WWII Campaigns: 1940, 1941, and 1942
WWII Campaigns: 1940, 1941, and 1942 Rulebook
Table of Contents
Table of Contents
- 1940 Master Rules
- 1. Game Components
- 2. Sequence of Play
- 3. Stacking
- 4. Zones of Control
- 5. Friendly Territory
- 6. Movement
- 7. Combat
- 8. Supply
- 9. Air Power
- 10. Fortifications
- 11. Airborne Operations
- 12. Armor
- 13. Neutrals
- 14. Reserves and Reinforcements
- 15. Optional Units
- 16. Planning and Deployment
- 17. Command
- 18. The Attack (Game Turn 0)
- 19. Victory
- 20. Options
- 21. Color Codes
- 22. Order of Appearance Chart
- 1941 Master Rules
- 1942 Master Rules
1940 Master Rules
1. Game Components
1940 consists of a game map, a set of die cut counters, a six sided die, a player aid and this rules booklet.
The Map. The 17 by 22 inch game map represents the section of France and the Low Countries where the significant events of the German invasion of France occurred. Overlaid upon the map is a hexagonal grid which serves to regularize location and movement of the units. Each hexagonal cell (hereafter called a hex) is uniquely numbered to assist definition of specific hexes in the rules. The map scale is around 26 kilometers per hex.
The Counters. The sheet of 120 die cut counters provides the forces which fought in the campaign. Each counter is printed with information expressing its various strengths and abilities. The counter format example details the layout of the information on a counter.
Counter Format Example. The printed example labels a counter's unit size (top), unit type (left), army identification (left, below the unit type), unit identification (right), combat strength (lower left) and movement factor (lower right). The illustrated counter is a blue counter with a XXX unit size, an infantry unit type and the figures 4-6.
This particular illustrated unit is the IV Infantry Corps of the French First Army. This information is read using the explanation and abbreviations give below.
Unit Type Symbols. Armor (panzer); mechanized cavalry; motorized infantry; infantry; cavalry; fortress; mountain; air landing; parachute.
Unit Size Symbols. XXX Corps; XX Division; II Regiment.
Abbreviations.
- BEF: British Expeditionary Force
- Cav: Cavalry
- Geb: Gebirgs (mountain)
- Opt: Optional
- Reinf: Reinforcement
- Res: Reserve
- SSC: composite of SS units
- SSV: SS Verfuegungs
The Rules. This booklet contains all the rules and charts governing the play of the game.
The Die. Many situations call for a die roll to generate a random number. The die is provided for these purposes; it has nothing to do with movement.
2. Sequence of Play
1940 is played in game turns, each representing five days of real time. Each game turn is composed of a German player turn followed by an Allied player turn.
During the German player turn, the German player is referred to as the phasing player, while the Allied player is referred to as the non-phasing player. During the Allied player turn, these roles are reversed. All activity in a player turn is divided into phases which are executed in the following sequence.
1. First Impulse.
A. Movement Phase. The phasing player may move any or all of his units up to the limits of their movement factors. Special movement activities, such as airborne operations, rail movement, etc. may occur. Reinforcements and reserves may enter play.
B. Combat Phase. The phasing player may conduct attacks, in accordance with the combat rule. Combat results are implemented.
C. Recovery Phase. Certain disrupted units regain their full capabilities, in accordance with Rule 7.
2. Second Impulse.
D. Movement Phase. The phasing player may move his units up to one half of their movement factors. Special movement activities may occur.
E. Combat Phase. The phasing player may conduct attacks with all his units, in accordance with the combat rule. Results are implemented.
F. Recovery Phase. Certain disrupted units regain their full capabilities, in accordance with Rule 7.
Units that move and have combat during the first impulse may also move and have combat during the second impulse of a player turn. Since each player turn has two impulses, a player's units are able to move and engage in combat twice before the other player's units may move.
All activities must be performed in sequence. Activities out of proper sequence may not be executed.
3. Stacking
Stacking limits the number of units that may be present in a hex. Stacking limits are in effect at the end of each phase. A unit may violate the stacking limit during a phase as long as the unit does not violate stacking at the end of the phase.
A maximum of four divisions may be present in a hex. A corps is considered to be three divisions for stacking purposes. In other words, the maximum that may be stacked in a hex is one corps and one division or four divisions. Regiments do not count against stacking.
In addition to the stacking limit, there may be only three armored or panzer divisions in a single hex. Thus, an armored division may not stack with an armored corps (any other type of division may).
Anglo-French Co-Operation. French divisions may not stack with British corps. Other than this, there are no stacking restrictions concerning the various nationalities of the Allies.
4. Zones of Control
All units, except regiments, have zones of control (ZOC). A ZOC extends from the unit into the six surrounding hexes; however, a ZOC never extends through an all-sea hexside (even if crossed by a causeway) or through an all-lake hexside.
A unit must cease movement for the rest of the movement phase upon entering an enemy ZOC. If a unit starts its movement phase in an enemy ZOC, it may exit that ZOC at a cost of one additional movement point. A non-motorized unit may never move directly from one enemy ZOC to another; the unit must first enter a hex not in any enemy ZOC. A motorized unit may move directly from one enemy ZOC to another; note that it must cease movement for the remainder of the phase if it does so.
Enemy ZOC's block the supply lines of non-motorized units. A non-motorized unit may not trace a suply line through an enemy ZOC unless the hex is occupied by a friendly unit. Motorized units may freely trace supply lines through enemy ZOCs.
Non-motorized units may not retreat into an enemy ZOC unless the hex is occupied by a friendly unit; motorized units may always retreat into an enemy ZOC.
5. Friendly Territory
The concept of friendly territory is used in several rules. A hex is considered to be friendly territory to a side under the following priorities: 1) a unit of the side occupies the hex, 2) a unit of the side exerts an uncontested ZOC into the hex, 3) a unit of the side was the last to occupy or exert an uncontested ZOC into the hex, or 4) the hex started the game as friendly territory. (An uncontested ZOC is defined as a unit having a ZOC in a hex that is not occupied by an enemy unit and does not have a ZOC of an enemy unit exerted into it.)
The side that has the highest priority over a hex may consider that hex to be friendly territory; the other side may not. Note that when both sides exert ZOCs into an unoccupied hex, then priorities 3 and 4 must be used to determine who controls the hex. At the start of the game, all of France is considered to be friendly territory of the Allied player, and all of Germany is considered to be friendly territory of the German player. All other territory is neutral (see Rule 13).
6. Movement
During the movement phase, the phasing player may move any or all of his units. Movement is a function of a unit's movement factor; the movement factor expresses the number of movment points (MPs) a unit has. During the movement phase of the first impulse, a unit may spend its entire movement factor. It is not required to spend its entire factor, but it may never spend more than its movement factor. During the movment phase of the second impulse, a unit may spend only one half of its movement factor (retain fractions). It may never spend more than one half of its factor in this phase. Example: a 5-6 unit may spend a maximum of 6 MPs in its first impulse's movement phase and may spend a maximum of 3 MPs in its second impulse's movement phase.
Movement is always voluntary; a unit is never required to move. A unit is moved from hex to adjacent hex, expending MPs for terrain as specified on the terrain effects chart. A unit must spend one additional MP to leave an enemy ZOC; it must spend two additional MPs to enter a hex containing a friendly disrupted unit. A unit may never enter an enemy occupied hex.
Special Movement
Rail. During each movement phase, the phasing player may move one unit by rail. Allied units may only use rail movement in friendly territory in France; German units may only use rail movement in friendly territory in Germany. No unit may enter an enemy ZOC when using rail movement. A unit that uses rail movement in a phase may not use any other type of movement during that phase.
Rail movement consists of a unit moving from its present position to its destination. The route the unit takes to reach its destination must be traced on the map; the route may be of any length but must be in friendly territory, in the correct nation, may not enter an enemy ZOC, and may not cross an all-sea hexside.
Sea Hexsides. Allied units may move across sea hexsides at the cost indicated on the terrain effects chart; they may not enter all-sea hexes. A unit may not directly enter an enemy ZOC or unfriendly territory when crossing an all-sea hexside. German units may cross all-sea hexsides only at causeways.
Naval Evacuation. Allied units may be evacuated by sea from ports. Up to one corps (three divisions) per friendly movement phase may be evacuated from a single port. A unit must spend one movement point in the port's hex in order to be evacuated. Once evacuated, the unit is removed from play and may not return. However, it is not counted as eliminated for victory point purposes (see Rule 18).
Note: the printed reference reads "Rule 18". The victory rules are Rule 19 (see below); the reference is transcribed as printed.
Air. German airborne units may be moved by air. Airborne operations are covered in Rule 11.
7. Combat
During a combat phase, the phasing player's units may attack adjacent enemy units. Combat is semi-voluntary. A unit is never required to attack, per se. However, if it does attack, then all enemy units adjacent to the attacking unit must be attacked. The attacking unit itself does not have to attack all adjacent enemy units; other friendly units adjacent to these enemy units may attack them. (If they do so, then all enemy units adjacent to them must also be attacked.)
[Diagram omitted: the printed example shows a hex field with French units F1, F2 and F3 and German units G1, G2 and G3.]
Example: It is the German combat phase. The German player wants his unit 1 to attack the French unit 3. Thus French unit 2 must also be attacked. If the German player does not want to have his unit 1 attack it, then either unit 2 or 3 must. If unit 3 attacks it, then French unit 1 must also be attacked. The German player decides to have unit 1 attack French unit 3 and unit 3 attack French units 1 and 2. The German unit 2 does not attack.
Had it been the Allied combat phase, and the Allied player wanted to attack with his unit 2, then all three German units would have to be attacked. Similar to before, exactly which units attacked the Germans would be voluntary upon the part of the Allied player.
Attacks are resolved separately, in any order determined by the phasing player. Compare the total combat factors of the attacker to the total combat factors of the defender in the form Attacker:Defender. Round this ratio down to correspond with one found on the combat results table (CRT); always round down in favor of the defender (e.g., 8:3 rounds down to 2:1). All modifications to combat (terrain, supply, air power, etc.) must be made. Roll one die and cross-reference the roll with the proper column to obtain a result. This result is immediately implemented.
Units in different hexes may combine to attack a single defending hex, as long as all attacking units are adjacent to the defending hex. All units defending in a hex must be attacked as a combined total. An attacking unit may attack more than one defending hex, but all terrain effects are cumulative. For example if an armored unit in hex 1607 attacks into hexes 1508 and 1608, then the armored unit would be halved for attacking into forest (1608) and the odds column would be lowered by one for attacking into a rough hex (1508).
Terrain. The terrain effects chart summarizes the effects of terrain upon combat. An attack across a minor river hexside requires a die roll: on a roll of 1, 2, or 3, the attacking units have a bridgehead across the hexside and are unaffected by the river; on a roll of 4, 5, or 6, the attackers do not have a bridgehead and are halved. The die must be rolled once for each minor river hexside attacked across. The attacking units must be declared before checking for bridgeheads and must attack even if there are no bridgeheads.
Terrain Clarification. The river mouth marking distinguishes major river hexsides from all sea hexsides. For example, hexside 0411/0512 is a major river hexside while hexside 0411/0412 is an all sea hexside.
Combat Results.
AE: Attacker Eliminated. All attacking units are removed from play.
AR: Attacker Repulsed. All attacking units are disrupted (see below).
