War in Europe
War in Europe Rulebook
Table of Contents
Table of Contents
- 67.0 Introduction
- [68.0] Sequence of Play
- [69.0] Player Association [Diplomacy]
- [70.0] Three Player Superiority
- [71.0] War and Peace
- [71.1] Soviet Belligerency
- [71.11] Effects of Change in Belligerency Status
- [71.2] Triggering Total War Status
- [71.3] Two-Player Game
- [71.31] 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-agression 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.
- [71.32] 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 ipso facto 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.
- [72.0] The Winter War and Finland
- [73.0] Control of Neutrals, Miscellaneous Axis
- [74.0] Soviet Peacetime Deployment and Production, Limited War, and Post-Surrender
- [74.1] 1939 Deployment (At Start)
- [74.11] On Map Soviet Deployment (from Start to Fall of France)
- [74.12] Deployment of Combat Units [by type]
- [74.13] Deployment of Artillery and Support Units [by type]
- [74.2] 1941 Deployment (or later)
- [74.21] on Map Soviet Deployment (after fall of France)
- [74.22] Deployment of Combat Units [by type]
- [74.23] Deployment of Artillery and Support Units [by type]
- [74.24] 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.
- [75.0] Campaign Scenarios
- [75.1] 1939
- [75.2] 1940
- [75.3] 1941
- [75.34] Additional Axis Deployment
- [75.35] Note that there is no War in the West scenario starting at this date, thus the information given in 75.33 and 75.34
- [75.4] 1942
- [75.5] 1943
- [75.6] 1944A
- [75.7] 1944B
- [75.8] Putting It All Together
- [75.9] Victory (Three-Player Game)
- [76.0] 1945: The Battle for Germany Scenario
- [77.0] Special Rules
- [78.0] Designer's Notes
67.0 Introduction
This rules booklet in the War in Europe system deals with the total full-scale European Conflict, telling Players how they fit together all the pieces of the War in the West/War in the East puzzle. Primarily these rules control the interactions of the three-way contest between Axis, Allied and Soviet Players. We assume at this point that most Players will desire a three-Player game, incorporating all three "sides" found in War in the East and War in the West: Axis, Soviet, and Anglo-American. (There will be notes on two-sided play.)
[67.1] Rules Priority
Some of the rules and directions in this booklet will be found to contradict or modify rules in the other three booklets. To resolve this and any other rules anomalies which may arise the following rules hierarchy prevails: The highest numbered applicable rule is the "controlling" rule. For example, the rules concerned with three-way play contain many explicit and implicit modifications of the standard Sequence of Play. They must be read in conjunction with the standard rules on Play Sequence, with any questions resolved in favor of the exclusive War in Europe Rules. Another example is the treatment of Rumania. The Exclusive Rules to War in the East govern Rumanian participation, to the modification or exclusion of rules in the War in the West booklet.
[67.2] Number of Players
War in Europe can be played either as a two-Player or three-Player game. In a two-Player 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-Player 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.
[67.3] War in Europe Player Roles
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. Ideally, several hundred hours of sweat, toil and trouble should result in utter frustration as no Player finishes a winner. Indeed, War in Europe is designed not to be won but to be played.
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 agression, 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 far sighted and sensible course of action.
[68.0] Sequence of Play
General Rule:
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. Actually in most normal situations the Allied and Soviet Players should be able to execute their respective turns simultaneously since for the vast majority of time they are physically 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(69.0), in the three Player Game. The following Sequence Outline and Instructions deal with the three-Player version, as it modifies the standard sequence detailed in Section 4.0 of the Standard Rules.
[68.1] Game-Turn Sequence Outline
A. JOINT TACTICAL AIR WAR TURN
-
Commitment Phase: All Players commit their available Air Points as desired.
-
Air Combat Phase: Combat occurs between opposing Air Points. Players execute Port Suppression Missions. We assume in the majority of cases that 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 70.0.
B. FIRST PLAYER-TURN (normally Axis)
C. SECOND PLAYER-TURN (normally Allied)
D. THIRD PLAYER-TURN (normally Soviet)
Each Player-Turn proceeds exactly as outlined in 4.0 except phase nr. 8, dealing with removal of Enemy Air Interdiction Markers.
- Air Interdiction Phase: The Phasing Player places his own Air Interdiction Markers during his own Air Interdiction Phase. These should remain on the map until removed at the beginning of his next Player-Turn.
E. HOUSEKEEPING
[68.2] Strategic Cycle Sequence Outline
This is nothing but the amalgamation of the Strategic Cycles of War in the West and War in Europe.
STAGE 1. THE U-BOAT WAR
STAGE 2. ALLIED REINFORCEMENTS
STAGE 3. THE STRATEGIC AIR WAR
STAGE 4. GERMAN PRODUCTION
STAGE 5. SOVIET PRODUCTION
[69.0] Player Association [Diplomacy]
General Rule:
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 nor may a Player alienate 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 forces Friendly to one another in the game rules usage context of the word "friendly". By the same token they do not consider their forces hostile to one another but rather in an in-between state called associated.
