to one advantage in Air Points, or when only one player assigns Air Points to Air Superiority.

[X3.1] Air Attrition

See (X17.0).

[X3.2] Shifting Combat Odds

Shifting Combat Odds with Additional Air-Ground Support is allowed if a player has Air Supremacy on the Front. The player can shift the combat odds of any battle up by one for every number of Air Points assigned that equal the unmodified defense factor of the defending units. For example, eight German 6-5 Infantry Divisions are attacking a hex with a Fortified French Division and a French 3-4 Infantry Division at 4:1 Odds (48:12). The Axis player has Air Supremacy and 19 Air Points in Air-Ground Support. The Axis player could shift the odds up to 6:1 by assigning 18 Air Points to Additional Air-Ground Support (the French units have an unmodified defense strength of 9). The Axis player could also assign an additional Air Point and receive the traditional +1 on the die roll.

[X3.21] In order to use Additional Air-Ground Support, the attacking player must have at least 1:1 odds, based solely on unmodified combat factors for attacker and defender, and not including any attacking units performing an air assault that turn.

[X3.22] Combat odds can be increased in this manner only up to 50%, rounded down, with a minimum of 1 odds shift always allowed.

[X3.23] During amphibious assault attacks, twice the number of APs are required to shift the odds.

[X3.24] For every six Air Points (or fraction thereof) used in Additional Air-Ground Support, there is a 1/6 chance an Air Point will be eliminated due to anti-aircraft fire.

X4.0 U-BOAT WAR: SURFACE SORTIE & ASW

This option allows for German Surface Fleets to Sortie, and for the Allied air force to engage in additional Anti-Submarine Warfare (ASW).

[X4.1] Surface Sortie

[X4.11] The Axis player may order a German Surface Fleet to Sortie and raid Allied shipping. The Surface Fleet will have the effect of two additional U-Boats during U-Boat War resolution. If any U-Boats are eliminated, the Surface Fleet will be eliminated first.

[X4.12] The Axis player orders a Surface Fleet to Sortie for the next Cycle during German Production by placing the SURF counter in the U-boat At Sea box.

[X4.13] The surface fleet will not be available for tactical operations during the upcoming Cycle, as it is in the U-Boats At Sea box.

[X4.2] Allied ASW

See 22.4, with the following additions.

[X4.21] Allied ASW may be used only if the Allied Reinforcement marker is at least two Cycles behind its historical value. When playing this option in conjunction with the Allied Production option, ASW is triggered by a -20% modifier in the just completed U-Boats War, rather than falling two cycles behind the historical reinforcement marker.

[X4.22] The Allied Player can use ASW a maximum of two times per year.

[X4.23] APs eliminated for ASW are not available as cadres under the Allied Production option.

X5.0 NEW PARATROOPER RULES

The current rules give a large advantage to Allied airborne units, which can air assault as whole divisions, compared to Axis airborne units which must perform air assaults as regiments. This option installs similar rules for both the Allies and Axis.

[X5.1] After performing an Air Assault or Air Transport, Axis Regiments are combined to form divisions before stacking limits are calculated. Thus, the Axis could air assault a hex with twelve regiments, which would be converted into four divisions and would not violate stacking rules.

[X5.2] When the Allied player loads a 9-10 Paratroop Division, it is converted into a 7-4 Paratroop Division. The first turn after performing air movement that the 7-4 Paratrooper Division is in Major Supply, it may be converted into a 9-10 Paratrooper Division.

[X5.3] Whenever Allied, Axis, or Soviet paratroops perform an air assault on an enemy occupied hex, their Attack Strength is halved.

X6.0 MORE PARTISANS

This option activates the Axis Partisans rule (52.0), and provides additional capabilities to Partisans.

[X6.1] Axis Partisans

(See 52.0)

[X6.2] More Yugoslavian Partisans

Allied player may place additional Partisan Cadres in Yugoslavia—one for every division under the Axis minimum garrison of 15 divisions—up to a total limit of 42 Yugoslavian partisan cadres and units at any one time. These units do NOT count against the counter limit of 21 Allied Partisans.

[X6.3] Partisans and Rail Lines

Partisan Units may cut enemy rail lines when entering an enemy hex. Partisan units that convert may cut the rail in their hex only if that hex is not occupied by an enemy unit.

X7.0 MINOR ZOC ONLY +1

German, Italian, United Kingdom, French, Polish, United States, Soviet, and Partisan units all exert normal Zones of Control. All other units exert a Minor ZOC. A Minor ZOC is the same as normal ZOC in all respects, except that it costs only one additional movement point to enter or leave. Further, units exerting Minor ZOC can be overrun at an additional movement cost of only one movement point, rather than two.

X8.0 ADDITIONAL COMBAT RESULTS

A possible modified die roll of 7 is added to the Combat Results Table. The "7" die roll is the same as a roll of a 6 in the next higher Odds column. Thus, a 7 on 4:1 odds would be the same as a 6 on 5:1. Note that a result of 0 or 7 is possible only by adding a modifier to the basic 1-6 die roll.

X9.0 NO SEVERE CLIMATE EFFECTS

This option suspends several effects of the Severe Weather Area. This option strongly favors the Axis Player. The suspended effects are:

  1. Remove the restriction on "chaining" of MSUs (see last paragraph of 14.42)
  2. Remove restrictions on movement of MSUs during Snow Game Turns in the Severe Weather Area (see note (a) of 15.1).

[X9.1] Axis Winter Preparation

As an alternative to the above, the Axis player is may be given the opportunity to build the additional rail and motor transport and severe weather supplies needed to avoid some of the harsh effects of the First Winter in Russia. During German production, Axis Severe Weather Preparation may be built at a cost of 50 Production Points. This build allows the Axis player to prevent German 6-5 infantry divisions in severe climate hexes from being reduced to battle groups (one per week during snow turns of the First Winter) as per U4.2. This is a one time build, and must be purchased before Germany is at war with the Soviet Union, but not until after 1939.

X10.0 AFRIKA KORPS SUPPLY

This option allows German units to draw supply from Italian MSUs in Africa.

X11.0 ALLIED CHANGING COMBAT STRENGTH

During World War II, the relative combat strengths of Axis and Allied units changed over time. Allied units continuously improved both in the quality and quantity of their equipment and in their training and tactics, while Axis units experienced a decline both in quantity and the qualitative superiority of their equipment. The rules simulate these changes by varying the Combat Results Charts depending on the year. However, this does not fully represent the weakness of Allied formations during the early years of the war, thus this option.