NE: No Effect. The attack was ineffectual.
DR*, DR: Defender Retreats. The defender must retreat his units two hexes, according to the rules of retreat. DR* results become NE results for defending units occupying certain terrain types (see the terrain effects chart). After retreating, the defending units are disrupted.
DE: Defender Eliminated. All defending units are removed from play.
Disruption. A disrupted unit is inverted on the map to indicate this status. A disrupted unit loses its ZOC, may not move, and may not attack. If attacked, it defends at full strength. As an exception to the general combat rule, the attacking player is never required to attack disrupted units, even if these units are adjacent to his attacking units. A unit recovers from disruption due to an AR result during the recovery phase of the friendly impulse following the impulse it received the AR result. For example, if it became disrupted during its first impulse, it would recover in the recovery phase of its second impulse. If instead, it became disrupted during its second impulse, it would recover during the recovery phase of its first impulse in the next game turn. A unit recovers from disruption due to a DR result only in the recovery phase of the second impulse of its player turn.
Retreat. A unit forced to retreat must: 1) end its retreat at least two hexes from the hex in which it started its retreat and 2) must retreat solely into friendly territory. A non-motorized unit may not retreat into an enemy ZOC unless the hex is occupied by a friendly unit; a motorized unit may retreat through an enemy ZOC. If the unit can not retreat without violating any of the above conditions, it is eliminated instead. Additionally, the unit may not end its retreat in violation of stacking. If forced to do so, then the unit retreats additional hexes (the minimum possible) until it no longer violates stacking. The owning player always retreats his units. If a retreated unit stacks with a unit which is subsequently attacked, it contributes nothing to the defense of the hex but is affected by all combat results.
Advance. If a hex is cleared of defending units, then attacking units may advance into the vacated hex or any non-enemy occupied hex adjacent to the vacated hex. A unit may advance a maximum of one hex. Any advance after a particular combat must occur before any other combat is resolved or activity executed. Stacking limits must be observed. Advance costs no MPs and is unaffected by enemy ZOCs. Example: A German unit in hex 1511 attacks a French unit in hex 1512, forcing it to retreat. The German unit may advance to hex 1411, 1512, or 1611.
French "B" Reservists. All French 2-5 infantry corps are composed of "B" reservists. These reservists were overage, poorly trained, and suffered from very low morale. Thus, whenever a French 2-5 infantry corps retreats, it retreats four hexes instead of two. It must end its retreat at least four hexes from its original hex, in addition to the retreat rules.
8. Supply
In order to function at full effectiveness, units require supply. A unit is supplied if it can trace a supply line from itself to a supply source. A supply line must be traced over friendly territory. A non-motorized unit may not trace a supply line through an enemy ZOC unless the hex is occupied by a friendly unit. Motorized units may trace supply lines through enemy ZOCs. A unit may not trace a supply line through terrain impassable to that unit. A supply line may be of any length.
Supply Sources. German supply sources are: 1) any hex on the east map edge north of Switzerland or 2) any major city hex in Germany. French and British supply sources are: 1) any hex on the west map edge or 2) any hex of Paris. Belgian supply sources are any major city hex in Belgium. Dutch supply sources are any major city hex in Holland. Belgian and Dutch units may also use French supply sources if their countries are invaded by Germany. Swiss supply sources are: 1) any city in Switzerland, 2) any hex on the south map edge in Switzerland, or 3) any hex on the east map edge in Switzerland.
A supply source may only be used if it is in friendly territory. In other words, enemy capture of a supply source prohibits use of that source.
Supply Effects. Supply is judged for all units at the start of each impulse. If a unit can not trace a supply line to a source at the start of an impulse, it is unsupplied for the entire impulse. An unsupplied unit has its movement and combat factors halved (retain fractions). Furthermore, it may not use rail movement.
9. Air Power
At the start of each game turn, both players receive air points. The German player receives five air points; the Allied player receives two, of which one is British and the other French. An air point may be used only once in a game turn. If not used on the turn it is received, it is lost and may not be used; i.e., air points may not be accumulated from game turn to game turn.
One air point may raise or lower the odds column of an attack by one in favor of the using player. More than one air point, if available, may be used in a single attack and raise or lower the odds column as appropriate. For example, if the German Player allocated three air points to a 2:1 attack, the odds would be raised to 5:1. Both players may use air points in a single combat. In each combat, the Allied player must state how many (if any) air points he is using before the German player decides how many (if any) to allocate. Both players must allocate air to an attack before checking for the effects of minor river hexsides in the attack.
A player may use two air points to interdict a hex. The player decides during his player turn which hexes he is going to interdict, if any; the effects of interdiction last through the entire following enemy player turn. An interdicted hex is treated for movement purposes only as if the interdicting player had a ZOC in the hex: enemy units in the hex must pay one additional MP to leave the hex; enemy units entering the hex must cease movement.
10. Fortifications
Fortifications benefit only the owning side. Units never receive any defensive benefit for occupying fortifications belonging to the other side. For example, Allied units are never halved for attacking through Maginot Line hexsides. Fortifications are unidirectional; a fortification hexside affects enemy attacks through its hexside only if the defending unit occupies the fortification's hex. For example, a German unit in hex 1511 attacking into hex 1610 would be affected by the fortification. However, if the German unit was in hex 1610 and was attacking into hex 1511, then the fortification would be ignored.
Fortifications, with one exception, may never be destroyed. Eben Emael (see below) may be destroyed.
Minor Fortifications. Units that are attacked through minor fortification hexsides treat DR* results as NE results. Minor fortifications provide no supply or additional strength benefits.
Eben Emael. Liege (hex 1110) has the fortress of Eben Emael. This fortress has an intrinsic strength of two combat factors. This intrinsic strength may be used for defense only and does not have a ZOC. If a German unit occupies the Liege hex at the end of any combat phase, the intrinsic strength and the fortification are destroyed. Other than the preceding, Eben Emael functions as a minor fortification.
The Maginot Line. The Maginot Line consists of the line of major fortifications in France. Allied units occupying Maginot Line hexes are automatically in supply; they do not have to trace supply lines. The total defense strength of a hex containing one or more Allied units is increased by one when attacked through a Maginot Line hexside. Allied units attacked through Maginot Line hexsides treat DR and DR* results as NE results.
Outflanking. By their static nature, fortifications may be outflanked by a mobile enemy. If an attack is made into a fortification hex through a non-fortification hexside, the fortifications have been outflanked. In this case, units in minor fortifications are affected by DR* results, and units in major fortifications are affected by DR results. Furthermore, the defense strength of units in a Maginot Line hex is not increased by one if the attack is made solely through non-fortification hexsides. If the attack involves units of which some are outflanking the Maginot Line and others are not, then the additional point is added to the defense.
Example 1: A British 1-8 unit is in hex 1808; a German 5-6 unit is in hex 1809. The German unit attacks; the odds are 5:1. A 4 is rolled, requiring the British unit to retreat. Had a 6 been rolled, the British unit would treat the DR* result as a NE.
Example 2: With the same situation as in the previous example, add a German 2-5 unit in hex 1708. Both German units attack the British unit; the odds are 6:2 (3:1). The German 2-5 is halved for attacking through the fortification hexside, and the British 1-8 has its defense strength raised by one for defending against an attack made through the Maginot Line.
Motorized units may not move from a hex in an enemy ZOC directly to another hex in an enemy ZOC if the hexside to be moved through is an enemy fortification hexside. Example: A French infantry corps is in hex 2604; a German motorized division is in hex 2704. The German unit may not directly move from hex 2704 to hex 2705.
11. Airborne Operations
Parachute and air landing units are collectively known as airborne units. An airborne unit is able to make a drop into any land hex within ten hexes of a friendly controlled city. The airborne units move to the hex of their drop by air, moving over any terrain types and ignoring enemy units and their ZOCs. An air drop may be conducted at the start of any friendly movement phase. Units may be dropped into any land hex, including an enemy occupied hex.
If, at the end of any combat phase, an airborne unit is in an enemy occupied hex, the airborne unit is eliminated and removed from play.
Airborne units do not have to be on the map prior to their participation in an airborne operation. Airborne units may be held in an off-map pool. When used, they may be flown from any German controlled city.
If an airborne unit is able to trace a functioning supply line at the start of any impulse, the unit may be removed from the map. The unit may not be brought back into play and may not perform further airborne operations. Removing it from play does, however, insure that it will not be eliminated by the Allied player.
Parachute Regiments. Parachute regiments have no combat factors, movement factors, or ZOCs. An Allied unit may freely enter a hex containing only a parachute regiment; the regiment would be immediately eliminated.
Air Landing Division. The 22nd Air Landing Division may be used for airborne operations, or it may enter play as a German reserve unit (see Rule 14). The unit loses its ZOC and may not attack on the impulse it is dropped into a hex.
Effects. An airborne unit dropped into an enemy occupied hex negates the effects of all hexsides (excluding major fortifications, see below) for any attack made into that hex in the combat phase following the drop. Only hexsides are affected, never the combat effect of the hex itself. Example: A Dutch 2-6 unit is in hex 0509. A German parachute regiment drops into that hex, a German 4-6 unit moves into hex 0508, and another German 4-6 moves into hex 0608. The two 4-6 units attack the Dutch unit. Due to the air drop, neither the minor fortification hexside nor the major river hexside affect combat. Thus, the odds are 8:2 (4:1). Had no air drop been made into hex 0509, the odds would be 3:2 (1.5:1).
Fortifications. In addition to negating the combat effect of the hexside, a drop into a minor fortification means that the defending units are affected by DR* results. A drop into a major fortification causes the fortification to be treated as a minor fortification for combat and retreat purposes (i.e., a DR result would affect the defenders). The additional defense strength point advantage would still be used by the defenders. If the major fortification has an air drop made into it and is under a flanking attack (see Rule 10), then DR* also affects the defenders.
12. Armor
Armored (including panzer) units receive a special combat bonus under certain circumstances. When an armored unit attacks a non-motorized unit, the odds column for the attack is shifted one to the right (e.g., a 2:1 becomes a 3:1). No bonus is received when armor attacks enemy motorized units or if armor is defending against any attack.
The armor receives the bonus only when attacking alone or in conjunction with friendly motorized units. If the armor attacks in conjunction with non-motorized units, the bonus is not received. Also, when armor attacks along with motorized units, the bonus is not received if there are more divisions of non-armor units in the attack than there are of armor. For example, the bonus would not be received if a French armored division and the French mechanized cavalry corps attacked together (a corps is equal to three divisions).
13. Neutrals
Holland, Belgium, Luxembourg, and Switzerland begin the game as neutrals. The German player may invade any, some, or all of these neutrals as he wishes. The Allied player may not invade a neutral. If the Germans invade a neutral, that country joins the Allies and its units are under Allied control. Once a neutral joins the Allies, any Allied unit may enter that country, and all hexes of the country not controlled by the Germans are friendly territory for the Allies.
Neutral Status. Units of a neutral country may not move. They do not exert ZOCs outside their own country until the impulse following the impulse their country was invaded. They do exert ZOCs inside their own country. Allied units may not enter a neutral country. German units may, but this constitutes an invasion.