[69.1] Effect of Association on Movement and Stacking
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, nor may it move through a hex containing an Associated unit.
[69.2] Effect of Association on Supply, Rail and Ports
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" raillines leading to his units, including those in the Soviet Union which would become Allied railnet and thereby no longer of any benefit to the Soviet Player.
[69.3] Effect of Association on Combat
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 embarasing.)
[69.4] Effect of Association on Sequence of Play
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.)
[70.0] Three Player Superiority
General Rule
If all three Players have Air Units committed to missions on the same front, Tactical Air Combat is resolved as follows:
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 rule 13.2. Note that in splitting his points the Attacker may convert a plurality of points into an inferiority of points vis a vis each opponent. No matter, he attacks at '1-1' with whatever points he has allocated toward each opponent, with concurrent opponent counter-attacks. If at the conclusion of this combat either or both of the opponents have points which were not attacked they may use these unattacked points to attack an opponent, with the stronger survivor attacking first.
Example: The Axis have 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 or 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 Superiority is now determined with the Player with the most surviving points (the Axis with 21) determining 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.
[70.1] Effect of Association on the Joint Air War
Associated 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.
[70.2] Allied Strategic Bombing Versus Soviet Production
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.
[70.21] 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.
[70.22] 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 their "temporary" loss will reflect just as though they had been destroyed by Enemy occupation. (Though they can come back on line via the repair procedure (case 24.68) for bombing rather than case 61.7.)
[70.23] Ploesti
The five centers at Ploesti may serve instead of the Caucasian centers for purposes of providing oil to the 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 the Soviet Production.
[70.24] 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 Mid east or Egypt.
[71.0] War and Peace
General Rule:
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 case 69.0. The situation of the Soviet Union vis a 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 case 71.1 or attacking the Soviet Union at peace.
[71.1] Soviet Belligerency
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 finess 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 event 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 like a bandit. 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).
[71.11] 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 Soviets may advance into Germany under Limited War; he just won't have maximum production to back him up. A few hypothetical situations will help clarify the application of this rule.
[71.12] 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 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.
[71.13] 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).
[71.14] Example C: Soviet Player launches attack into Iran and then Iraq during 1940 and 1941. Limited War rages with Allied Player. With Soviets embroiled in Limited War, Axis attacks on Polish front, once again fatally compromising Soviet position before seizing three personnel centers.
[71.2] Triggering Total War Status
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.)
[71.3] Two-Player Game
In a two Player Game the following rules prevail.
[71.31] 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-agression 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.
[71.32] 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 ipso facto 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.
[71.33] If the Soviet Union is defeated by the Axis (case 52.16) 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.)
[71.4] Additional Political Points
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, add the following events to the Political Points Award Schedule.
Award or Loss of Political Points
| Event | Points |
|---|---|
| Action by Axis Player: | |
| Enter Moscow (hex 64123) | +5 |
| Enter a Soviet Personnel Center | +1 |
| Enter a Soviet Resource Center | +1 |
| Action by Soviet/Allied Player: | |
| Re-enter Moscow | -5 |
| Re-enter a Soviet Personnel Center | -1 |
| Re-enter a Soviet Resource Center | -1 |
All political awards are treated in the same manner as awards for city entry (see 36.1). Note that 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) has no effect on the Political Point total.
[72.0] The Winter War and Finland
General Rule:
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 achieve a political point total of 90.
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 Stalinlike 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.
[72.1] Finnish Belligerency
If Finland joins the Axis because of the Winter War, its participation is limited to attacking Soviet units within the area encompassed by the 1942 start line, and all other restrictions of War in the East. If Finland becomes a belligerent under any other circumstance (say the Soviets attack Finland in 1942) then the Finns can go anywhere, 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. If the Axis attack a Pro-Axis neutral Finland, the Finns collapse and disappear immediately.
[72.2] Time Limit for Winter War
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.
[72.3] Execution of the Winter War
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 startline 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 the Soviet Player upon statement.
[72.4] Finland [War in Europe]
[72.41] Deployment: Neutral 5 x 4-5
[72.42] Mobilization: 16 x 4-5 on or adjacent to Finnish cities.
[72.43] Activation: see 72.0.
[72.44] Supply Center: Helsinki
[72.45] Restrictions: see 72.1.
[72.46] Reinforcements: Receive 2 x 4-5 every 6 cycle; (replaces War in East Track.)
[73.0] Control of Neutrals, Miscellaneous Axis
General Rule:
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 expressed on the following table.
[73.1] Neutral Control Table
If NORWAY is attacked...
- ...by the ALLIES, control falls to the SOVIETS.
- ...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 SOVIETS.
- ...by the AXIS, control falls to the SOVIETS.
- ...by the SOVIETS, control falls to the ALLIES.
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 below].
If FINLAND is attacked...
- ...by the ALLIES, control falls to the AXIS.
- ...by the SOVIETS, control falls to the AXIS.