[X11.1] Implementation

In 1939, the combat strength of a UK division is reduced by three, in 1940 by two, in 1941 by one, and after 1941 it returns to normal strength. Thus in 1939 a United Kingdom infantry division would be a 5-10 with a 1-10 battle group, and would increase to a 6-10 in 1940, and a 7-10 in 1941.

X11.1 When a reduced CW division attains a strength of 7 (in 1941), then it has a BG with a strength of 2, before then (1939-1940) it has a strength of 1.

X12.0 SPECIAL SS RULES

German SS armor and mechanized infantry units received the best equipment and the most fanatic soldiers.

[X12.1] Effects on Attacks by SS Units

Under this option whenever the Axis attack with SS units whose unmodified combat factors are at least 1/3 of the total unmodified attacking combat factors, the Axis attacks with Combat Results Table #1, except during Snow or Mud Season in non-Arid climates when he attacks with CRT #2.

[X12.2] Effects on Combat Results Whenever SS units are involved in an attack that results in any kind of exchange, the Axis player must eliminate SS units first.

[X12.3] Effects on Defense by SS Units

When any full-strength division-size SS units are defending in a hex, the Axis units must always choose the Retreat Conversion option, choosing to be reduced to battle groups and hold the hex rather than retreating.

X13.0 RANDOM WEATHER

The Random Weather option introduces some randomness to seasons depending on the cycle.

[X13.1] Weather Effects

Each week the current season is determined randomly as follows:

CycleNormal WeatherRandom Weather
1Snow100% Snow
2Snow100% Snow
3Snow90% Snow, 10% Mud
4Mud70% Mud; 20% Snow; 10% Clear
5Mud/ Clear50% Mud; 50% Clear
6Clear20% Mud; 80% Clear
7Clear100% Clear
8Clear100% Clear
9

X14.0 SEALION & AIR-SEA RULES

This option adds rules affecting Allied Naval Interdiction, German High Seas Naval Supply Attrition, and the defense of Malta.

The basic rules for Allied Naval Interdiction and German High Seas Naval Supply Attrition (see 7.7) do not fully reflect the status of the Air War and air assets in the Western Front.

Under this option, the Axis Player can "protect" Naval Movement in the High Seas from Allied Naval Intervention. If the Axis gains control of the skies, he can partially prevent the Allied Navy from interdicting German convoys by assigning APs to bomb interdicting Allied warships.

Conversely, there are deleterious effects if the Axis attempts Naval Movement in the face of Allied Air Superiority/Air Supremacy.

Finally, this rule modifies Amphibious Supply capabilities to reflect the difficulties of supplying an invasion force without adequate port facilities.

[X14.1] Allocation of Air Assets

Air points that have been allocated to the Air-Sea box of the Air Front Display may be allocated to attacking Allied warships. Only the Air Points in the Air-Sea box may be so used.

[X14.2] Effects on Axis Naval Operations

The following table describes the effect on die rolls for Allied Naval Interdiction and German High Seas Attrition, based on the number of Axis Air Points in the Air-Sea box. Each cell gives the modifier for Allied Naval Interdiction / the modifier for German High Seas Attrition:

AP in Air-SeaAxis Air SuperiorityAxis Air Supremacy
5NE / NE-1 / NE
10-1 / NE-2 / NE
15-2 / NE-2 / +1
20-3 / +1-3 / +1
30-4 / +1-4 / +2
45-4 / +2-5 / +2

The value given in the table is added to the die roll for Allied Naval Intervention or German High Seas Attrition, respectively. For example, if the Axis Player has Air Superiority on the Western Front and has 20 Air Points in the Air-Sea box, a die roll for Allied Naval Intervention would be reduced by 3 (a 5 becomes a 2, for instance), and a die roll for German High Seas Attrition would have "1" added to it (a 4 becomes a 5, for instance).

[X14.3] High Seas Supply

Even if the German High Seas Attrition is negated, the Axis player must still assign a Surface Fleet and Naval Transport Point to supply High Seas ports. This requirement is in no way changed by this rule - only the fate of those naval assets can be affected by this rule.

[X14.4] Allied Superiority/Supremacy

As Axis control of the skies can impact Allied Naval Interdiction and German High Seas Attrition, Allied air dominance can also have an impact. If the Allies have Air Supremacy then there is a +2/-2 modifier for Allied Naval Interdiction and German High Seas Attrition respectively. A +1/-1 modifier applies if the Allies have Air Superiority and not Air Supremacy (in other words, the two modified are not cumulative).

[X14.5] Supply and Logistics of Beachheads

To more accurately reflect the supply and logistic difficulties that beachheads present, the following restrictions are added:

[X14.51] Replacement points may be used only on units in Major or Minor Supply.

[X14.52] Armor, Mechanized, and Motorized units in Amphibious Supply have their movement points halved.

[X14.53] Axis Armor, Mechanized, and Motorized units cannot perform amphibious assaults, nor may they use naval transport to an amphibious assault point functioning as a "port" (though Allied units may continue to do so).

[X14.6] Air Supremacy Effects On Malta

Axis Air Supremacy in the Southern Front halves the defense strength of Malta if Allied-controlled and in supply.

X15.0 POLAND SURRENDER

The German army attempted to crush the Polish army during its invasion. Although Warsaw was a goal, its capture did not cause Poland to surrender in itself. Under this option, Poland surrenders when Warsaw is captured and when one of the following two conditions have been met:

(1) There are fewer than 40 combat strength points of Polish land units remaining (Poland starts with 150), or

(2) There are no Polish units remaining in western Poland (the German side of partition line).

X16.0 BLITZKRIEG ZOCs

During the opening years of the war Allied units were particularly unable to cope with German armor and mechanized divisions. As the Allies equipped their infantry with more anti-tank weapons, changed their tactics, and gained experience, German armored thrusts did not achieve the breakthroughs they did earlier in the war. This option seeks to simulate the shock effect of the early Blitzkriegs.

[X16.1] During 1939-1940 Axis units expending mechanized movement points (Armor, Mechanized Infantry, and Motorized units) treat all enemy ZOCs as +1 or minor ZOCs (see rule X7.0, +1 ZOCs).