Holland. Holland will always remain neutral unless Germany invades Holland. Dutch units may never voluntarily leave their country. If forced to do so, they may operate outside their country. Holland surrenders and all Dutch units are removed from play if two or more Dutch major cities are German controlled at the end of any Allied player turn. Maastricht has a one point intrinsic strength which functions in the same manner as the intrinsic strength of Eben Emael (see Rule 10); Maastricht is not a fortification.
Belgium. Belgium automatically joins the Allies if the Germans invade any of the Benelux countries (Holland, Belgium, and Luxembourg). Belgian units may freely operate in Belgium, Holland (if invaded), Luxembourg (see below), and Germany. Belgian units may not voluntarily enter France until after all Belgian major cities become German controlled. They may enter France prior to this if forced to do so; in this case, they would not have to return to Belgium.
Belgium surrenders and all Belgian units are removed from play at the end of any game turn in which both of the following are true: 1) one or more corps of the BEF has been evacuated and 2) both Belgian major cities are German controlled.
Luxembourg. The status of Luxembourg depends upon the status of Belgium. If Belgium joins the Allies, so does Luxembourg. Although Luxembourg has no units, this allows Allied units to enter Luxembourg.
Switzerland. Switzerland always remains neutral unless invaded by Germany. Swiss units may not voluntarily leave Switzerland. If forced to do so, they may. Once invaded, Switzerland begins to receive reserves (see Rule 14).
14. Reserves and Reinforcements
Various units are not on the map at the start of the game but, instead, enter play during the course of the game. These units are divided into two classes: reserves and reinforcements. Both are marked with dots in their upper left corners to aid rapid sorting when preparing for play.
Reserves. Reserve units appear on the map in certain locations, depending upon nationality. Reserves usually appear at the start of the movement phase of the first impulse of a player turn (exceptions noted below). Whenever the appearance of reserves is called for, any unit of the appropriate reserve may be taken. Reserve units may fully move and engage in combat on the impulse of their appearance. No more than one reserve unit may enter play in a single hex in a game turn; in other words, two or more reserves may not appear in the same hex on the same turn.
German Reserves. Starting with game turn 2, the German player may bring into play two units of his reserve each game turn. They may appear in any friendly controlled city hex in Germany, but they may not appear in an enemy ZOC.
French/British Reserves. Starting with game turn 1, the Allied player may bring three Allied (French or British) reserve units into play per game turn. On turn 1, the reserves must appear only at the start of the second impulse; on all following turns, they appear at the start of the first impulse. A reserve unit must appear at one of the three reserve gathering points marked on the map, as long as the reserve gathering point is not enemy controlled or in an enemy ZOC. If it is, then the reserve may appear in a Paris hex instead. If this is in an enemy ZOC or under enemy control, then the reserve may enter on the west edge of the map on or south of hex 1921, paying 1 MP to enter.
Swiss Border Reserves. The Allied player has two reserve units marked SR. These units may appear in any hex in France adjacent to the Swiss border on the first friendly impulse following the German invasion of Switzerland. Alternately, they may enter play as regular French/British reserves.
Swiss Reserves. Starting on the game turn following the game turn of the German invasion of Switzerland, the Swiss receive one reserve unit per turn. This unit may appear in any friendly controlled city in Switzerland, regardless of enemy ZOCs. If there are no friendly controlled cities in Switzerland, the reserve unit may not enter play.
Reinforcements. Several British units are designated as reinforcements. These units enter play on the turn called for in the order of appearance chart; they may enter on any friendly controlled hex on the west map edge, paying 1 MP for the hex of entry.
A player may voluntarily delay the appearance of his reserves from his first impulse to his second impulse, if he so desires. Doing so does not gain the player any particular advantage, as the reserves must obey all rules pertaining to the second impulse as normal.
The French Swiss Border reserves may appear as regular reserves (i.e., at reserve gathering points) even if Switzerland is not invaded.
15. Optional Units
The German and French forces have certain optional units, marked Opt and with a dot to facilitate sorting, that may be brought into play.
German Panzer Corps. At the end of any friendly movement phase, the German player may bring the XXXIX Panzer Corps into play. This unit is brought into play by removing a stack of two armored divisions and one motorized division from the map and placing the panzer corps in their place. The German player may remove this corps and return the three divisions to play at the start of any friendly movement phase.
German Mountain Corps. At the start of the game, the German player may substitute the Geb (mountain) Corps for any 4 or 5 strength point infantry corps. This corps may not attack or leave Germany except on or after the turn that Germany invades Switzerland. Note: The German player is not obligated to invade Switzerland if he chooses the mountain corps. He may choose this corps in an attempt to deceive the Allied player about his intentions. However, the corps may not be used unless Switzerland is invaded. Also note that the corps itself need not participate in the invasion of Switzerland, despite the inherent sense in doing so.
French Armored Corps. The Allied player has an armored corps which may be exchanged for two French armored divisions and one French motorized division in the same manner as the German panzer corps is brought into and removed from play.
16. Planning and Deployment
Prior to the start of the game, both the Allied and German players must secretly select their plans of campaign and assign armies to their army groups. Each side has three army groups, the boundaries of which are printed on the map.
Allies. The Allied player must choose which army group will meet the German assault, by writing on a piece of paper the number of the army group he chooses. During the attack turn (game turn 0), the units of this army group will be able to move (see Rule 18). Following this, the Allied player assigns his units to his army groups, writing the assignments on paper. All Allied units except those marked Res, Reinf, SR, or Opt are available for initial deployment. All units of an army must be assigned to one army group; units of one army may not be split between two or more army groups. Units without an army identification have free deployment (see below). The BEF must be assigned to the First Army Group. Each army group must have at least one army assigned to it.
Germans. The German player must select his campaign objective, writing it down. Briefly stated, he may choose to 1) clear the Maginot Line, 2) capture Paris, or 3) capture the northern French and Belgian cities and ports (see Rule 19, Victory, for greater detail on these objectives). Following this, he must select the army group that will launch the main attack. Finally, he assigns units to his army groups. Both the attacking army group and the army group assignments must be written down. All German units except those marked Res or Opt are available for initial deployment (the German mountain corps may be available, per rule 15). Armies must be assigned to army groups; units of an army may not be assigned to two or more army groups. All panzer corps must be assigned to the army group making the main attack. Airborne units are placed in an off-map pool. All other units without army identifications have free deployment (see below). Each army group must have at least one army assigned to it.
Deployment. The Allies deploy first. Units assigned to an army group must be deployed within their army group boundaries within two hexes of the French border. The free deployment unit may be placed anywhere inside France.
The Germans deploy after the Allies. Units assigned to an army group must be deployed anywhere within their army group boundaries. The free deployment units may be deployed anywhere within Germany. Note that the German player will be able to deploy these units after seeing the Allied dispositions.
All units must conform to the stacking limits during initial deployment.
Neutral Deployment. Since the neutrals do not start the game under either player's control, the players have no control on how to deploy the units of the neutrals. They must be deployed according to a set deployment.
Switzerland. Place a 1-6 infantry XX in Zurich, a 1-6 infantry XX in Basel and a 1-6 mountain XX in Berne. No Swiss reserves are deployed initially.
Holland. Place a 2-6 infantry XXX in hex 0111, a 3-6 infantry XXX in hex 0310, a 2-6 infantry XXX in hex 0409, a 2-6 infantry XXX in hex 0509, and a 1-8 infantry XX in hex 0709.
Belgium. Place a 2-6 infantry XXX in each of the following hexes: 0911, 0912, and 1010. Place a 3-6 infantry XXX in each of the following hexes: 0812, 0915, 1013, and 1211. Place the 2-8 infantry XXX in hex 1409.
17. Command
French Command Restrictions. In general, once an army is assigned to an army group, it must remain with that army group. Units of armies assigned to army groups may not cross the army group boundaries. Once per turn, starting with game turn 1, the Allied player may release one French army from the above restriction: it may cross army group boundaries for the remainder of the game. For example, on turn 1 the Allied player chooses the 9th Army. On turn 2, he chooses the 2nd Army. Thus, on game turn 2, units of both the 9th and 2nd Armies may cross army group boundaries.
British Command Restrictions. The BEF must be assigned to the 1st Army Group. The BEF may cross the Allied army group boundaries, but only on turns after all French armies of the 1st Army Group have been allowed to do so (see above). Should any unit of the BEF be evacuated, then the British air point may not be used on any turn following the evacuation.
German Command Restrictions. On game turns 0 and 1, the German Panzer corps may attack only if they are in the army group of effort. Outside of Germany, this is defined as: AG B: on or north of hexrow 1200; AG A: from hexrow 1300 through hexrow 2000; AG C: on or south of hexrow 1800.
18. The Attack (Game Turn 0)
Game turn 0 has certain special rules due to its short nature (only 2 days instead of 5) and the start of the campaign. Neither player receives a second impulse on this turn. Units of invaded neutrals may not move at all on this turn. The only French and British units allowed to move on this turn are: 1) the units assigned to the army group chosen by the Allied player during his pre-game planning (see Rule 16) and 2) the Swiss Border Reserve (see Rule 14), if Switzerland is invaded. The Swiss Border Reserve units may move freely. All other Allied units may only move east (e.g. 1215 to 1214) and/or northeast (e.g., 1215 to 1115). They may not cross their army group boundaries. The Allied player is not required to move these units. All Allied units may attack. German units are under no special movement or combat restrictions.
19. Victory
Victory is determined through computation of losses and accomplishment of plans. It is determined at the end of the game. The game ends upon the completion of all activity of game turn 10.
Losses. The German player receives the following victory points (VPs):
- 3 VP per combat factor of British units eliminated;
- 2 VP per combat factor of French motorized units eliminated;
- 1 VP per combat factor of French non-motorized units eliminated;
- 0 VP for any eliminated Belgian, Dutch, or Swiss units.
Note: the printed glyph for the last figure is the letter "O" (printed "O VP"); it is read here as zero, which is the value the Belgian, Dutch and Swiss clause requires.
The Allied player receives VPs for the following:
- 5 VP per unit of German parachute or air landing units eliminated;
- 3 VP per combat factor of German motorized units eliminated;
- 2 VP per combat factor of German non-motorized units eliminated.
Plans. The German player must choose one of three plans of campaign before the start of the game (see Rule 16). The successful accomplishment of these plans is defined below. If the German player does not successfully accomplish his plan, then the Allied player has defeated the German plan.
- Clear the Maginot Line. The Maginot Line is cleared if, at the end of the last game turn, there are no Allied units in any major fortifications in France.
- Capture Paris. Paris is captured if all three Paris hexes are friendly territory (see Rule 5) for the German player.
- Capture the Northern French and Belgian Cities and Ports. The German player must control (See Rule 5) all four ports, all Belgian cities, and the French city of Lille.
Holland. If the Germans invade Holland, then Holland must be forced to surrender. If Holland does not surrender, then this is counted as if the Allied player has defeated the German plan, regardless of the outcome of the actual German plan.
Victory Levels.
Allied Strategic Victory: The Allied player must have more VPs than the German player, defeat the German plan, and capture two or more hexes of the Ruhr.
Allied Decisive Victory: The Allied player must equal or have more VPs than the German player and defeat the German plan.
Allied Marginal Victory: The Allied player must equal or have more VPs than the German player or defeat the German plan.
Draw: The German player must have more VPs than the Allied player and successfully accomplish his plan.
German Marginal Victory: The German player must have more VPs than the Allied player, successfully accomplish his plan, and accomplish either one of the two objectives not chosen at the start of the game.