[73.11] Control of Turkey
- 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, Turkey falls to the Axis Player; if the Axis and Soviet Players are then at Total War they must flip a coin to decide who gets Turkey. 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 then exists between the Soviets and Axis, the Axis and Allied Players flip a coin.
[73.12] Effect of Neutral Control on Soviet War Status
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 Yugoslavian 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 Yugoslavians.
[73.2] Rumania (War in Europe)
[73.21] Deployment: Neutral 14 x 2-4, 3 x 1-3, 2 x 1-6
[73.22] Supply Center: Bucharest (hex H0215)
[73.23] Restrictions: Unit may not enter any other nation except Hungary, Germany, Poland and the USSR.
[73.24] Mobilization: 8 x 2-4, 3 x 1-3, 3 x 1-6 place on or adjacent to Bucharest on the cycle after Limited or Total War with USSR.
[73.25] Activation: Rumania becomes an active Axis nation when the Axis political point total reaches or exceeds 60.
[73.26] Surrender: (See War in the East)
[73.27] Reinforcements (Conditional; Receive 1 x 2-4, 1 x 1-3 every even numbered cycle, and 1 x 1-6 every 6th and 12th cycle after mobilization (replaces War in the East track.)
[73.3] Hungary (War in Europe)
[73.31] Deployment: Neutral 12 x 2-4, 2 x 2-10, 2 x 1-3
[73.32] Supply Center: Budapest (hex C5133)
[73.33] Restrictions: Units may not enter any other nation except Germany, Rumania, Poland, Yugoslavia and USSR.
[73.34] Mobilization: 1 x 1-10, 1 x 1-3, 2 x 1-6 place on or adjacent to Budapest on the cycle after limited or total war with USSR.
[73.35] Activation: Hungary becomes an active Axis nation when the Axis Political Point total reaches or exceeds 55.
[73.36] Reinforcements: Conditional; (Receive 2 x 2-4, 1 x 1-6 every third cycle after mobilization.) Replaces War in the East Track.
[73.4] 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.
[73.5] Yugoslavian Partisans
Yugoslavian Partisans are deployed and employed by the Soviet Player (revision of case 31.5). In the 1941, 42, 43 and 44 scenarios partisans within Yugoslavia are deployed after any Axis forces in Yugoslavia are placed.
- 1941: 38 cadres
- 1942: 35 cadres, 2 units
- 1943: 26 cadres, 4 units, 2 divisions
- 1944: 12 cadres, 3 units, 11 divisions
[73.6] Control of French and Italian Partisans
Sad to say 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, a 1, 2 or 3 and he henceforth controls all Western Partisans. A 4, 5 or 6, and the Allied Player continues to control them. He may only attempt this seizure once per game. Regardless of who controls Western partisans only the Allied Player may deploy them.
[74.0] Soviet Peacetime Deployment and Production, Limited War, and Post-Surrender
Commentary:
In the spring of 1939 the Soviet Union was still in the last stages of the Great Purges, an upheaval which destroyed the bulk of the experienced army officer corps. Concurrent with this was a doctrinal change which 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 end 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, an army that needed time to pull itself together.
While nobody's nominee for Nice Guy of the Year, 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 end 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.
General Rule:
The following rules will describe the Soviet armed forces as of 3/939 and detail the production rules which the Soviet layer 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.
[74.1] 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.
[74.11] 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.
[74.12] Deployment of Combat Units [by type]
| District | 1-4 | 1-3 | 2-5 | 3-5 |
|---|---|---|---|---|
| Moscow (G4123) | 16 | 1 | 4 | 1 |
| Kharkov (H3307) | 6 | 1 | 2 | 0 |
| Krasnodar (H3423) | 6 | 1 | 0 | 0 |
| Stalingrad (H5014) | 4 | 0 | 0 | 0 |
| Leningrad (G3307; inc. Finnish, Estonian borders) | 21 | 2 | 4 | 0 |
[74.13] Deployment of Artillery and Support Units [by type]
| District | 10-1-10 | (1)10 | RR | MS |
|---|---|---|---|---|
| Moscow (G4123) | 1 | 1 | 1 | 1 |
| Kharov (H3307) | 0 | 0 | 1 | 0 |
| Leningrad (G3307; inc. Finnish, Estonian borders) | 1 | 0 | 0 | 0 |
| Siberia (Off map) | 2 | 1 | 0 | 0 |
| Total | 4 | 2 |
Production Pool Personnel Pts, 60. Arms Pts, 30.
[74.2] 1941 Deployment (or later)
[74.21] 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 3/5/41.
[74.22] Deployment of Combat Units [by type]
| District | 1-4 | 1-3 | 2-5 | 3-5 |
|---|---|---|---|---|
| Moscow (G4123) | 34 | 2 | 6 | 1 |
| Kharkov (H3307) | 10 | 0 | 4 | 0 |
| Krasnodar (H3423) | 13 | 0 | 2 | 1 |
| Stalingrad (H5014) | 10 | 0 | 0 | 0 |
| Leningrad (G3307); inc. Finnish border) | 20 | 0 | 3 | 2 |
[74.23] Deployment of Artillery and Support Units [by type]
| District/Front | (1)10 | 10-1-10 |
|---|---|---|
| Siberia (Off Map) | 2 | 1 |
| Riga (G1811) | 2 | 0 |
| Baltic Front (Lithuanian border and Baltic Ports) | 3 | 0 |
| Polish Front (occupied Poland to partition line) | 5 | 3 |
| Total | 12 | 4 |
Plus: 10 AP, 2RR and 1MS anywhere.