[X16.2] Axis units pay only a 1 MP cost for overruns during this same time period.

X17.0 AIR ATTRITION

[X17.1] During the Air Superiority Phase of the Tactical Air Combat Phase of each Game Turn, if there is no Air Combat, Air Attrition can occur. Air Combat occurs when two opposing Players fly Air Superiority on the same Front, and neither side has greater than a 6-1 combat superiority (example: 37-6 is greater than a 6-1 superiority). NOTE: The reason for doing this is to prevent a Player from flying just a few Air Points to avoid attrition. There is no Air Combat when either Player has a 6-1 or greater superiority, or only one Player flies Air Superiority; in the former case, Air Points assigned to other missions remain assigned to those missions. Air Attrition always occurs to the Axis and Commonwealth Air Points on the West Front, to the United States and Italian Air Points on the Southern Front separately when each is a belligerent, to the Commonwealth when they are engaged in Ground Combat on the South Front (Ground Combat units in adjacent hexes), and to the Axis and Soviet Air Points when the Soviet Player is at Total War on the East Front.

[X17.2] The Air Points that are lost due to Air Attrition are removed at the beginning of the Strategic Cycle. On each separate Game Turn, each Player totals the number of Air Points in that Front that either were flying Air-Superiority Missions, or were inactive (i.e., not flying other missions besides Air-Superiority). Note that these numbers are reduced by weather effects. During the Strategic Cycle, the available Air Points are totaled for the last four turns, and losses are removed by the following table:

Total Friendly Air Points available for air attrition by attacking sideTotal Enemy Air Points lost by defending side
0-590
60-1191
120-1792
180-2393
240-2994
300-3595
360-4196
420-4797
480-5398
540-5999
600-65910
660-71911

[X17.3] There is a maximum number of Air Points which may be assigned to Air Superiority per Player, per Front. In two- and three-Player games, Soviet and Allied Air Points are counted separately. The maximum for the East Front is 30 Air Points, for the South Front is 60 Air Points, and for the West Front is 120 Air Points.

X18.0 IMPROVED AXIS MINOR ARMOR AND MECHANIZED FORMATIONS

Early in the war in the east, the Axis allied Hungarians and Rumanians deployed small, unbalanced panzer and motorized infantry units mostly equipped with tanks such as the Hungarian Turan, and the light R 35. By 1943, the major Axis allies were able to form balanced combined arms panzer and motor infantry divisions. These divisions were often equipped with German tanks such as the Pz-IIIj or Pz-IVg, at least in part.

This optional rule is intended for use only in conjunction with the German Personnel Points option (see X1). It could be included for use in the absence of that option but it if so there is no advantage to the Germans using their mechanized replacement points or production points as required.

[X18.1] Availability of Improved Units

Two full years (26 cycles) after the commencement of hostilities between the Axis and the USSR, or after Hungarian or Rumanian activation, whichever is later, the improved units become available. The countermix includes three 3-6 panzer grenadier and three 4-6 panzer divisions.

Historical Note: If "historical accuracy" is desired, the Players should agree before the game to use only one Rumanian 4-6 and one Rumanian 3-6, and two Hungarian 4-6. Had the Germans provided more equipment, more of these units could have been formed. (This includes not only more tanks but higher caliber anti-tank guns, halftracks and trucks, and signaling equipment, together with a "human investment" in training programs. This is a hypothetical, but historically achievable, possibility.) If the players wish to allow such hindsight then all the formations should become available.

[X18.2] Deployment and Cost of Improved Units

The units can be formed in two ways:

(1) A Mechanized Replacement Point is expended during the Replacement/Reinforcement Phase of any Axis game turn after the conditions in X18.1 have been met. A single Hungarian or Rumanian 1-6 Armored unit may then be replaced with an improved unit of the same nationality. The unit being converted must be in its home country, and have been there at the beginning of the Game Turn in which it is converted. If this method is used, the German personnel points expended by the Axis player when constructing the Mechanized Replacement point are returned to the German Personnel Point pool.

(2) The 1-6 unit is moved to a German Wehrkreiss hex and taken up as a cadre during the German Production phase. The unit is then converted by expending production points and placing the resulting improved unit on the production spiral. The cost and time convert a Hungarian or Rumanian 1-6 to a 4-6 Armored Division is identical to those required to rebuild a German Panzer division from its 2-8 Kampfgruppe. Similarly, the cost and time to convert a 1-6 to a 3-6 Mechanized Division is identical to those required to rebuild a German Panzergrenadier division from its 2-8 Kampfgruppe. No personnel points, however, are expended.

[X18.3] Kampfgruppe

The 3-6 Mechanized units do not form KGs. The 4-6 Armored Divisions, however, use their 1-6 side as a KG if eliminated.

A 4-6 can be reduced to a 1-6, and rebuilt by either method above multiple times just as any other unit.

Obviously a 3-6 cannot be, although the 1-6 would become available to be received as a reinforcement in accordance with the usual scheduled Rumanian or Hungarian reinforcements, and could then be used to create a 3-6 again.

[X18.4] Restriction on 3-6 Units

Unlike the Italian 3-6 Mechanized Divisions, the Axis cannot expend an MR to rebuild a Rumanian or Hungarian 3-6 from scratch. The personnel need to again become available through the scheduled reinforcement mechanism, under which the Rumanians receive two such units per year and the Hungarians one every third cycle (in addition to the "one-time" mobilization units on the turn The USSR is invaded).

[X18.5] Counter Limitations

Hungary and Rumania have maximum six 1-6 panzer units available. Each improved unit on the map reduces by one those available for use as a cadre or for deployment on the map.

This is likely to make it difficult to have the necessary 1-6 units in the right place at the right time to build improved units without withdrawing them from the front well in advance, or using fresh reinforcements.

This is an intended part of the price of creating them, and the time to do so.

X19.0 UNITED STATES MARINE CORPS

The six U.S. Marine Corps divisions and independent raider and paratroop battalions, along with the corps' amtrac APC and SP artillery battalions, were deployed almost exclusively in the Pacific Theater during the Second World War. The only significant exception was in Iceland (for a period) but even so that occupation operation was consistent with the doctrinal role of the Corps.