German Decisive Victory: The German player must have at least twice as many VPs as the Allied player, successfully accomplish his plan, and accomplish one of the two remaining objectives.
German Strategic Victory: The German player must fulfill all requirements for a decisive victory and either eliminate 12 or more combat factors of British units or accomplish the third objective.
20. Options
The following sections provide optional variations to the game. Players may use these to provide variation or additional insight to their games. Each section is separate and, in general, should be used by itself. Both players must agree to an option before it may be used in a game.
The Mechelen Incident. In January 1940, a German major was flying to an important meeting, strayed off course, and accidently landed in Belgium. He was carrying the German plan of campaign; he and the plans were captured by the Belgians. The Belgians passed the plans to the French, who, believing the German assault was imminent, readied their units to meet the attack. The end result of this incident was that the Germans drew up a new plan of campaign, partially based upon the Allied plans as revealed by their incipient troop movements in January. In game terms, this means that the Allied player must tell the German player which Allied army group will be able to move on game turn 0. The German player may use this information when making his plans and troop assignments.
Belgian Late Alliance. After the Mechelen incident, evidence of the German intention to invade Belgium became overwhelming. However, Belgium adamantly refused to compromise its policy of strict neutrality. This option assumes that the Belgians decided, at a late date, to ally with France and Britain. In this option, Belgian units may be deployed anywhere inside Belgium by the Allied player. French and British units deploy as normal, but, immediately prior to game turn 0, units of the 1st and 2nd Army Groups may use up to one half their movement factors to move into Belgium. They may not cross army group boundaries. Following this, game turn 0 begins. Luxembourg remains neutral until game turn 0, when it joins the Allies.
French Air Force. A substantial portion of the French Air Force was deployed in southern France and never saw action. It has never been determined why it was not ordered into action. Supposing that it had, add another French air point to the Allies.
21. Color Codes
- German Army: black on green
- SS Units - German Army: white on black
- French Army: black on blue
- British Army: black on tan
- Belgian Army: black on brown
- Dutch Army: white on brown
- Swiss Army: white on red
22. Order of Appearance Chart
British:
- Turn 2: 1st Armored XX (3-10)
- Turn 6: 2nd Armored XX (2-10)
1941 Master Rules
1. Game Components
1941 consists of a game map, 120 die-cut counters, this rules booklet, 1 player aid card and a six-sided die.
The Map. The game map portrays the western half of European Soviet Union, where the crucial events of the invasion occurred. Overlaid upon this map is a hexagonal grid which serves to regularize the location and movement of the counters.
Each hexagonal cell (hereafter called a hex) is numbered to assist definition of specific hexes. Half hexes along the edges of the map are considered to be full hexes for all game purposes. The map scale is approximately 41 miles (65 kilometers) per hex.
The Counters. The sheet of counters provides the playing pieces (called units), representing the forces which fought in the campaign. Units are color coded to denote side, nationality, and/or ability.
The German player controls all Axis units: German units (black printing on gray-green counters) and German-allied units (white printing on gray-green counters).
The Soviet player controls all Soviet units: shock armies (white printing on gold-brown counters) and all other Soviet units (black printing on gold-brown counters).
All units on a side are considered to be friendly forces, and all units on the other side are considered to be enemy forces.
The Rules. This booklet contains all the rules. Charts governing play of the game are located on a player aid chart.
The Die. Combat resolution requires a die roll to generate a random number. The die is included in the game for this reason.
Counter Format Example. The printed example labels the unit size (top), the deployment hex (top right), the unit type (left), the unit identification (left, below the unit type), the combat strength (lower left) and the movement factor (lower right). The example reads: "This particular illustrated unit is the 12th (unit identification) Infantry (unit type) Army (unit size) and starts the game on (deployment hex) hex 2526." The counter's figures are 8-3.
Unit Type Symbols.
- Armor type: Armor (Tank, Panzer)
- Infantry type: Infantry; Mountain; Shock
Unit Size Symbols. Army XXXX; Corps XXX; Group (printed as the lowercase word "group").
Unit Abbreviations.
- Axis: F, Finnish Forces; R, Romanian Forces
- Soviet: Cst, Coastal; M, "Mechanized"; S, Shock
2. Sequence of Play
The game is played in a series of game turns, each representing one month of time. Each game turn is composed of a German player turn followed by a Soviet player turn. During the German player turn, the German player is the phasing player and the Soviet player is the non-phasing player. During the Soviet player turn, these roles are reversed. All activity in a player turn is divided into segments and phases, which are executed as follows:
1. Air Segment. The phasing player may use his air power to negate the air power of the non-phasing player.
2. First Ground Segment.
A. Movement Phase. The phasing player may move any or all of his units up to the limits of their movement abilities. Units may move by rail. Reinforcements and replacements may enter play.
B. Combat Phase. The phasing player may resolve attacks.
3. Second Ground Segment.
C. Movement Phase. The phasing player may move any or all of his units up to the limits of their movement abilities. Units may move by rail.
D. Combat Phase. The phasing player may resolve attacks.
Units that move and engage in combat in the first ground segment may move fully and engage in combat in the second ground segment. Since each player has two ground segments in a player turn, his units are able to move and attack twice before his opponent's units may move.
All activity must be performed in sequence. Activities out of proper sequence may not be performed. The allowed activities are covered in detail in the rules which follow.
3. Stacking
Depending upon unit size, more than one unit may be stacked in a hex. Stacking limits differ slightly between Axis and Soviet units.
Axis. The German player may not stack any unit with a group or army sized unit. The German player may stack a maximum of two corps sized units per hex. Thus, the German player may have the following combinations of units in a hex: one group, one army, one corps, or two corps.
Soviet. In any type of hex except fortifications, the Soviet player may have one unit of any size plus one corps sized unit. Thus, he could stack two corps, a corps and a group, or a corps and an army in a hex, but he could not stack two groups, two armies, or a group and an army in a hex.
In a fortifications hex, the Soviet player may stack two units of any size.
Effects. Stacking limits are in effect at the end of each movement phase. A unit may ignore the stacking limits during movement as long as the unit does not end the movement phase in violation of stacking. Stacking limits are in effect during each combat phase. If a unit is forced to violate the stacking limits when retreating, the unit must retreat additional hexes until it reaches a hex where stacking is not violated. If it can not do this, it is eliminated instead. Stacking limits are in effect when reinforcements are placed at cities (per Rule 14).
4. Control of Territory
At the start of the game, all hexes in the Soviet Union are controlled by the Soviet player, and all hexes outside the Soviet Union are controlled by the German player. A player may gain control of hexes as follows: 1) a unit of the player occupies the hex, or 2) a unit of the player exerts an uncontested zone of control into the hex. (An uncontested zone of control is defined as having a unit exert a zone of control into a hex which is neither occupied by an enemy unit nor in the zone of control of an enemy unit. Zones of control are detailed in Rule 6.) When a player gains control of a hex, the other player no longer controls that hex. Hexes controlled by a player are called friendly territory or friendly hexes.
5. Movement
During each movement phase, the phasing player may move any or all of his units. A unit's movement rating expresses the number of movement points (MPs) a unit has available in each movement phase. A unit moves from hex to adjacent hex, spending MPs to enter hexes and, in certain cases, to cross hexsides. In a movement phase, a unit may never spend more MPs than it has available. It may spend less than the total available. A unit may never enter a hex occupied by enemy units.
Terrain Effects. The movement effects portion of the terrain effects chart specifies the MP costs for the various types of terrain hexes and hexsides. The cost to cross a hexside is in addition to the cost to enter a hex. MP costs differ by unit type: armor-type units use the costs listed in the armor column of the chart and infantry-type units use the costs listed in the infantry column of the chart. The following notations are used on the chart:
- NE means that type of terrain has no effect (and thus no MP costs) on movement;
- Prohibited means that type of terrain hexside may not be crossed by any unit.
Special Unit Abilities. The MP cost to enter a rough hex is only 1 MP for a mountain unit. The MP cost to enter a swamp hex is only 1 MP for Finnish units (Finnish units are covered in Rule 15).
Movement Ratings. A unit's movement rating may be halved due to a number of reasons, as detailed in later rules. When halving a unit's movement rating, always round remaining fractions up (e.g., half of 3 is 2). All effects halving movement ratings are cumulative.
Rail Movement. Units of the phasing player may move by rail during a movement phase. A unit that moves by rail may not otherwise move in a movement phase. Thus, it must start and end its movement on a railroad. A unit may move by rail only in friendly territory, as determined by the map situation at the instant the unit is moved. (A unit may move by rail at any time during a friendly movement phase.) When moving by rail, a unit may move an unlimited distance, traveling along connected railroad hexes (i.e., the railroad runs directly from one hex to another). A unit may not start in, end in, or pass through an enemy zone of control at any time during rail movement.
Each player has a rail capacity, which limits the number of units he may move by rail during his player turn. The Axis rail capacity is three corps sized units or one group or army sized unit per friendly player turn. The Soviet rail capacity is eight units of any size per friendly player turn. Unused rail capacity may not be saved for use in later turns.
In addition to the Axis rail capacity, Finnish units are allowed a special rail ability, as specified in Rule 15.
6. Zones of Control
Each unit has a zone of control (ZOC). A ZOC extends from the unit into the six surrounding hexes. However, a ZOC never extends through an unfrozen all-sea or all-lake hexside.
An infantry-type unit must cease movement for the rest of the movement phase upon entering a hex in an enemy ZOC. If it begins its movement phase in a hex in an enemy ZOC, it may leave the hex. However, it may not move from that hex directly to another hex in an enemy ZOC; it must first enter a hex not in any enemy ZOC.
An armor-type unit is not required to cease movement upon entering a hex in an enemy ZOC. It may continue to move and may enter a hex not in any enemy ZOC without penalty. An armor-type unit may move from a hex in an enemy ZOC directly to another hex in an enemy ZOC as long as it is neither entering nor exiting a ZOC of an enemy armor-type unit. An armor-type unit must spend 2 MPs, in addition to the regular terrain costs, to make this move.
Example: If a German panzer group is in hex 2621 and Soviet infantry armies are in hexes 2522 and 2720, then the panzer group may move from hex 2621 directly to hex 2620, paying three MPs to do so. If Soviet tank units occupy hex 2522 or hex 2720 (or both), then the panzer group may not move from hex 2621 directly to hex 2620.
Other Effects. The effects of ZOCs on other game functions are specified in the appropriate rules sections.
7. Combat
During a combat phase, the phasing player's units may attack adjacent enemy units. A unit is never required to attack, but it always has the option of doing so. Combat is resolved as a series of attacks against enemy occupied hexes; the attacking (phasing) player may resolve the attacks against the units of the defending (non-phasing) player in any order he wishes.
Each attack must be directed against the occupants of a single hex. Two or more hexes may not be attacked in a single attack; each defending hex must be attacked separately. All units in an attacked hex defend as a combined total; individual units in a hex may not be attacked separately.
A unit may attack or be attacked only once per combat phase. If a defending unit is retreated to a hex which is subsequently attacked, the unit contributes nothing to the defense of the hex but is affected by all combat results achieved against the defenders of the hex.