[74.24] 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.
[74.25] 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.
[74.26] 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 WIE. 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.
[74.27] Note that the Soviet Player must have additional infantry divisions, tank and mech brigades etc., over and above his initial forces to meet the deployment requirements of 74.2. These he can only get from his production during '39, '40 and early '41.
[74.3] 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 case 63.6 (except for Riga, which doesn't become a Soviet Personnel Center until the USSR totally occupies Latvia; see 74.52). 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 in War in the East 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.
[74.31] 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 74.2 which require unit-specific deployment by 3/5/41 at the latest.
[74.32] 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 Cycle | Personnel Points | Arms Points |
|---|---|---|
| 1939 | 5 | 9 |
| 1940 | 7 | 10 |
| 1941 | 7 | 11 |
| 1942 | 8 | 13 |
| 1943 | 9 | 15 |
| 1944 | 10 | 20 |
| 1945 | 10 | 25 |
Note: Prior to Total War the Soviet Player will either be at Peace or at Limited War. It is possible that he flip flop back and forth between the two states. No matter, each cycle he can only be one or the other applying either 74.31 or 74.32 as the case may be.
[74.33] Total War Production:
Soviet Production is now totally controlled by the War in the East rules. The number of Personnel and Arms Points added to pools each cycle becomes a function of the number of operational Personnel and Arms Centers multiplied by the respective multiples.
[74.34] Soviet Arms Stockpiles
The Soviet Player receives a stockpile of 60 Arms Points when Russia shifts from Peacetime to Limited War production. He receives an additional 60 Arms Points when Russia 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.
[74.4] Soviet Production Multiples
When in a Peacetime or Limited War Status, Soviet Personnel and Arms Multiples are set at "one". This is essentially meaningless since the total Personnel and Arms Points added each cycle is far less than the number of centers in existence. On the first cycle of Total War the Soviet Production Multiples revert to the following schedules.
| Cycle of Total War | Personnel Multiple | Arms Multiple |
|---|---|---|
| 1 | 3 | 1 |
| 2 | 2 | 1 |
| 3-18 | 1 | 1 |
| 19-24 | 1 | 2 |
| 25-27 | 2 | 2 |
| 28 | 2 | 3 |
| 29-31 | 1 | 3 |
| even nr. 32-42 | 0 | 3 |
| odd nr. 33-43 | 1 |
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.
[74.41] 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 this grant of one point per Cycle which is ostensibly transfered 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. However other than this grant of resource points (which the Soviets could increase to up 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.)
[74.5] Timetable for Peacetime Deployment and Occupation
[74.51] 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.) 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; case 71.2.) Within two Game-Turns of the fall of Poland, all Axis units must withdraw westward behind the partition line. 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.
[74.52] 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 (74.22). 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.
[74.53] Bessarabia
Within four Game-Turns after the fall of Paris the Soviet Player may occupy Bessarabia, garrisoning the annexation line with units drawn from anyplace in the Soviet Union (except Siberia) thus creating the Bessarabian Front [74.22]. 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 accomodate the Soviet Player on this point is considered an attack on the peaceful Soviet Union, i.e. Total War.
[74.54] 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 3/5/41 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 so long as he does not deploy units outside of territorial parameters of the Districts and Fronts listed for 3/5/41. At the beginning of every cycle all Soviet units must belong to some Front or District (be within five or three hexes, etc.). Railroad Repair and Mobile Supply units need not comply with this restriction. During the four Game-Turns between each cycle the Soviet Player may have units in motion all over the place but when the music stops they all have to be sitting in a chair.
[74.56] 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. 5 hexes per Turn). This privilege only applies to his initial occupation of Poland and the Baltic. Likewise the Baltic States ports are presumed to fall intact to Soviet control on the Game-Turn of the Soviets enter the Baltic States.
[74.57] 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.
[74.6] 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 his armies as he sees fit, within or without the Soviet Union, 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.)
[74.61] 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.]
[74.62] The instructions in rule 34.0 concerning which Player deploys a neutral's forces are in no way affected by the provision of this rule which determines who controls the neutral after it has been attacked. Thus, the Allied Player always deploys the Yugoslavians regardless of which player eventually attacks Yugoslavia.
[74.7] Siberian Forces
Siberian forces (74.12) 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 48.4. 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.
[74.71] 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.
[74.8] Flip-Flopping Between Limited War and 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 3/5/41 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 can not meet the manning requirements for his districts and fronts? Etc. etc. etc. Obviously these questions can not be answered with hard and fast rules. The following guidelines applied with a modicum of common sense will have to suffice.