Use of the Corps in the Pacific was a natural extension of planning during the inter-war years and doctrinal development of the role and objectives of the Corps—to seize and hold bases off shore. That doctrine fitted hand in glove with the "War Plan Orange" studies of the inter-war years and which influenced the way that the Pacific war unfolded.

During the course of the Pacific conflict the USMC refined and improved its amphibious warfare doctrine, and benefited from the technological development of AFVs—specifically its own amtrac carriers and self propelled guns. After an uncertain start at Guadalcanal, by 1944 the Marine Divisions had been transformed into elite amphibious assault forces. Before each assault operation they refitted, trained and rehearsed. Despite taking heavy casualties (particularly on Pelelieu and Iwo Jima), they always accomplished their mission.

One reason these troops were not used in Europe was probably a political one—U.S. Navy Chief of Staff Admiral King, an Anglophobe, no doubt wished to keep them in the Pacific.

This optional rule proposes that some of the Marine Divisions were deployed in Europe. As it would be futile to attempt to write a rule to cover the political ramifications of misuse of these divisions they are in game terms simply very expensive units with a considerable advantage in amphibious assault, and some additional movement and combat abilities.

Although they had upwards of 200 fully tracked amphibious APCs they have not been classed as mechanized for doctrinal reasons. No rule has been included limiting them to coastal regions or prohibiting them from following the fighting inland. Any player who wastes such an expensive unit in such a manner (for example uses it as line infantry) is however likely to be dismissed after investigation by a Senate Oversight committee. A political point rule is included as a disincentive to use of the marines in an ahistorical fashion. Further, the Allied player can conduct an assault with USMC divisions outside the restrictions of [7.331], but to do so would need to withdraw a considerable carrier force from the Pacific to provide air cover. If the Allied player does this the Axis player gains political points as an abstract way of portraying the advantage accruing from this redeployment to the Axis situation in the Pacific.

[X19.1] Production of USMC Divisions

If playing with Western Allied production, the U.S. may build up to three Marine divisions. Production of these units may not be commenced prior to cycle 3/43. They require a 2-10BG, cost five personnel points, 15 production points, and take 10 cycles to produce. The division produced includes the four amtrac battalions required to lift it to the beach and provide fire support in the assault.

[X19.2] Prepared Amphibious Assaults

Marine Divisions may be withdrawn from the map to undergo refit and assignment-specific training and practice. Once a Division has prepared in this manner, it may launch a special form of Amphibious Assault called a "Prepared Amphibious Assault."

[X19.21] Marine divisions (but not Battle Groups) that are to be used in an amphibious assault may be withdrawn at least four turns prior to the assault from the map and placed off map. It is suggested players use the same method as cycling of airborne units to record this. Optional: the U.S. player must write down three coastal hex numbers when he withdraws the Marine division, or any number of divisions. He may assault only one of those hexes with the divisions four turns later. [This requires additional record keeping but properly reflects the assignment specific training going on.]

[X19.22] For each division so withdrawn, the Allied Player loses the use of 1 of the 15 permanent Allied Common Naval Transport Points. This represents the use of transport by the rehearsing Marines and also the extra shipping required to support the extended range of Prepared Amphibious Assaults (see X19.5 below).

[X19.23] Marine divisions sealifted from the U.S. directly into an amphibious assault are always considered prepared.

[X19.24] Marine divisions performing a Prepared Amphibious Assault do not have their attack strength halved during the invasion.

[X19.25] A Prepared Amphibious Assault can take place anywhere legally available for amphibious assault on the map. There is no range restriction when conducting a Prepared Amphibious Assault. However to perform assaults outside the air range limitations in case [7.331] the Allied player must withdraw USN carrier task forces from the Pacific to provide air cover and subject them to potential damage from the Luftwaffe. A political point penalty is incurred; see [X19.6].

[X19.3] Normal Amphibious Assault

A Marine division (and in this instance only, a BG) can perform a normal amphibious assault from a port on map, without preparation, and within the confines of [7.331] but will be halved like any other infantry unit.

[X19.4] Special Movement & Combat Ability

A Marine division (but not a BG) can move across a lake or all sea hexside. It cannot, however, end its movement in a lake or all sea hex. As overrun is a function of movement, theoretically a Marine division could perform such an overrun across such a hexside, but it must pay two additional movement points for the hexside beyond the usual cost of the overrun, the hex, and ZOC of uninvolved units.

A Marine division (but not a BG) can also attack across such a hexside but if it does so treats it as a major river.

Optional rule: Allow the U.S. player, if and only if he is complying with the option requiring pre recording of target hexes, to designate a hex across a river as a target hex. In this instance the division would not be halved.

[X19.5] Replacements

Rebuilding a Marine division from its BG costs three replacement points: 2 IR and 1 MR representing its amtracs.

[X19.6] Political Point Penalty

If the Allied player manages to lose a Marine division (by any method), the Axis player gains 1 political point. Note this applies to the whole division being lost (either in one combat or over two or more turns where it is first reduced to BG status and then the BG is eliminated), not to reduction to a BG. The Axis player gets a political point for each and every division lost.

Optional: If a Marine division is lost as above, instead of the political point penalty the Allied player is stripped of the ability to deploy any Marines. Any on map, in production or in preparation are immediately removed from the game and sent to the Pacific (and the production/personnel points permanently lost)

If the allied player chooses to use the USMC to conduct an amphibious assault outside the parameters of case [7.331] the Axis player receives five political points. The political point benefit is received for each time that the Allied player conducts an assault of this type. For the purpose of this rule if two or three hexes are assaulted in one turn which are all within four hexes of all other assaulted hexes ( include both hexes when counting, i.e. no more than two intervening hexes) then the assault is considered to be a single assault. If the Allied player invades say Norway and Greece in the same turn both outside the parameters of [7.331] then that will be two assaults, and two 5 political point penalties, as two separate CV Task forces would have to be withdrawn from the Pacific to provide support.

[19.7] Canceling Prepared Assault [X19.71] The Allied player can at his option "cancel" a prepared assault (by simply not going ahead with it with all or any of the prepared divisions the turn the prepared Marines are available) but if so any Marine divisions which have undergone preparation and do not carry out an amphibious assault in the turn they become available do not remain available in the same fashion as airborne units. They must start preparation again, although in this instance the turn they were available, and the assault was "cancelled" becomes the first turn of the next preparation cycle at the Allied player's option.