Total the combat strengths of the attacking units to determine the attack strength; total the combat strengths of the defending units to determine the defense strength. Strengths of units may be affected by various factors such as terrain, supply, and weather, as detailed in subsequent rules. After modifying the strengths for these factors, compare the attack strength to the defense strength, in the form Attacker:Defender. Simplify this ratio to correspond to one of the odds columns on the combat results table. Always round down in favor of the defender. Thus, an attack of 23:5 (i.e., 23 attack strength against 5 defense strength) would round down to 4:1. The odds are then adjusted due to terrain, armor, and air power effects, if any. Once the final odds are determined, the attacking player rolls the die and cross-indexes the number rolled with the final odds column to obtain a combat result. This result is immediately implemented.
Strengths. The strengths of units may be modified for a number of reasons. When strengths are halved, total the strengths of the units to be halved, halve this total, and then round any fractions up. For example, three 5-3 units attacking at half strength would attack with a strength of (15/2 = 7 1/2 =) 8. All effects which halve the strengths of units are cumulative. Do all required halving of strengths before rounding any fractions up.
Terrain Effects. The combat effects portion of the terrain effects chart specifies the effects of terrain on combat. Terrain effects on combat are based on the type of hex occupied by the defending units and the type of hexside across which the attacking units attack. The following notations are used on the chart:
- NE means that type of terrain has no effect on combat;
- Prohibited means a unit may not attack across that type of terrain hexside;
- -1 means that the odds are shifted one column to the left on the combat results table. For example, if a 6-3 unit attacks a 3-3 unit, the odds normally would be 2:1. If the 3-3 unit occupies a forest hex, then the odds would be shifted one column to the left due to the terrain; the combat would be resolved at 1:1 odds in this case.
Combat Results.
AE: Attacker Eliminated. All attacking units are removed from play.
AR: Attacker Retreat. All attacking units are retreated one hex by the attacker.
NE: No Effect. The attack achieved no appreciable result.
DR: Defender Retreat. All defending units are retreated one hex by the defender.
DE: Defender Eliminated. All defending units are removed from play.
EX: Exchange. All defending units are eliminated. The attacking player must remove one unit (only). This must be the unit having a combat strength that most closely approximates the total combat strength lost by the defender.
Example: A 6-3, 4-3, and 3-3 units attack a 5-3 unit, and an exchange is rolled. The 5-3 unit is eliminated. The 6-3 unit and the 4-3 unit are each within one strength point of the eliminated unit, so the attacker may eliminate either one of them as the unit "that most closely approximates the total combat strength lost by the defender".
If the combat strength of each attacking unit is at least three times the total combat strength lost by the defender, the attacker does not eliminate any of his units due to the exchange. Example: A 16-6 and 14-6 units attack a 4-3 unit, and an exchange is rolled. The 4-3 unit is eliminated. Since the 16-6 and 14-6 units are each at least three times the strength of the eliminated unit, the attacker loses no units in the exchange.
For all exchange calculations, the printed combat strengths of the involved units are used. If a unit contributes nothing to the defense of a hex (due to retreating to a hex that is subsequently attacked), then its combat strength is not counted for exchange purposes.
Retreat. A unit may not retreat across any hexside that is prohibited to movement. A unit may not retreat into an enemy occupied hex or into a hex in an enemy ZOC unless the hex is occupied by a friendly unit. A unit unable to retreat without violating the preceding conditions is eliminated instead. A unit must retreat according to the following priorities:
-
to a hex not in any enemy ZOC;
-
to a hex in an enemy ZOC that is occupied by a friendly unit. A unit may not end its retreat in violation of stacking. If forced to violate stacking when retreating, it must retreat additional hexes (the minimum necessary) until it no longer violates stacking or is eliminated due to an inability to retreat.
Advance. If a hex is cleared of defending units, then one attacking unit (only) may advance into the hex. This advance must be made before any other combat is resolved. Advance is unaffected by enemy ZOCs and costs no MPs. The attack may be made alone or in conjunction with other units attacking normally.
8. Supply
Supply affects the ability of units to move and attack. A unit is supplied if a supply line can be traced from the unit to a supply source. A supply line up to three hexes in length may be traced from a unit to a supply source or to a railroad leading to a supply source. This three hex line may not pass across a hexside prohibited to movement and may not enter a hex occupied by an enemy unit or a hex in an enemy ZOC unless the hex is occupied by a friendly unit. The railroad portion of a supply line must be traced to a supply source entirely along connected rail lines; this supply line may only be traced through friendly territory and may not enter a hex in an enemy ZOC unless the hex is occupied by a friendly unit.
Supply Sources. Each side has a number of supply sources. Axis units may never use Soviet supply sources; Soviet units may never use Axis supply sources.
Axis. Any hex containing a railroad leading off the west edge of the map is a supply source for Axis units. Additionally, Finnish units (per Rule 15) may use Helsinki (hex 0416) as a supply source.
Soviet. Any hex containing a railroad leading off the east edge of the map is a supply source for Soviet units. Additionally, all Soviet units occupying a fortifications hex are always in supply.
Supply Effects. The phasing player traces supply for all of his units at the start of each of his ground segments. If a unit is unsupplied at the start of a segment, it is considered to be unsupplied for the entire segment. An unsupplied unit attacks at half combat strength, has its movement rating halved (round fractions up; e.g., half of 5 is 3), and may not use rail movement. Note that a unit's ability to defend is not affected by supply.
9. Armor
Armor-type units may receive a special attack bonus. Basically, when armor-type units (only) attack infantry-type units (only), the odds column on the combat results table is shifted one to the right (e.g., a 2:1 becomes a 3:1). No bonus is received if any infantry-type unit attacks in conjunction with the armor-type units. No bonus is received if any of the defending units are armor-type units.
The bonus may be used only if the defenders occupy a clear hex. (This hex may contain a city, and the attack may be made across a river.) If the defenders occupy any other type of hex, the bonus may not be used.
Weather also affects the use of the armor bonus. The armor bonus may not be used in turns with mud or snow weather conditions.
German Armor. German armor-type units have the following special abilities. A German armor-type unit may trace the non-rail portion of its supply line through hexes in enemy ZOCs, even if those hexes are not occupied by friendly units. It may retreat into a hex in an enemy ZOC even if the hex is not occupied by a friendly unit. It may retreat in this manner only if there is no other legal retreat route available (see Rule 7).
10. Air Power
Air power is represented in the game by air points. The players receive a varying number of air points each game turn, as indicated for each game turn on the turn record chart. An air point may be used only once in a game turn. If it is not used on the turn it is received, it is lost and may not be used; i.e., air points may not be accumulated from game turn to game turn.
During the air segment of a player turn, the phasing player may use his air points to negate the air points of the non-phasing player. Each air point the phasing player uses for this purpose negates one air point of the non-phasing player. An air point that is negated may not be used. Example: On turn 6, the German player receives three air points and the Soviet player receives two. During his air segment, the German player uses two of his air points to negate both Soviet air points. The German player has one air point remaining for use in this game turn, and the Soviet player has no air points remaining for use in this game turn.
During each combat phase, the phasing player may use his air points to raise the odds of attacks. Each air point allocated to a specific attack shifts the odds one column to the right. For example, a 3:1 attack to which the phasing player allocates two air points would become a 5:1 attack.
During each combat phase, the non-phasing player may use his air points to lower the odds of attacks. Each air point allocated to a specific attack shifts the odds one column to the left. For example, a 3:1 attack to which the non-phasing player allocates two air points would become a 1:1 attack.
For each attack, the phasing player allocates his air points, stating how many he is allocating, before the non-phasing player allocates his air points.
Axis Limitations. The German player may allocate air points only to attacks in which at least one German unit is attacking and against attacks in which at least one German unit is defending.
11. Fortifications
Fortifications benefit Soviet units only. Axis units receive no defensive, supply, or stacking benefits for occupying fortifications hexes. Fortifications benefit Soviet units as follows:
-
A maximum of two units of any size may occupy a fortifications hex.
-
Infantry-type units have their combat strength doubled when defending in a fortifications hex. Armor-type units receive no special defensive abilities when defending in a fortifications hex.
-
Units occupying a fortifications hex are always supplied.
A fortifications hex may not be destroyed. If the German player gains control of a fortifications hex and the Soviet player subsequently regains control of the hex, the fortifications hex has full effect for Soviet units.
12. Shock Armies
The Soviet player has four shock armies. Shock armies operate under certain restrictions and thus are specially color coded for ease of recognition.
During each Soviet ground segment, a shock army attacks at half strength if it moved during the segment's movement phase. A shock army may attack at full strength in a segment only if it did not move during the segment's movement phase.
A shock army may never advance after combat.
13. Weather
The weather condition for each turn is specified on the turn record chart. The effects of weather are defined below:
Clear. There are no special restrictions on units.
Rain. Each armor-type unit has its movement rating halved during the movement phase of its second ground segment.
Mud. Each unit has its movement rating halved during each of its movement phases. The MP cost to enter a clear hex is raised from 1 MP to 2 MPs for armor type units. The non-rail portion of the supply line is reduced from three hexes to one hex for each Axis unit. The armor bonus may not be used by either side.
Frost. All rivers and swamps are frozen. A frozen river has no effect on movement or combat. A frozen swamp has no effect on combat; the MP cost to enter a swamp hex is 1 MP for infantry-type units and 2 MPs for armor-type units.
Snow. Each armor-type unit has its movement rating halved. Rivers and swamps are frozen, as described for frost. All lakes plus the Gulf of Onega and the White Sea are frozen; their hexes and hexsides are treated as clear terrain. Each Axis unit has its attack strength halved. The non-rail portion of the supply line is reduced from three hexes to one hex for each Axis unit. The armor bonus may not be used by either side.
14. Reinforcements and Replacements
Reinforcements. Each unit has a deployment code printed in the upper right corner of the counter. Units with a four digit deployment code start the game deployed on the map (see Rule 19). All other units enter the game as reinforcements; their deployment codes specify the turns they enter play. For example, the German 3-3 50th Infantry Corps enters play on turn 2.
Axis reinforcements enter play by entering the map at any friendly clear or rough hex on the west edge. Normal MP costs are paid by the units for their hex of entry. Reinforcements may enter the map using rail movement provided that they enter the map at any Axis supply source on the west edge. Reinforcements which enter play using rail movement do count against Axis rail capacity.
Soviet reinforcements may enter play in either of two ways:
-
A Soviet reinforcement may enter play by entering the map at any friendly controlled supply source on the east edge. Normal MP costs are paid for its hex of entry. It may enter the map at such hexes using rail movement; it does count against the Soviet rail capacity when doing so.
-
A Soviet reinforcement may appear at any friendly controlled major city in the Soviet Union. There is no MP cost for placing a Soviet reinforcement at a major city. It may not be placed at a major city unless a supply line can be traced from the city to a supply source on the east edge of the map. Reinforcements appearing at major cities must be placed before any units move in the phase; stacking limits must be observed when placing these reinforcements. (Example: The Soviet player has an infantry army and a tank corps at Kalinin. He may not place any arriving reinforcements at Kalinin, since doing so would violate the stacking limits.)
Reinforcements of the phasing player enter play during the movement phase of the first ground segment. Reinforcements entering from a map edge may enter at any time during the movement phase of the first ground segment. Reinforcements may not be delayed: they must enter play on the turn specified. If a reinforcement may not enter play due to enemy control of its entry hexes, it is eliminated instead.