-
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.
-
The remaining Soviet forces must be returned to the various interior districts in roughly the same strength distribution as the 3/5/41 deployment requirement.
-
The Soviet Player is given four Game-Turns after the return to peace to adopt the stance outlined above.
-
If peace finds the Soviet in possession of "foreign" territory, the Soviet Player is permitted to "bolshevise" this territory and consider it part of his country. Bolshevisation takes four Game-Turns. The border area of bolshevised land is considered an active frontier.
(Note: There is no conceivable possibility of the Soviet returning to peace from a Total War situation.)
[74.9] After the Surrender of the Soviet Union [War in Europe]
If a surrender of the Soviet Union occurs (see 52.16), the following events take place:
- All non-partisan Soviet units are removed from the map. All Production Point Pools are eliminated.
- All "in cycle" Soviet Production is eliminated (removed from the Production Spiral).
- 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 mapedge (They may enter in Enemy Zones of Control). The Eastern mapedge 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 et al 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.
[75.0] Campaign Scenarios
General Rule:
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.
[75.1] 1939
This scenario of course encompasses the war from start to finish and is the whole banana so to speak.
[75.11] ALLIED DEPLOYMENT: exactly as outlined in 39.22 and 39.52
[75.12] AXIS DEPLOYMENT: see 39.21 and 39.51 and 39.6
[75.13] SOVIET DEPLOYMENT: see 74.12 and 74.13 and 74.14.
[75.2] 1940
[75.21] AXIS DEPLOYMENT: see 40.21, 40.51 and 40.6
[75.22] ALLIED DEPLOYMENT: see 40.22, 40.52
[75.23] SOVIET PLAYER: Soviet Deployment will be in a state of flux between the 1939 initial deployment 74.12 et al and the 1941 deployment 74.22 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.
[75.3] 1941
[75.31] AXIS DEPLOYMENT: (see 63.2 and 75.34 below)
[75.32] SOVIET DEPLOYMENT: (see 74.22, WIE Production)
[75.33] ALLIED DEPLOYMENT:
Commonwealth—Map Section A
in Gibraltar: one [1]0
Map Sections B&C
in Great Britain: Ten 8-10, twenty-seven 2-10 BG, one 3-10, two 9-8, two 2-8BG, five 3-8, 2RR, 2SUP
Map Section E
in Egypt: Two 8-10, four 2-10BG, one 3-10, two 2-8BG
in Tobruk: One 8-10, one 3-8
Map Section J
in Palestine, Syria and/or Iraq: One 8-10, two 3-10 one RR, one SUP
Vichy
Vichy is in existence. Vichy units detailed in 33.72 should be deployed except those units in the Levant (J1222, J1517 and J1420) since the Levant has fallen to the Allied Player per rule 33.75.
Air/Naval/Rail Availability:
Air Points Available: 25 (West), 6 (South) Amphibious Assault Points Available: 3 Replacement Points: 1MR, 1IR (West); 1IR (South)
[75.34] Additional Axis Deployment
German, anywhere within the borders of...
- Norway: Eleven 6-5, one 2-8PzGkg
- Denmark: One 6-5
- France, Belgium, Holland, Luxembourg: Twenty-five 6-5, three [5]-1, two 6-3, one 1-5kg, one 2-8Pzkg
- Yugoslavia and Greece (inc. Crete): Seven 6-5, one 2-5 parachute rgt, 2RR, 2SUP
- Libya: One 10-8, one 2-8Pzkg, one 2-8PzGkg, one SUP
- Germany: Twenty-five 6-5, two 10-8, one 8-8, (The German Reserve case 63.1)
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, 2SUP
- Libya (and Egypt up to '41 start line): Six 2-4, one 1-4, one 4-6, two SUP
Bulgarian: Eight 2-4 in Greece and Yugoslavia
Axis/Air/Sea/Rail Availability
- Additional Naval Transport Points: 3
- Amphibious Assault Points Available: 1
- Additional Air Points Available: 12Ge (West Front) 5GE, 7IT (South Front)
- Air Transport Points Available: 2 (South Front)
- Replacement Points available: 11R, It, 1MR It (South Front) 1R Ge, MR Ge (West Front)
- Unrebuilt Air Points eliminated: 15
- U-Boat Points: 14
- Surface Fleet Points: 1
- 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
[75.35] Note that there is no War in the West scenario starting at this date, thus the information given in 75.33 and 75.34
[75.4] 1942
[75.41] AXIS DEPLOYMENT: see 41.21, 41.51, 41.6 and 64.2
[75.42] ALLIED DEPLOYMENT: see 41.22 and 41.52
[75.43] SOVIET DEPLOYMENT: see 64.2 et al
[75.5] 1943
[75.51] AXIS DEPLOYMENT: see 42.21, 42.6 and 42.51 and 65.2
[75.52] ALLIED DEPLOYMENT: see 42.22 and 42.54
[75.53] SOVIET DEPLOYMENT: see 65.2 et al
[75.54] This scenario begins on 2/7/43 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 otherwords Player conduct the first two Game-Turns solely on the East Front using the East Front forces.