[X19.72] If playing with the optional rule requiring the prerecording of three possible target hexes, that prerecorded list must be shown to the Axis player on the relevant turn (it is secret until then) whether the assault was cancelled or not. If any one or more of the target hexes was a hex beyond the usual range of amphibious assault (see [7.331] and [X19.35]), and no assault at all (in or out of range) is performed then the Axis player still receives the five political point bonus (see [X19.6]) because the USN carrier taskforce's trip to Europe still took place although it was a wasted one. Note, if the Allied player had recorded three possible hexes, one or more of which was an "out of range hex" but also recorded one or some which are "in range" on the turn the assaults take place, and then used the Marines to "prepared assault" a hex within the usual range, there is no political point penalty. If the assault that occurs, or any of them if there are more than one that turn, takes place out of range the usual rule applies and the political point penalty is paid.

Design note: This rule is a deliberate disincentive to an Allied player speculatively recording a hex number or numbers out of range every time a Marine division prepares in the hope that when the division becomes available the Axis player will have forgotten to garrison the hex or hexes. Obviously if the Allied player pre-records three hex numbers which are out of range in the turn he records them, but which he expects will be in range four turns later, and something goes wrong with his plans so that none are in range, he has a difficult choice—throw the Marines or at least one division onto the beach and hope for the best, or cancel the operation completely. Either way he will pay the five political point penalty. The USN taskforce has already transited the Panama Canal and the IJN is breathing easy for a while.

If the effect of this rule when using the optional pre-recording rule is to make the Allied player cautious in his use of the Marine divisions it has achieved its object. It is the designer's intention that the prerecording option be used by players, despite its additional complexity, but it is appreciated that many players will prefer the more simple standard rule. It should be understood by any Axis player who does not demand the use of pre-recording that particular attention will need to be paid to garrisoning ports on tempting pieces of coastline.

X20.0 WESTERN ALLY EXPATRIATE UNITS

The purpose of this rule is to allow the CW player a personnel point rebate, when using Allied production, to represent the utilization of expatriate manpower from countries conquered by the Axis. The rule ONLY applies if the Allied Production Option is being used.

[X20.1] Available Units

If the Axis conquers one or more of the following countries, units applicable to that country become available for production 19 cycles (exclusive of the cycle of surrender) after surrender. There are three exceptions to this general time limit noted below:

  1. Poland: 2x8-10 Motor Infantry Divisions (Polish), 1x3-8 (actually Czech manned). In addition, three cycles after the Axis and the Soviet Union are at limited or total war, 2x8-10, 1x9-8 and 1x3-8 become available.
  2. Early Free French: 2x3-10 Motorized Brigades are available immediately for construction following the Fall of France. They cease to be available once the first ex-Vichy or partisan unit converts to Free French using a U.S. replacement point.
  3. Greece, Belgium, Netherlands: each provide 1x3-10.

[X20.2] Production Time & Costs

These are the same as any other Commonwealth unit except that NO personnel points need be expended. The Allied Player will need to build the BG before the full division. Although these are in many cases veteran personnel, they need extensive retraining on Commonwealth equipment, in language, and in British tactics.

The Greeks must trade in a 1-4 or 3-4 Greek division (which can only have survived on Crete) if there is one available at the time of production of the 3-10. If there are none available on map, the brigade requires no cadre.

[X20.3] Replacements

With the exception of the Polish replacements referred to in the next paragraph, no expatriate unit can ever be rebuilt using replacements, nor can it be built through the production process more than once. When they are gone, they are gone.

The Polish units did receive some further manpower via the Soviet Union and elsewhere throughout the war. As Poland in 1939 had an army fielding some 40 infantry divisions and 13 cavalry brigades, this is understandable.

The Commonwealth can therefore build one replacement point (either type) for the Polish exiles each calendar year after they become available (including one in that year), again at no personnel point cost. Assuming that the exile Poles become available in 1941 the Allied Player will be able to build 5 replacement points throughout the war for the Poles, enough to refit each division once.

Optional rule: the CW player can breakdown built exile Polish infantry divisions as he can his own to obtain replacement points. Of course these divisions are then considered eliminated and cannot be rebuilt. This has some historical backing—the 6th and 7th infantry divisions, formed in the Middle East in 1943, were never committed to combat in that form although the Poles fought on in Italy and France until 1945.

[X20.4] Once built, these units are in all respects treated as Commonwealth units except as set out above.

X21.0 SOVIET ALLY EXPATRIATE UNITS

The purpose of this rule is to allow the Soviet player to produce historically available Allied units through his production system at no personnel point cost.

2-4s are used instead of 1-4s because these divisions had an element of esprit de corps not always present in the Red Army. The 1-4 Soviet division in a fashion also approximates the understrength nature of most Soviet divisions at most times. Finally, using 2-4s for the new divisions prevents their use in the construction of Soviet corps-size units.

[X21.1] Available Units

Poland:

  • Group 1: 4 x 2-4 Infantry Divisions
  • Group 2: 5 x 2-4 Infantry Divisions

If the Axis conquers Poland, Group 1 becomes available for production 19 cycles (exclusive of the cycle of the commencement of hostilities) after the Axis and the Soviet Union are at war. Group 2 becomes available 32 cycles (exclusive of the cycle of the commencement of hostilities) after the Axis and the Soviet Union are at war.

Czechoslovakia: 3 x 2-4 Infantry Divisions

The Czech units become available 32 cycles (exclusive of the cycle of the commencement of hostilities) after the Axis and the Soviet Union are at war.

Rumania: 1 x 2-4 Infantry Division

The one Rumanian 2-4—the Tudor Vladimirescu Division—is made up of expatriate Rumanian socialists. Fortunately for them they were on the winning team, unlike General Vlassov and Colonel Amery. It is available in 1944.

[X21.2] Production Time and Costs

Each exile division costs the Soviets one arms point. There is no personnel point cost. They take 4 cycles to build - Although these are in many cases veteran personnel, they need extensive retraining on Soviet equipment, in language, and so as to allow sufficient time for political re-education and an understanding of the Soviet social structure.

They may be built only once, and when they are gone, they are gone for good.

[X21.3] Combining Divisions or Use as Cadre

These units may never combine into a corps nor may they be used for cadre for any purpose.