Replacements. The Soviet player receives replacements, which may be used to return previously eliminated Soviet units to play. The Soviet player receives replacements each turn from August 1941 (turn 3) through December 1941 (turn 7); the turns he receives replacements are marked with asterisks on the turn record chart.
Each turn the Soviet player may replace either four infantry-type units plus one tank corps or three infantry-type units plus one tank group. Regardless of which replacement option the Soviet player uses in a turn, only one unit with a combat strength greater than four may be taken; the remaining units taken must have combat strengths of four or less. Within the preceding limits, the Soviet player may take any previously eliminated Soviet unit as a replacement.
Soviet replacements must enter play from the east edge of the map, in the same manner as Soviet reinforcements. Soviet replacements may not enter play by being placed at major cities.
Unused replacement ability is not accumulated. If, for any reason, the Soviet player does not use his full replacement ability in a turn, he does not receive any extra replacement ability in later turns.
If Moscow (hex 1808) is German controlled, then the Soviet replacement rate is reduced by one infantry-type unit (i.e., either three infantry-type units plus one tank corps or two infantry-type units plus one tank group). If Moscow is recaptured by the Soviet player, his replacement rate returns to normal on following turns.
15. Axis Nations
Hungary. No unit (Soviet or Axis) may enter any hex of Hungary on turn 1 (June 1941). Units may enter Hungary starting with turn 2.
Finland. Finnish units may use Helsinki as a supply source, in addition to the regular Axis supply sources. The MP cost for a Finnish unit to enter a swamp hex is 1 MP.
In addition to the Axis rail capacity, the German player may move one Finnish unit per turn by rail, if the unit can trace a supply line entirely by rail to Helsinki. However, no Finnish unit may move by rail using the regular Axis rail capacity unless a supply line can be traced from the unit to an Axis supply source on the west edge of the map.
On turn 1, no Finnish unit may move across or attack across the Finnish-Soviet border. On subsequent turns, Finnish units are under the following restrictions. Finnish units may not attack Leningrad (hex 0712) except in conjunction with German units attacking the hex. Finnish units may not attack Soviet units that are south of the Svir River or east of the White Sea Canal unless Leningrad is controlled by the German player.
Example: Finnish units occupy hexes 0708 and 0809; Soviet units occupy hexes 0707, 0808, and 0910. Assuming that Leningrad is not controlled by the German player, then the Finnish units in hex 0708 could attack the Soviet units in hex 0707 but could not attack the Soviet units in hex 0808; the Finnish units in hex 0809 could not attack the Soviet units in hex 0910.
Note: Finnish units are marked with an F as part of their unit identifications and start the game deployed in Finland.
16. Surrender
At the end of each game turn, certain unsupplied Soviet units surrender. An unsupplied Soviet unit will surrender if there is no supplied Soviet unit within five hexes of the hex it occupies. A unit which surrenders is removed from play; it may be taken as a replacement in later turns.
17. Invasion (Turn 1)
Certain special rules are in effect on game turn 1. In each player turn, the second ground segment consists solely of a movement phase; the combat phase in this segment is omitted. Thus on turn 1, the German player turn ends when the German player completes the movement phase of his second ground segment and the game turn ends when the Soviet player completes the movement phase of his second ground segment.
The German player may not move any unit by rail on turn 1. The Soviet rail capacity is reduced to two units on turn 1.
Soviet ZOCs do not extend across border hexsides into hexes in Greater Germany (only) throughout the German first ground segment of turn 1.
The German player, not the Soviet player, retreats all Soviet units that are required to retreat due to combat during both player turns of turn 1. The regular rules of retreat must be followed, but the German player may retreat the Soviet units as he wishes within these limitations.
Soviet reinforcements arriving on turn 1 must enter play as follows:
-
The unit with the deployment code of 1:Od must be placed at Odessa. If Odessa is controlled by the German player, the unit is eliminated instead.
-
The unit with the code of 1:E must enter the map at any Soviet supply source on the east edge.
18. Victory
The game is played for seven turns, June through December 1941. Upon the conclusion of turn 7, play ceases and victory is determined.
Victory is determined through the awarding of victory points and the calculation of losses, based on the situation at the end of the game. The German player accumulates victory points (VPs) for the capture or encirclement of various Soviet cities and loses VPs if the Soviet player controls certain cities. These awards are specified on the victory point table. Both players examine the map to determine the status of the listed cities, with the German player gaining or losing VPs depending upon the map situation.
Control of cities is governed by the same rules as control of territory (see Rule 4). A city is encircled if it is Soviet controlled but a functioning supply line can not be traced from the city to a Soviet supply source on the east edge of the map.
To determine the level of victory, total the VPs gained and lost by the German player and consult the victory table. The level of victory is adjusted as follows:
Shift the level of victory by one in favor of the German player if forty or more Soviet units are eliminated. For example, if a German marginal victory was achieved and there were 43 eliminated Soviet units, then the level of victory would become a German substantial victory.
Shift the level of victory by one in favor of the Soviet player if twenty-five or more Axis units are eliminated. For example, if a German marginal victory was achieved and there were 27 eliminated Axis units, then the level of victory would become a Soviet marginal victory.
Losses are based upon the situation at the end of the game. Thus, a Soviet unit that was eliminated and then returned to play as a replacement does not count as eliminated. Note that if both sides suffer excessive losses, then the losses' effects upon victory cancel out.
German Strategic Victory. The German player wins a strategic victory if all Soviet major cities on the map plus Archangel and Sevastopol are either German controlled or encircled. This rule reflects the expectations of the German High Command for the 1941 campaign rather than any level of victory the German player can reasonably expect to obtain given minimally competent Soviet play.
19. Preparing for Play
Each player should sort his units, placing all reinforcements aside (placing them on the turn record chart on the turn they enter play may be helpful). Each remaining unit has a four digit deployment code printed in the upper right corner of the counter. This number specifies the hex in which the unit must be placed. For example, the Soviet 11th Army has a deployment code of 1222 and thus must be placed in hex 1222.
After both players have deployed their units, the game begins. See Rule 17 for the special rules governing play on turn 1.
20. Optional Rules
The following rules sections are optional and may be used only by agreement of both players. Each of the following optional rules may be used by itself or with other optional rules.
21. Soviet Naval Ability
The Soviet player has some limited naval abilities in the Gulf of Finland and the Black Sea/Sea of Azov areas. The German player may use his air power to neutralize Soviet naval ability.
Baltic Sea Fleet. The Soviet player may move one infantry-type unit per friendly movement phase across the all-sea hexside between Leningrad (hex 0712) and hex 0713.
If the Baltic Sea Fleet is neutralized, Soviet units may not cross the 0712/0713 hexside. Additionally, hex 0713 is no longer considered to be a fortifications hex and is treated as clear terrain. Over-stacking in this hex may occur when the Baltic Sea Fleet is neutralized: the Soviet player must meet the stacking limits in this hex by the end of his first movement phase following neutralization of the fleet or else eliminate units from the hex until the stacking limits are met.
Black Sea Fleet. In each Soviet ground segment, the Soviet naval ability in the Black Sea/Sea of Azov area may be used to do one of the following:
-
to move one infantry-type unit during the movement phase from a Soviet controlled port to another Soviet controlled port in this area. A port is any city (major or reference) in a coastal hex.
-
to move one infantry-type unit during the movement phase across one all-sea hexside in this area, regardless of the presence of ports. The unit must start and end its movement on a land hex.
-
to allow one infantry-type unit to attack across an all-sea hexside in this area during the combat phase. The unit is treated as attacking across a river; it may advance after combat. The attack may be made alone or in conjunction with other units attacking normally.
If the Black Sea Fleet is neutralized, then none of the three preceding abilities may be used.
Restrictions. A unit using the Soviet naval ability to move may not otherwise move during the movement phase. That is, it may neither move overland nor by rail during a movement phase it moves across one or more all-sea hexsides.
Neutralization. During the German air segment, the German player may neutralize a Soviet fleet by using three air points to do so. All three air points must be spent in the same air segment in order to neutralize a fleet. Over the course of the game, the German player may neutralize either or both Soviet fleets. Once a fleet is neutralized, it remains neutralized for the rest of the game. The effects of neutralization are specified above, per fleet.
In addition to neutralization by air power, the German player neutralizes the Baltic Sea Fleet if he ever gains control of hex 0713.
In addition to neutralization by air power, the German player neutralizes the Black Sea Fleet if he ever simultaneously controls all Soviet ports on the Black Sea.
22. Partisans
The Soviet player may disrupt Axis rail capacity through the use of partisans. At the start of each game turn, the Soviet player indicates if he is using his partisan ability on that turn. If he does, then the Axis rail capacity (see Rule 5) is reduced to one corps sized unit for that turn. The Soviet player may use his partisan ability twice per game, but he may not use this ability prior to turn 3.
23. Bombing Soviet Railroads
During the German air segment, the German player may use his air points to bomb Soviet railroads. Each point used for this purpose reduces the Soviet rail capacity by two units for the turn.
24. Soviet Winter Counteroffensive
Instead of ending on turn 7, the game may be extended through turn 10, covering the Soviet winter counteroffensive in the first months of 1942. The game is played as normal with the following modifications and additions.
Weather. Any unit occupying an all-sea or all-lake hex when the weather changes from snow to mud is immediately eliminated.
Soviet Replacements. For each turn of 1942, the Soviet replacement rate is reduced by two infantry-type units (i.e., the rate is two infantry-type units plus one tank corps or one infantry-type unit plus one tank group). The penalty for German control of Moscow remains in force and is in addition to the reductions for 1942.
Partisans. If the partisan rule (Rule 21) is used along with this rule, then the Soviet player may use his partisan ability on every turn of 1942 in addition to the times he may use it prior to 1942.
Victory. VPs are awarded for cities as specified in Rule 18. Additionally, 2 VPs are subtracted from the total for each German panzer group eliminated. The victory table and excessive losses modifications from Rule 18 are not used. Instead, the winter victory table is used.
Winter Victory Table
| VP Total | Level of Victory |
|---|---|
| 0 or less | Soviet Major Victory |
| 1 | Soviet Substantial Victory |
| 2 | Soviet Marginal Victory |
| 3 | Stalemate |
| 4 or more | German Victory |
25. Air Supply
During the German air segment, the German player may use air points to supply his units. 1 air point will supply one corps sized unit and 2 air points will supply one group or army sized unit. These units are considered to be supplied for the entire player turn, even if they move from the hex. However, an air point may not be used to provide supply to a hex unless at least one German unit occupies the hex.
1942 Master Rules
1. Game Components
1942 includes as components a map, a rules booklet, a set of die-cut counters, 1 player aid card and a single six-sided die.
A. The Map presents the entire expanse of Southeast Asia on a 17 by 22 inch sheet. Overlaid on the map is a hexagonal grid which is used to position the unit counters during the game, in much the same manner as the square grid in chess. The map is drawn to a scale of 85 nautical miles to the hex.
B. The Counters represent the forces which fought over the various areas on the map. Each counter represents a single unit which was present in the conflict.
Counters are printed with a variety of information which is used by the players during the course of the game.
This data may be easily read by reason of the consistent format used; the Counter Format Example indicates the arrangement and relationships of the data. Unit size and unit type are indicated with the symbols which are defined in the Unit Symbol and Unit Size tables.