[75.6] 1944A
[75.61] AXIS DEPLOYMENT: see 43.21, 43.51 and 43.6 and 66.2
[75.62] ALLIED DEPLOYMENT: see 43.22 and 43.52
[75.63] SOVIET DEPLOYMENT: see 66.2 et al
[75.64] In this case it is the East Front deployments which are frozen until 4/6/44.
[75.7] 1944B
[75.71] AXIS DEPLOYMENT: see 43.6 and 66.2
In West: Adjacent to Allied Beachhead in Normandy: One 13-8, one 11-8, four 10-8, one 7-5, two 6-5, three [5]-1, one 2-8 PzKg, one 1-5Kg
One 6-5 each in hexes: C1005, 0824, 0924, 1122, 2104, 2405, 2603, 2905
One [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 43.51
ITALY (behind 1944B startline): Nine 6-5, four 1-5Kg, two 8-8, one 2-8PzGKg, one 10-8, two 2-8PZKg, and two 7-5. One 4-6 Italian
GERMANY: 13-8, 6-5
AXIS AIR/SEA/RAIL AVAILABILITY same as 43.51 and 43.11
FORTS SAME AS 43.11 EXCEPT BEACHHEAD
[75.72] ALLIED DEPLOYMENT for 44B Scenario
United States, in Beachhead: two 9-10, six 8-10, one 2-10kg, 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 SUP
- Commonwealth: Seven 8-10, three 3-10, four 9-8, seven 3-8, twenty 2-10BG, one 2-8BG and three SUP
- 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 SUP
- Free French: Six 8-10, one 9-8
Anywhere in North Africa/Mideast etc.
- United States: none
- Commonwealth: see 43.52
- Free French: see 43.52
Allied Air/Sea/Rail Availability
- Air Points: same as 43.12 and 43.52
- 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
[75.73] SOVIET DEPLOYMENT: 66.2 et al
[75.8] Putting It All Together
War in Europe is meant to be played as a Campaign Game. You, the Players, may choose to begin this game at the very start of the war or at one of the later dates, (picking the war up in mid course as it were). Regardless of which date you chose, the game must be played to conclusion (4/6/45). Battle for Germany (case 76.0) is the only War in Europe standard scenario.
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 most neutral countries are found in the War in the West booklet except those for Hungary, Rumania and Finland which are superseded by those found in the War in Europe Rules. Rules found in either War in the West or War in the East which abstract the non-active front are ignored. For example section 20.0 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. The Combat Results Tables are identical for either War in the West or War in the East and of course may be used interchangeably for War in Europe. Likewise the terrain effects charts. The Allied and Axis Players should use the Air Front Displays contained in the War in the West, the Soviet uses the ones contained in War in the East. (The one display labeled East Front for the Axis Player in War in the East is superfluous in War in Europe.) In War in Europe the passage of time is recorded on the War in the West Game-Turn Cycle Record Tracks. The Allied Player of course uses his track and both the Soviet and Axis Player use the Axis track. (Note the tracks contained in War in the East do not extend through the entire war. The Soviet Player may wish to refer to his track for purposes of pacing his total war production.)
All Allied Reinforcements are detailed on the Allied Game-Turn Cycle Record Track and their arrival (Commonwealth and U.S.) is governed by the U-boat War. (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 from War in the East 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 per personnel center). The Axis player receives his German Reinforcements by execution of the German Production System for which he uses the War in the West German Production charts and displays. Italian reinforcements are those detailed on the War in the West Game-Turn Cycle Record Track. Rumanian, Hungarian and Finnish reinforcements appear as per Special rules detailed for the various War in the West or East scenarios may be applied or not as the Player's wish. It should be apparent that many of these rules are included for historical purposes such as the German Pre-Game turn (40.42) in the France 40 scenario or the German first turn bonus (63.51) in the Barbarossa Scenario. Application of these rules so that they affect only the part of the game they should must 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 75.9.
[75.9] 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.
[75.91] Axis Criteria
- Political Point Total; 50 or greater
- Control Paris, Amsterdam, Marseilles, Kiev, Rostov and Sevastopol.
- Control all MANUFACTURING Centers (including Lille and Brussels)
- Control all Wehrkreiss (including the two "Polish" hexes) See 77.7.
- Italy, Hungary and Rumania must be in the game as Axis nations (or pro-Axis neutrals....lotsa luck)
[75.92] Allied Criteria
- Political Point Total 20 or less
- Control Rome, Paris, Lille, Brussels and at least 1 German Manufacturing Center
- Control Berlin, Prag and Vienna
- Control Belgrade, Budapest and Bucharest
- Control Istanbul (automatic if neutral)
[75.93] Soviet Criteria
- Political Point total: zero
- Control Belgrade, Bucharest, and Budapest
- Control Berlin, Prag and Vienna
- Control ten German Manufacturing Centers
- Control Istanbul (automatic if neutral)
[75.94] 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.)