[X21.4] Once built, these units are in all respects treated as Soviet units except as set out above.

X22.0 RUMANIA CHANGING SIDES

In August 1944 Rumania surrendered and changed sides. At the end of the war Rumania fielded the fourth largest army facing the Germany. The purpose of this rule is to recreate this as a possibility. There is some risk to the Soviet player if he invokes it that it might backfire.

Historically, after disarmament of the Germans in Rumania (October 1944) one motorized, two cavalry, eleven infantry, and two mountain divisions fought on with the Soviets.

[X22.1] Rumanian Surrender Option

When and if Rumania surrenders to the Soviets, the Soviet player may elect to attempt a socialist coup. If the coup succeeds, Rumania becomes a Soviet ally and Rumania's army (or some of it) immediately changes sides and begins to draw supply from Soviet sources.

This Rumanian Army may cooperate with the Soviets, and its units may enter Rumania, Poland, Hungary and Germany. Any which are elsewhere (including Yugoslavia) must move out within two game turns or be removed from the map.

[X22.2] Coup Procedure

To attempt a coup the Soviet player rolls one die and consults the following table for the effects:

Die RollResult
1Rumania welcomes Socialist comrades. The entire army switches sides.
2-3Rumania falls into line with the Comintern. Veteran units "volunteer," and half the army changes sides. To calculate "half the army" take half the number of each type of unit and round up fractions. If the Rumanians had one of each type of unit left they would keep all of them.
4-5No effect—socialist and fascist extremists kill each other and everyone else goes home. Rumanian army removed.
6Counter-coup! Fascist autarchy in control of the Rumanian army fights on allied to Germany regardless of surrender.

Historically, the Soviets "rolled a 2 or 3."

[X22.3] Reinforcements

If the Soviets roll a 1-3 on the coup attempt, then they receive the usual Rumanian reinforcements. On any other roll there are no more Rumanian reinforcements.

[X22.4] Optional Nature

This coup attempt is entirely at the option of the Soviet player. If he does not attempt it normal surrender applies.

[X22.5] Other Countries

While historically Bulgaria changed sides, not much ever came of this. In Hungary, on the other hand, an attempt to exit the war was foiled by a German counter coup that included Admiral Horthy's son being taken as a hostage by the Nazis.

This rule could also be applied to Hungary and Bulgaria, or even Finland. Historically the Soviets rolled a 2-3 in Bulgaria, a 4-5 in Finland, and a 6 in Hungary.

X23.0 FIGHTERS & BOMBERS

This option splits Air Points into Fighters and Bombers (tactical and medium range).

[X23.1] When an AP is placed on the Production Spiral or brought in as a reinforcement, it is designated as a Fighter or a Bomber for the duration of the game. Fighters may only be assigned to Air Superiority. Bombers may not be assigned to Air Superiority, but can be assigned to all other Air-Ground and Air-Sea missions.

[X.24] Suggested canonical game with extended rules

The following experimental rules are suggested to be used to produce a canonical War in Europe game that is comparable with other game playings: X1, X2, X3, X4, X5, X6, X7, X8, X9.1, X10, X11, X14, X15, X16, X17, X18, X20, X21, X22.

X9 is not used due to its drastic effects on the war in Russia.

X12 is not used as it reduces SS unit flexibility.

X13 is not used as it complicates the ability to compare games.

X19 is not used as Marines were used in the Pacific.

X23 is not used as it reduces air point flexibility.

Y01.0 MAP, UNIT-COUNTER & CHART/TABLE ERRATA

Counters (major errors will be corrected by a supplemental counter sheet).

  • Sheet #1 - no errors.
  • Sheet #2 - The 7 Russian 2-3 Cavalry Corps are missing their 1-3 BG on back. Note, a Soviet 8-6 Tank Corps forms a 2-6 Battlegroup when eliminated (not a 1-6 Battlegroup as in previous editions).
  • Sheet #3 - The two Rumanian 1-6 Armor Brigades should have been back printed with a 3-6 Mechanized and 4-6 Armor Division (rather than the redundant 1-6 Brigade). The Hungarian 1-3 Cavalry Division should be a 1-3 Cavalry Brigade. The optional 2-3 Division on the backside is correct. The four Axis Partisan Cadre units are missing the "CDR" notation for unit size. The four Russian Guards Cavalry-Tank Brigades should be Corps. The BG side is correct. Russian 2-5 optional units on back of the 1-4 Paratroop Division should be Corps.
  • Sheet #4 - The RR Repair units are missing, the CW and US (1)1 Mobile Supply Units should have been back printed with RR Repair units. The 7 Allied Partisan 0-5-0 Cadre units are missing the "CDR" notation for unit size.
  • Sheet #5 - The French 4-10 Motorized Brigade should be a Division, the back is correct with a 1-4 BG. The Erie 2-4 Infantry Division is missing. The Greek 1-3 Cavalry Division should have been back printed with a 2-10 Motorized Brigade (not Division) for optional use as a CW exile unit or to upgrade the existing Cavalry division. One Polish 1-3 Cavalry Division is not back printed with an optional 2-3 upgraded Division. The Allied Italian 1-6 Armor Division should be a Brigade. Belgium 1-10 Motorized Division should be a Brigade. Note: The blue box CW units may be used to track units not able to take CW replacements. A Turkish 2-5-1 static division forms a 1-1 Battlegroup when eliminated, unlike the previous edition when it did not form a Battlegroup.

The critical unit counter errata is:

  1. the 12 missing Allied RR Repair units on back of CW and US Mobile Supply Units,
  2. the 6 misprinted optional Rumanian 1-6 upgraded armor,
  3. the 21 missing 1-3 battlegroups on the back of the Russian 2-3 Cavalry Corps,
  4. the 3 missing Erie 2-4 Infantry Divisions.
  5. S2.22 France '40: one missing French 2-6 armored cavalry unit.

In terms of additional optional units, probably there should be a single Polish 9-8 Armor Division (in Polish colors) also included and perhaps four German 1/2 Flak units.

Total of 47 units to be corrected by supplemental counter sheet.