The troop unit example shown on the next page is the 144th Regiment (unit identification) of the 55th Division (parent unit). It is an infantry (unit type) regiment (unit size) with a combat strength of 7.
The air unit is recognized by its aircraft silhouette, and the fortress unit by its hexagonal fortress symbol; the fortress would be placed in the hex location indicated on the counter.
Counters are also color-coded for fast recognition of nationalities. Japanese army forces are solid red with white lettering; Japanese navy forces are white with red printing. American (and Filipino) units are green. British forces are blue; Dutch forces are light blue.
C. The Rules Booklet covers the specific details of how 1942 is played. The charts contained in this booklet provide a ready reference source of information during the course of the game.
Counter Format Example. The printed example labels the unit size (top), parent unit (left), unit type (centre), unit identification (right) and combat strength (bottom). The example shows the 144th Regiment of the 55th Division with a combat strength of 7. The air unit is shown by an aircraft silhouette; the fortress is shown by a hexagon, and its location is printed on the counter (the example reads Corregidor).
Unit Type Symbols. Infantry; Guards Infantry; Machine Gun; Marine; Artillery; Parachute; Amphibious; Tank; Armored Cavalry; Garrison; Air Unit; Fortress.
Unit Size Symbols.
- II: Battalion
- III: Regiment
- X: Brigade
- XX: Division
D. Dice. While playing 1942, die rolls are called for, as random numbers are required when certain combat events occur, or when certain charts are consulted. Die rolls are an imposition of chance used to prohibit a player from always being able to predict how specific units will act or how events will proceed. Players can, however, make reasonable predictions based on unit strengths and situations and may base their strategies on that data. 1942 is not a game of chance; rather it is a game of skill, strategy, and tactics.
2. Turn Sequence
1942 is played in a series of sequential game-turns, each representing approximately one-half a calendar month. Each game-turn is further divided into an Allied player-turn and a Japanese player-turn; the completion of both player-turns marks the end of one game-turn.
Each player-turn is divided into two phases: movement and combat. The movement phase is further divided into naval, air, and land movement segments.
This use of phases and segments clearly defines what activity may occur at what times. Activity not allowed by the sequence is prohibited.
The player named in the title of the current player-turn (for example, the Japanese player-turn) is called the phasing player. This term is used to designated exactly who is referred to in several rules. Phases (and segments within phases) occur in the following sequence:
1. Movement Phase. The phasing player may move his forces, provided he does so in accordance with the movement rule (rule 5). Three distinct types of movement (land, air, and naval) may occur, and each specific type must be completed before the next is initiated.
A. Land Movement Segment. Units may move into and through land hexes to the limits of their movement factors.
B. Air Movement Segment. Air units may displace to other locations. Airborne units may be flown to a target hex for an airborne invasion.
C. Naval Movement Segment. Units may be moved by sea using Naval Movement Points. Amphibious invasions are possible. Reinforcements scheduled to arrive in this player-turn arrive in this segment, and may be moved by sea immediately (provided enough Naval Movement Points are available).
2. Combat Phase. The phasing player may attack enemy forces in accordance with the combat rule (rule 6).
The Allied player-turn occurs first in each game turn. 1942, however, includes a special Japanese surprise attack turn (game-turn 0) which begins the game. The Allied player-turn of game turn 0 is ignored. Thus, only the Japanese player is allowed a player-turn in game-turn 0. Thereafter, the sequence of player-turns proceeds normally.
3. Zones of Control
Each unit (with the exception of air units and empty fortresses) possesses a zone of control (abbreviated ZOC) which extends into all six hexes adjacent to the unit. A ZOC extends even across sea hex sides, into sea hexes, and into hexes containing enemy units. Zones of control inhibit enemy land movement. Any unit which enters a hex in the ZOC of an opposing unit must immediately stop moving, and may not continue to move in that land movement segment.
A unit which begins its land movement segment in an enemy ZOC may move if it first exits the enemy ZOC, moving to a hex which is not in any enemy ZOC. It could then continue to move, including into an enemy ZOC if such action is desired. A unit may never move directly from one enemy ZOC to another.
Zones of control also inhibit enemy naval movement. Ordinary naval movement into a hex in an enemy ZOC is prohibited. Because zones of control extend into full sea hexes, some naval paths thus become impossible for naval movement while enemy units guard the shoreline. A ground unit performing naval movement for an amphibious operation may enter one hex of an enemy zone of control for the purpose of performing the invasion. That hex could be a shore hex, or a full sea hex.
Unoccupied cities have a zone of control which affects all enemy units until the city has been conquered. See rule 9E.
4. Stacking
More than one counter may be placed in a single hex on the map, using a process called stacking. Certain limitations do apply to this process.
Only units from one side may occupy a hex; in no case may units from both sides occupy a single hex at the same time.
Ordinary Stacking. Of the units of one side, one hex may contain no more than four infantry units (infantry, guards, marine, and machine-gun unit type symbols qualify as infantry). Any number of other units may be present.
Fortress Stacking. There is no limit to the number of units which may be placed in a fortress, regardless of type.
Air Units. No more than one land-based air unit may be placed in a single friendly city.
Terrain. Terrain affects the types of units allowed in a hex. Tank and garrison units are prohibited from entering rough/mountain hexes unless on a road. Tank units are prohibited from entering swamp hexes unless on a road.
Stacking limits apply at all times, and may never be violated. Air units may never fly over enemy air units, but may pass through any other hex without penalty.
5. Movement
Three distinct types of movement are possible during the course of the game: land, air, and naval. Each type of movement is subject to a variety of restrictions and rules and are dealt with separately.
A. Land Movement. Each troop unit (all counters except fortresses and air units) has a movement factor of 5 movement points. The unit may move by expending these movement points during its land movement segment of the movement phase. The terrain within a specific hex, or on a specific hex side, affects the number of movement points (MPs) which must be expended; a unit may not expend more MPs than its movement factor allows. For example, a unit could move through five consecutive clear hexes (spending one MP per hex) in a single land movement segment.
Terrain. The Terrain Effects Chart indicates the cost to enter each type of hex on the map. Differentiations in costs are made on the basis of unit type and terrain. In addition, the following three special cases apply.
1. Road Movement. Any unit may move by road if it begins its land movement segment in a road hex. All movement by that unit in the movement segment must be by road; the unit may not leave the road in that segment if it uses road movement. It may only follow the road.
2. Island Hopping. Any unit in a hex adjacent to another land hex, but separated from it by a full-sea hex side, may cross that sea hex side by expending its entire movement factor. Such movement is not possible if the hex being entered contains an enemy unit or is in an enemy zone of control.
3. Water Barriers. Any unit using land movement must follow a continuous land route (except in the case of Island Hopping, paragraph 2 above). Thus, as the unit moves, it must trace a path which does not cross any full sea hex sides. Such a unit may, however, end its land movement in a hex having two (or more) unconnected land areas, separated by sea through the hex. This is a water barrier situation.
A unit in a water barrier situation may select which land area it occupies at the beginning of each combat and movement phase. Such selection may be in different locations in different phases and does not require the expenditure of movement points. If it selects a location separated from an attacker by water, it may not be attacked; if it selects a location across the water barrier from its location in the previous turn, it has crossed the water barrier, and may move normally on the new land mass.
Zones of Control. Regardless of any remaining MPs, a unit entering an enemy ZOC must stop and may not continue to move in the land movement segment.
Disruption. A unit disrupted as a result of combat has its movement factor reduced to 2 MPs until it has recovered from disruption.
General Restrictions. While a unit may move up to its full movement factor in each land movement segment, it is not required to do so. Unexpended movement points, however, may not be accumulated, nor may they be transferred to other units.
B. Air Movement. Air units do not move for the purpose of combat; their air umbrella affects combat without the air unit actually leaving its hex. Land-based air units do move, however, whenever displacing (or transferring) to a new location.
Displacement of Land-Based Air Units. Any land-based air unit may move to a new location during the air movement segment of its movement phase. Movement must be to a friendly city within eight hexes of the air unit's present location and may not pass through a hex containing an enemy air unit. If the air movement ends with the displacement to the friendly city, then the air unit retains its air umbrella for the current player turn. The air unit may instead elect to continue moving (to any number of friendly cities, each no more than eight hexes from the last) but then loses its air umbrella for the remainder of the current player turn.
Any air unit which displaces may not perform any other mission in the player turn (for example, carrying airborne troops).
An air unit forced to retreat by an enemy ground attack may displace to any friendly airfield within eight hexes. If such action is not possible, the air unit is eliminated instead.
Movement of Naval Air Units. Naval air units are available only to the Japanese player and only during the Japanese player-turn. They move using naval movement and are not capable of displacement.
C. Naval Movement. Each belligerent may move a limited number of units by sea during the naval movement segment. Naval movement is governed by Naval Movement Points (NMPs), which are allocated to each nation in the game.
Ordinary Naval Movement. The use of one Naval Movement Point allows one unit (of any size or type) to be moved from a friendly port to another friendly port. Japanese units which are off-map are assumed to be in friendly ports, and may enter the map along the north or east map edges. Allied units which are off-map are assumed to be in friendly ports, and they may enter the map along either the west or south map edges.
Naval movement may not be used to allow units to remain at sea; they must end the naval movement in a friendly port (or invasion port, if such a hex qualifies, see below).
Naval movement must take place along a path of sea (and partial sea) hexes, tracing a continuous water path, free of enemy zones of control. Enemy air umbrellas may allow enemy attacks on units using naval movement.
Amphibious Invasion. The use of two Naval Movement Points allows a unit to be moved by sea from a friendly port to any coastal hex, or to a full sea hex adjacent to any enemy unit. It is subject to the same restrictions as ordinary naval movement, except it may end in an enemy ZOC. Only Japanese may make amphibious invasions.
An amphibious invasion allows units to move to an enemy coastal hex without the presence of a friendly port. The hex landed on becomes a friendly port until a true port is attained. On turns after the invasion itself, units may use naval movement to that hex as if it were a friendly port. Beginning on the turn after the invasion occurs, all invasion hexes must pay one NMP per turn until a true friendly port becomes available. Invasion hexes may not be abandoned prior to acquisition of a friendly port (accessible by land supply) unless all units which moved into the beach have been evacuated or eliminated.
When an amphibious invasion is launched against a unit in a partial sea hex, the invading units may be placed in an adjacent partial sea hex, or in a full sea hex adjacent to the defending unit. If placed in a full sea hex, the attack must succeed in clearing the defending hex or the invading units are eliminated, and the invasion hex is not taken.
Naval Movement Point Allowances. The table indicates the NMPs available to each nation per turn. In addition, each Japanese Special Naval Landing Force (SNLF, white with red lettering except air units), and each Japanese Naval Air Unit (White with red lettered air units) has one integral NMP per turn. Those NMPs may only be used by the specific counter itself, may not be transferred to other units, and may not be accumulated for later turns if not used. The NMPs shown are the initial allowances. They may be reduced by enemy attacks during the course of the game.
NMP Allowances
| Nation | NMPs |
|---|---|
| Japanese (Turn 0) | 16 |
| Japanese (Turn 1 and after) | 12 |
| British | 2 |
| Dutch | 2 |
| American | 2 |
A Japanese SNLF unit which participates in an amphibious invasion needs two NMPs to do so; one is available as the unit's integral NMP, and the other must be provided from the NMP allowance for the turn. A Japanese SNLF which is simply performing ordinary naval movement needs one NMP, which it can provide with its single integral NMP.