[76.0] 1945: The Battle for Germany Scenario
[76.1] Scenario Information
[76.11] Game-Length: Game-Turns (3/13/44)
[76.12] Map Sections in Play: Map Sections C, D, and G.
[76.2] Deployment
[76.21] AXIS INITIAL DEPLOYMENT
German—Map Section C
Three 6-5's each in hex: 3114
Two 6-5's each in hexes: 3311, 3211, 3113, 2823, 3133, 2933.
One 6-5's each in hexes: 3607, 3608, 3509, 3317, 3118, 3017, 2917, 2918, 3215, 3316, 3706, 3708, 3411, 3213, 3313, 3410, 2732, 3032, 2631, 2531, 2026, 2224, 3232, 3531, 3732, 3533, 2932, 3132, 2731, 2630.
One [5]-1 each in hex: 3204, 3506, 3405, 3306, 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 10-8's each in hexes: 3212
One 10-8 each in hexes: 3211, 3510, 3315, 2932
Two 8-8's 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 11-8KG each in hexes: 2917
One 10-8KG each in hexes: 3214
One 8-8KG each in hexes: 3316
One 6-5KG 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 10-8's, Sixteen 6-5's, Sixteen 6-5KG's, One Hun. 2-4
Army Group North: One 11-8, Two 10-8's, Fifteen 6-5's, Sixteen 6-5KG's
Army Group Center: Two 13-8's, Six 10-8's, Three 8-8's, Two 3-8's, Twenty-Three 6-5's, One 2-3, Twenty 6-5KG's.
Army Group South: Two 11-8's, Four 10-8's, four 6-5's, Two 2-3's, One 8-8KG, Five 6-5KG's, Five Hun 1-6's, Thirteen Hun 2-4's, Three Hun 1-3's.
Army Group F: One 8-8, Six 6-5's, Four [5]-1's, Nine 6-5KG's.
Central Reserve: Six 6-5s, eight 6-5KG's.
Independent: One 6-5 in hex: G1002.
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, C2707, C0903.
[76.2] ALLIED INITIAL DEPLOYMENT
U.S.—Map Section C
Four 8-10's in hex: 2733
Three 8-10 each in hexes: 3310, 3309, 3013.
Two 8-10 each in hexes: 3210, 3111, 3012, 3014, 3115, 3216, 1426, 3116.
One 8-10 each in hexes: 3009, 3112, 1002, 3008, 2914, 2318, 3117, 2004, 3016, 2532, 2632.
One 11-8 each in hexes: 3208, 3109.
One 9-8 each in hexes: 3208, 3109, 3011, 3014, 3115, 2913, 1107, 3117, 3216.
Two 9-10 each in hexes: 2610.
Commonwealth—Map Section C
Two 8-10 each in hexes: 3507, 3508, 3408, 2833
Three 8-10's 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
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
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 SUP, six RR, four 9-6BG, eight 8-6BG, nineteen 4-4Bg. Soviet may repair 100 hexes of rail west of 44 Start-Line, 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.
[76.25] Standard Scenario Reinforcement Schedule
Allied Player:
- Each odd Game-Turn: 3 AP (CW)
- Each even Game-Turn: 6 AP (US)
- Game-Turn 6: 3 IR (CW), 4 MR (CW), 2 IR (US), 2 MR (US)
Soviet Player:
- Game Turns 1-6: 1 AP, 1 x 9-6, 1 x 8-6, 1 x 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
- Dulmen R hit
- Wesseling R Hit
- Leuna T Hit, R Hit
- Brux T Hit
- Politz T Hit
[76.26] Allied Air/Sea/Rail Availability
- Air Transport Points: 4 (West)
- Airborne Units in Assault Box: 1CW 9-10, 3 US 9-10
- Air Points Available: 60CW, 80US (West); 25CW, 35 US (South)
- Rail Repair: 4 In France and Italy
- Replacement Points: 3 IR US, 2 IR CW, 6 MR US, 4 MR CW (West)
- Amphibious Assault Points: 1
- Mobile Supply: 5 as desired
Axis Air/Sea/Rail Availability
- Air Points Available: 10 (West), 20 (Intercept), 5 (South), 12 (East), 122 in dead pile
- Naval Transport: 3
- Surface Fleet: 1
- Political Point Total: 9
- U-Boat Points: 40
Soviet Air/Sea/Rail Availability
- Air Points: 65 (East), 10 (South), 40 in dead pile
- Air Transport: 3
- Airborne in Assault Box: 3 1-4 (East)
[76.3] Starting Sequence
[1] The Allied Player delineates his supply line by placing railheads and supply units. Rail is repaired between C1732 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 supply units) anywhere within the Army Group Boundries 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 boundry 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 boundry lines: (inclusive): G1014 to C5406; G0325 to C4919.
Army Group South: deploys anywhere within the area defined by the following boundry lines: (inclusive): C5132 to C3926; D4S02 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.
[76.4] 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 Wehrkreis 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.