Axis Game-Turn/Cycle Record sheet:

  1. The discussion under Political Point Record heading says that the 1939 scenario starts with 50 political points. This is wrong, it starts with 38 (see rule S1.51).
  2. The political points summary chart says Germany surrenders when political point total reaches 0, this is wrong, Germany surrenders according to rule 42.18.
  3. The political points summary chart should say that Turkey may surrender at a level of 29 political points (see rule 47.48).
  4. The political points summary chart should say that Italy may join the Axis at a level of 50 political points (see rule 42.26).
  5. The political points summary chart should say that Sweden may join Axis (see rule 48.3) at a level of 70 political points.
  6. The Italian 3-4 that enters on cycle 11/40 is a paratroop division.

Axis East Front Game Turn/Cycle Record

  1. Turn 12/41 should say "Apply rules U4.2 and U4.3." These are the First Winter Effects rules of the Axis being at war with Russia.

German Production Spiral:

  1. On the Manufacturing Centers chart, Prag (Prague) is in hex C4721, not C5013.
  2. On the Resource Centers chart, C5411 is Politz, not Poltiz.

Combat Results Table

  1. Finnish use CRT 1 in 1941 in Severe climate area.

Map B (England)

  1. The U-BOAT and SURFACE fleet holding areas are Axis, not Allied.

Map C (Germany)

  1. Kassel C4112 and Prague C4721 are missing the Wehrkreiss (placement center) symbol.
  2. Wesseling C3410 is missing the Resource Center symbol.
  3. The hex between C3511 and C3513 is C3512, not C0712.
  4. Rouen C2106 is an inland minor port.

Map D (Italy)

  1. The crossing arrow for the straits of Messina should be between hex F2620 and F2621.
  2. Note that hex F4228 in Greece is a rough hex that allows normal ground movement between the Peloponnesus and northern Greece.
  3. North of Sofiya, the severe/moderate words on the sides of the weather line are reversed from what they should be. To the Southeast of Sofiya, they are correct.

Map F (Scandinavia)

  1. The Severe/Moderate words on the sides of the weather line east of Trondheim and east of Narvik are reversed from what they should be. The coastal areas have moderate weather and the interior areas have severe weather. This can be seen east of Oslo where the weather line continues.

Map H (South Russia)

  1. The hex with Istanbul (H0428) is clear terrain. The crossing arrow in the Istanbul hex should be on the hexside between hex H0428 and hex H0529 to the southeast.
  2. Near the Kerch straits, there are blocked hexsides between hex H2820 and hex H2921 and between H2821 and H2921. That is, the only way to cross the Kerch straits is across the crossing arrows hexside.
  3. South of Bucharest, the Moderate/Severe words on the sides of the weather line are reversed from what they should be. Bucharest and Crimea are in Severe zone, Istanbul is in Moderate zone.