[76.5] Special Rules
[76.51] Norwegian garrison: If the Allied Player performs an amphibious Assault (using Western Allied Assault Points) anywhere on the map, then the Axis garrison in Norway (out of plan) is assumed to be freed for redeployment. The Axis Player receives as additional reinforcements:
| Game-Turn Following "Invasion" | Units |
|---|---|
| First | Two 6-5, one 3-8 |
| Second | Four 6-5 |
| Third | Two 6-5 |
[76.6] Campaign Scenario Additional Deployment
[76.61] Additional Axis Initial Deployment
Eight 6-5's, five [5]-1's, six 6-5KG's, one 3-8: in any hexes of Norway.
Two 6-5's, one 6-5KG, one 10-8KG: in any hexes of Denmark.
[76.62] Additional Allied Initial Deployment
Commonwealth: One 9-10, two 8-10's, four 8-10BG's, one 9-10BG, One 3-10, one 3-10: in any hexes of Great Britain.
One 8-10: in any hex of Palestine.
Two 8-10's in hex: D3417
One 8-10 in hex: D4631.
[76.7] 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: 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
[77.0] Special Rules
[77.1] Collapse of the German Economy
If at any time the Axis Player cannot produce at least one Production Point during a cycle, his entire economy and production apparatus collapses; he may no longer produce units, etc. And, most importantly, 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.
[77.11] Once the German economy has collapsed it may never recover. There is nothing the Axis Player can do to regain supply or production.
[77.12] 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.
[77.13] 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.
[77.2] Soviet and 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. Soviet and Finnish units (only) may enter frozen All-lake hexes. No unit may attack or bombard from an All-Lake hex nor may a unit attack or bombard through an all-lake hexside. Supply may be traced through all-lake hexes and hexsides.
[77.3] Black Sea
If the Allied Player controls the Dardenelles, Sea of Mamara and Bosphorous he may project his Naval Transport Capability and Amphibious Assault Points into the Black Sea, (presuming 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 presumes that he also controls Sevastopol.)
[77.4] 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 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 Cophenhagen (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.
[77.41] The Baltic is considered to "freeze" during the 1st through 4th and 13th Cycles of each year. This effects 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.
[77.5] 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. The effectiveness of this Interdiction varies with the year:
| Die Roll | '39 | '40 | '41 | '42 | '43 | '44 | '45 |
|---|---|---|---|---|---|---|---|
| 1 | D | D | D | D | D | D | D |
| 2 | • | • | D | D | D | • | • |
| 3 | • | • | • | • | • | • | • |
[77.51] 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.
[77.6] 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% 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.
[77.7] Additional Rules and Points of Information
German Placement Centers (Wehrkreiss)
Map C:
- Stuttgart (3418)
- Wiesbaden (3513)
- Munich (3723)
- Munster (3808)
- Nuremberg (3919)
- Salzburg (4025)
- Kassel (4112)
- Hamburg (4707)
- Dresden (4718)
- Prague (3721)
- Vienna (4728)
- Berlin (5013)
- Stettin (5421)
- Breslau (5421)
- Posen (5617)
- Cracow (5827)
Map G:
- Danzig (0314)
- Konigsberg (0714)
Note: Kassel and Prague are incorrectly shown on the map as ordinary cities.
Soviet Personnel Centers
- Leningrad (G3306-7)
- Riga (G1810)
- Minsk (G1923)
- Orel (G3531)
- Moscow (G4123, 4222-3)
- Gorki (G5524)
- Kursk (H2001)
- Odessa (H1613)
- Sevastopol (H2021)
- Voroshilov (H3914)
- Rostov (H3817)
- Krashodav (H3423)
- Stalingrad (H5014)
- Kharkov (H3307)
- Voronezh (H4104)
- Siberia (7 centers off map)
Note: Sevastopol is incorrectly shown on the map as an ordinary city.
[77.8] 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).
[77.81] Lend-Lease Schedule
| Year | Arms Points Received Per Cycle |
|---|---|
| 1941 | 1 |
| 1942 | 4 |
| 1943 | 14 |
| 1944-45 | 24 |
[77.82] 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.
[77.83] 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.
[78.0] Designer's Notes
Production and Pre-Game Production.
In War in Europe all Players begin with "historical" forces under their control. Thereafter the Axis and Soviet Player's 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 preceeding 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.
- Germany: 1200 points
- Italy: 300 points
- France: 320 points
- Commonwealth: 75 points
- Soviet Union: 450 personnel points, 350 arms points
Equivalency Table
| France Unit | Point Equiv. | COMMON (U.S.) Unit | Point Equiv. | Italy Unit | Point Equiv. |
|---|---|---|---|---|---|
| 3-4 | 3 | 2-10Bg | 5 | 2-4 | 2 |
| 3-10 | 5 | 8-10 | 8 | 2-10 | 3 |
| 2-4 | 2 | 9-10 | 10 | 1-10 | 2 |
| 1-3 | 1 | 2-8Kg | 6 | 1-4 | 1 |
| 2-6 |
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 anyplace the Allies wanted it at anytime. 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 which we 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 'embarass' his opponent seriously, if not decisively.