Important Dates

  • 3/09/39 1939 Start, Poland Start (rule S1.1)
  • 3/09/39 (experimental) strength of CW divisions are -3/-1BG (rule X11.1)
  • 1/10/39 Soviets may enter Poland up to partition line (rule 45.51)
  • 1/11/39 Soviets may enter Baltic States (45.52), date of Total War if Germany entered Baltic States (45.52)
  • 1/12/39 Germans must withdraw west of Polish partition line or declare Total War (rule 45.51)
  • 4/13/39 Last turn for Soviets to declare Winter War on Finland (rule 39.2)
  • 0/01/40 (experimental) A total of one German artillery unit may be built (rule X2.23)
  • 1/01/40 (experimental) Strength of CW divisions are -2 (rule X11.1)
  • 4/02/40 Last turn for Soviets to garrison 1941 start line in Finland if Winter War was fought (rule 39.3)
  • 1/04/40 Axis may now invade an Armed Neutral Finland (rule 36.6 note a)
  • 3/05/40 1940 Start, France '40 Start (rule S2.1)
  • 0/07/40 Historical Soviet annexation of Bessarabia, 4 turns after Paris falls (rule 45.53)
  • 1/08/40 "Historical" turn that French 3-4 infantry divisions can start to fortify (rule S2.45)
  • 0/09/40 Hungary may join Axis (rule 42.36 and Axis Cycle Track)
  • 0/10/40 Rumania and Bulgaria may join Axis (rule 42.46 and 42.56 and Axis Cycle Track)
  • 0/10/40 All 5 Ploesti resource centers become available to Germany (rule 26.64)
  • 0/11/40 Italian Paratroop division enters play (Axis Cycle Record Track)
  • 0/13/40 (experimental) Last turn for Axis Blitzkrieg ZOCs and overruns (rule X16.0)
  • 0/01/41 (experimental) A total of two German artillery units may be built (rule X2.23)
AlliedSevere511010
SovietModerate111011
SovietSevere111011
4———————
5———————
6———————
  • The Soviets have three permanent naval transports in the Baltic Sea, as long as he controls the Leningrad port (G3307). If it is captured, the transports are permanently lost.
  • The Soviets have three permanent naval transports on the Caspian Sea, as long as he controls Astrakhan (H5823).
  • The Soviets have three permanent naval transports on the Black Sea, as long as he controls Sevastopol. This can only be used to sea transport infantry or anti-tank units (rule 7.15). If Sevastopol is captured by Axis, then Axis have one permanent naval transport on the Black Sea. This can be extended into the Aegean (tracing through the Dardanelles) and then to the Western Mediterranean.
  • +5
    Enter a Soviet Personnel Center (c)+1
    Enter a Soviet Resource Center (c)+1
    Cause Italy to Surrender-5
    Enter Rome-5
    Re-enter Moscow W (hex G4123)-5
    Re-enter Soviet Personnel Center (c)-1
    Re-enter Soviet Resource Center (c)-1
    Minsk (G1923; inc. Polish, Latvian, Lithuanian borders)15241
    Kiev (H2001; inc. Polish, Rumanian borders)15341
    Tbilisi (J4603; inc. Turkish, Iranian borders)7010
    Siberia (Off map)47196
    Total13711289
    2
    1
    Minsk (G1923 only)6000
    Kiev (H2001 only)5000
    Tblisi (J4603; inc. Turkish Iranian borders)7010
    Siberia (Off map)47196
    NEW DISTRICTS/FRONTS
    Riga (G1811)8151
    Odessa (H1613)8211
    Baltic Front (Lithuanian border and Baltic Ports)16052
    Polish Front (occupied Poland to partition line)193135
    Rumanian Front20224
    Sevastopol (H2021)2000
    Total225115123
    3
    44+03
    1
    1 UK Inf
    -
    Spain612(c)
    Finland10N/A-
    C
    4112
    8HamburgC4707
    9DresdenC4718
    10PragueC3721
    11ViennaC4728
    12BerlinC5013
    13StettinC5421
    14BreslauC5421
    15PosenC5617
    16CracowC5827
    17DanzigG0314
    18KonigsbergG0714
    G
    4222
    8Moscow3G4223
    9GorkiG5524
    10KievH2001
    11OdessaH1613
    12SevastopolH2021
    13VoroshilovH3914
    14RostovH3817
    15KrashodavH3423
    16StalingradH5014
    17KharkovH3307
    18VoronezhH4104
    19Siberia1off map
    20Siberia2off map
    21Siberia3off map
    22Siberia4off map
    23Siberia5off map
    24Siberia6off map
    25Siberia7off map
    XX
    4
    1-6MechXX3
    3-6MechXX5
    4-10MechXX6
    5-6MechXX7
    6-6ArmXX8
    5-8Arm CavXX8
    1-4InfXX2
    AP8
    IRP2
    MR4
    X
    2
    0-4-0GarXX5
    7-1-10ArtXX10
    3-10InfX6
    3-5ComX7
    7-5MtnXX8
    AP8
    MSU15
    ATP9
    RR10
    Amph10
    IRP4
    MRP5
    S Base50
    S Bomber20
    S Escort8
    XX
    1
    1-3CavXX1
    1-6ArmX2
    3-6MechXX5
    4-6ArmXX6
    3-4AbnXX6
    3-1-5ArtyXX5
    5-6ArmXX7
    MSU15
    IRP2
    MRP4
    AP8
    Clear
    100% Clear
    10Clear90% Clear, 10% Mud
    11Mud70% Mud; 20% Clear; 10% Snow
    12Snow80% Snow; 20% Mud
    13Snow100% Snow
    720+12
  • 1/01/41 (experimental) Strength of CW divisions are -1 (rule X11.1)
  • 2/03/41 Allies may enter Levant States without causing rest of Vichy to join Axis (rule 43.75)
  • 0/05/41 Soviets must meet 1941 deployment criteria (rule 45.2)
  • 1/05/41 Axis can place 6 Iraq partisan cadre (rule 52.22)
  • 1/05/41 Allied division must be sent to suppress Iraq revolt (rule 48.65)
  • 1/06/41 Allied division in Iraq may leave (rule 48.65)
  • 1/06/41 Historical Allied invasion of Levant States (rule 43.75)
  • 1/07/41 1941 Start, Barbarossa Start (rule S3.1)
  • 1/07/41 Historical start of First Year of Total War supply effects (rule U4.1)
  • 1/07/41 Neutral Soviets go to Limited War production and have no deployment requirements (rule U7.0)
  • 3/07/41 Historical Finland joins Axis (rule 46.16, 2 turns after Axis declares war on Russia, if Pro-Axis)
  • 0/09/41 Allied combat unit must have been sent to Iran (rule 48.61)
  • 1/11/41 Soviets start rolling for entry of each type of Siberian unit (rule 32.42 and 45.7)
  • 0/12/41 Historical end of Soviet Arms Center Disruption (rule 30.7, 5 cycles after invasion)
  • 1/12/41 Historical start of First Russian Winter effects (rules 42.492, U4.2 and U4.3)
  • 1/12/41 Soviets receive some Siberian units (without rolling) (rule 45.72)
  • 2/13/41 Germany declares war on USA (rule 43.56)
  • 3/13/41 Historical withdrawal of 4 air points from East Front (rules W1.51 and E2.21)
  • 4/13/41 Historical withdrawal of all Rumanian units from Russia (rule 42.49, 8th snow turn)
  • 0/01/42 German SS units can be produced (rule 28.1c)
  • 0/01/42 (experimental) A total of three German artillery units may be built (rule X2.23)
  • 0/01/42 Soviet Guard units can be produced outside Siberia (rule 30.34)
  • 1/01/42 (experimental) Strength of CW divisions is full strength (rule X11.1)
  • 1/01/42 Tobruk (E3716) ceases to be a fort (rule 16.4)
  • 1/06/42 Soviets may declare Total War (rule U7.0)
  • 1/07/42 Historical end of First Year of Total War supply effects (Rule U4.1)
  • 1/07/42 1942 Start, North Africa Start (rule S4.1), Stalingrad Start (rule S5.1)
  • 0/10/42 Cracow and Prague activated as German placement centers (rule 27.11)
  • 0/10/42 German SS Viking panzergrenadier division organized in Russia (rule E4.1)
  • 0/12/42 Allies receive first strategic bombing base (Allied Cycle Chart)
  • 0/13/42 Last looting cycle except for Italy, Great Britain, and Soviet Union (rule 29.7)
  • 0/01/43 (experimental) A total of six German artillery units may be built (rule X2.23)
  • 1/01/43 Historical withdrawal of 4 air points from East front (rules W1.51 and E2.21)
  • 1/01/43 No Swedish resource centers/rail major supply if Paris is controlled by Allies (rule U6.0)
  • 0/06/43 Allies receive second strategic bombing base (Allied Cycle Chart)
  • 2/07/43 1943 Start, Kursk Start (rule S6.1)
  • 4/07/43 Italy Start (rule S7.1)
  • 2/08/43 Historical withdrawal of ground units from East front due to Sicily (rules W1.51 and E2.21)
  • 0/11/43 3 German SS Panzer divisions formed in Russia from SS Panzergrenadier divisions (rule E4.2)
  • 0/12/43 Allies receive third strategic bombing base (Allied Cycle Chart)
  • 4/13/43 War in East withdrawal of Hungarian units to Hungary (rule 42.39)
  • 2/06/44 1944A Start, France '44 Start (rule S8.1)
  • 4/06/44 1944B Start, DAGC Start (rule S9.1)
  • 4/06/44 Historical German withdrawal of 3 panzer divisions from East front due to Normandy (rule E2.21)
  • 0/09/44 Historical Ploesti Resource Centers off (Axis Cycle Record Track)
  • 0/10/44 Historical Turkish Resource Center off (Axis Cycle Record Track)
  • 3/13/44 Battle for Germany Start (rule S10.1)
  • 4/06/45 End of every War in Europe campaign game (rule C8.0)