Japanese naval air units move by sea using their integral NMPs, but may move to any partial or full sea hex not in an enemy ZOC. They need not go to a port. At the end of the combat phase, the naval air unit is removed from the map and is placed on the Turn Record Chart two turns later, when it again becomes available (for example, if used on turn 1, it becomes available again on turn 3).
D. Special Movement Abilities. The following special movement abilities are allowed.
Japanese Airborne Troops. When the airborne mission is being performed, a Japanese parachute unit which begins the air movement segment in a hex with a Japanese land-based air unit may be flown up to eight hexes and then dropped into that hex for the purpose of an airborne assault.
Advance After Combat. Any unit involved in combat may advance into the opponent's hex, if it is vacated as a result of the combat. Such advance must be performed immediately, and stacking may not be violated. Such movement does not require the expenditure of movement points.
6. Combat
Combat assumes several forms and may occur at several different points during the turn. Most combat occurs during the combat phase. Air umbrella attacks (covered in rule 8) occur during the naval movement segment.
During the combat phase, the phasing player may attack enemy stacks adjacent to his forces. Such attacks may be made over any type of terrain hexside except sea hex sides (exceptions: see amphibious invasions and water barriers).
Attacks are not required, and it is not necessary that any specific number of units, or group of units, participate in any attack. All units in an enemy stack, however, must be attacked together. So long as all are adjacent to the defending stack, any number of units in any hexes may combine their strength into one attack.
It is not required that all units in a stack participate in an attack; if an adverse result (affecting the attacker) occurs, those units not participating are not affected.
In a combat phase, no unit may attack, or be attacked, more than once. Units may only attack in their own combat phase, and attacks occur one at a time, in any order the phasing player chooses.
Procedure. Once an attack has been designated, total the combat strengths of all attacking units and of all defending units. Using these values, create a combat odds ratio, expressing the attack strength first (for example, attacker:defender, such as 17:2 or 9:4). If necessary, reduce the ratio to one of the odds ratios given on the Combat Results Table. Always round odds down if they must be rounded.
Die roll modifications (of -1, +1, +2, etc) may be called for by the various circumstances. Note any which are called for. Roll one die and apply any modifications. Locate the correct odds column and die roll row. At the intersection of the column and row is a combat result which should then be implemented.
Combat Results Table
| Die Roll | 1:1 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 |
|---|---|---|---|---|---|---|
| 0 | AE | AE | AD | AR | - | - |
| 1 | AE | AD | AR | - | - | DR |
| 2 | AD | AR | - | - | DR | DR |
| 3 | AR | - | - |
An adjusted die roll of less than 0 is treated as 0. An adjusted die roll of greater than 10 is treated as 10. Attacks of less than 1:1 are not allowed; attacks of greater than 6:1 are treated as 6:1.
Combat Results. Combat results are expressed on the Combat Results Table (CRT) in two parts. The first letter is either A or D. A indicates that the result affects the attacker; D indicates that the result affects the defender. The remaining part of the result is explained below.
R - Retreat. The stack (or stacks) must be moved two hexes away from its current hex. Such movement may be into or through enemy ZOCs. If the only available 2-hex path will result in the unit moving into a full sea hex, the retreat may end after one hex of retreat. If a 1-hex retreat path will place the unit in a full sea hex, it is eliminated instead. A retreat path may cross sea hex sides (as in island hopping) and may cross water barriers. Retreats may not result in a violation of stacking and may not be made into or through hexes containing enemy units. Opposing units may advance into the vacated hex.
D - Disrupted. The stack undertakes a retreat as explained above and is then disrupted; invert the units to indicate disruption. A disrupted unit is halved in combat strength in the defense (fractions are retained), and may not attack. Its movement factor is reduced to 2 MPs.
A disrupted unit remains disrupted for two player-turns after the player turn in which the disruption occurs. Thus, a British unit disrupted in the Japanese player-turn of game turn 1 would become undisrupted at the end of the Japanese player turn of game turn 2.
E - Eliminated. All units in the stack are eliminated and immediately removed from play.
S - Surrender. All units in the stack are overwhelmed and surrender. The counters are removed from play and segregated for later effects on victory. The surrender combat result is the only result which will affect units in a fortress.
Die-Roll Modifications. The following situations will produce die roll modifications (DMs) which will affect combat. All die roll modifications relating to a specific attack are cumulative.
1. Air Support. Each air unit whose air umbrella extends over the hex of the defending unit allows a DM of one in favor of its owner. If both players each have one air unit in such a situation, the total DM for air support is +1 and -1, which cancel each other. The Japanese player may have situations during the game where all four Japanese air units are used together to allow a total DM of +4.
2. Amphibious Invasion. If units are attacking in an amphibious invasion, a DM of -1 is required. The DM applies to any attack in which units which are amphibiously invading are involved.
3. Fortress. Units attacking from a fortress are immune to any results affecting the attacker. Once an attacker enters a fortress, it has fallen, the fortress counter is eliminated, and all allied forces in the Philippines (after Corregidor falls) or Malaya (after Saigon falls) are subject to a die roll modification of -1 in the attack and +1 in the defense.
7. Supply
Supply is an important consideration in the course of the game. Land units must be in supply or they may not attack. Air units must be in supply or they lose their air umbrellas and may not perform any mission except displacement.
A unit is in supply if it can trace a line, free of enemy units or their zones of control, to a friendly supply point. A supply line may be by sea (the equivalent of a naval movement path) if it is through a port or invasion hex before being traced by sea. A supply line may be traced into rough/mountain hexes but not through them. Lines may pass through all other types of terrain, including over water barriers or by island hopping. A supply line may always be traced by road, regardless of terrain.
Supply points are determined by nationality. All cities on the map (except those in Siam, Indo China, and Hainan Island) are supply points for the Allies. In addition friendly Allied ports (assumed to be accessible by sea off the south and west map edges) serve as supply points. Japanese supply points include all cities in Indo-China, Hainan Island, and Palau. Friendly ports (assumed to be accessible by sea off the north and east map edges) serve as supply points. Fortresses which have not surrendered are also supply points for their side.
Because the Japanese player may create invasion hexes by amphibiously invading partial sea hexes, they become important in tracing supply lines until a port is taken. Note their locations on paper to avoid confusion. Remember, each invasion hex requires the expenditure of one NMP per turn to keep it open.
A city is conquered if enemy forces enter the hex in a player-turn in which (or before which) all friendly forces have vacated the hex. Once a city has been conquered by the opposite side, it ceases to be a supply point for either side, even if retaken.
The only effects of being out of supply are the prohibition of attacks by land units and the inhibition of all function (except displacement) for air units. Lack of supply has no effect on defense or movement.
8. Air Units
The air units provided in the game represent the general air support abilities of aircraft committed to the campaign. Each of the three Allied nations (British, Dutch, and American) has one land-based air unit; the Japanese player has two land-based air units and two naval air units.
Land-based air units have an air umbrella with a radius of four hexes. Naval air units have an air umbrella with a radius of three hexes. All hexes within the umbrella are subject to the effects of the air unit.
1. Air Umbrellas. Each air unit has an air umbrella which affects land combat and naval movement. An air umbrella is always in effect except if the owning air unit is out of supply. In land combat, both the attacker and the defender may apply their air umbrella effects to the attack, if possible. For each defending air unit with an umbrella extending over the defending hex, subtract 1 (DM of -1) from the die roll. For each attacking air unit with an air umbrella extending over the defending hex, add 1 (DM of +1) to the die roll. Note that if both sides each have one air unit affecting the attack, they cancel out, giving a net die roll modification of zero. Each air unit may affect all land combat which occurs under its umbrella.
In the naval movement segment, any enemy unit which moves into a hex in an enemy air umbrella is subject to an immediate attack by the air unit. One such attack is made for each such hex entered; one attack is made on each unit using naval movement into the hex.
As the unit (using naval movement) enters a hex within 4 hexes of an enemy land-based air unit, the enemy player rolls one die: if the die roll is equal to, or less than, the number of hexes entered in the air umbrella, then the unit is eliminated and any Naval Movement Point being used to transport it are lost (2 NMPs for amphibious invasion). The die is rolled once per hex entered, per unit, per air umbrella.
Example: a Japanese regiment is using naval movement to move to Java, and must pass through three hexes which are under a British air umbrella to do so. On the first such hex, the regiment would be eliminated on a die roll of 1; on the second such hex, the unit would be eliminated on a die roll of 2 or less. On the third hex, the unit would be eliminated on a die roll of three or less.
NMPs used to supply an invasion hex may not be attacked. Destroyed NMPs are permanently lost, reducing the NMP allowance for future turns.
Naval Air Unit Availability. Naval air units are available off-map initially and may be moved into position using naval movement. Once used, however, they must return off-map for regrouping. At the end of the Japanese combat phase, the naval air units are removed from the map and placed on the turn record chart two game-turns in the future. Thus, if the Japanese player uses one naval air unit in game-turn 0, it becomes available again in game-turn 2.
Naval air units moving into position are subject to enemy air umbrella attacks.
2. Air Missions. Land-based air units may displace under the provisions of the movement rule. They may also transport parachute units for airborne operations.
The Japanese player has two parachute units (both SNLF units). Each may be assigned to airborne missions as desired. The unit must begin the air movement segment of its movement phase stacked with a land-based air unit. The parachute unit may be flown to any hex within 8 hexes. One land-based air unit is required for each parachute unit delivered.
A parachute unit must be delivered to a hex adjacent to any defending units; it may then engage in combat during the combat phase. If the parachute unit is committed against an unoccupied city, it may be placed directly in the city hex. It must succeed in conquering the city, or it is eliminated.
A parachute unit, when attacking an unoccupied city as a result of an airborne operation, is doubled for that purpose.
9. Special Rules
The following rules amplify the basic game rules as well as add additional historical accuracy or realism.
A. American Unpreparedness. On game-turn 0, the radius of the air umbrella of the American air unit is reduced to 2 hexes. It becomes 4 hexes at the beginning of game-turn 1.
B. Filipino Movement Restrictions. All American divisions (unit size XX) are Filipino units, raised for the defense of the Philippines. Although they may use naval movement within the islands (as well as island hopping, and the crossing of water barriers), they may not leave the Philippine islands.
C. Allied Naval Movement Restrictions. Each of the three Allied nations has an independent NMP allowance. Each may use only its own NMPs to move its troops.
D. Treacherous Seas. An area of the South China Sea between Indo-China and Borneo is sprinkled with rocks awash, shallow water, and uncharted seas. Naval movement may not be traced into or through such hexes.
E. Open Cities. Each city on the map has a zone of control if the city is empty. Under the ZOC rule, an enemy unit must stop in that ZOC and thus can only move adjacent to a city.
Each city is marked with a number indicating the relative resistance of the city to enemy occupation. The total combat strengths of all enemy units in the city's ZOC are divided by the city number; that result must be rolled (or less) on one die for the city to fall. Such attacks may be made during the land movement phase; if the attack succeeds, advance after combat is allowed. Those units which were in the city's ZOC, however, may not continue to move in this player-turn. The city has fallen, and no longer has a ZOC; other units may now move through the city without penalty.
Once a city has been conquered and occupied, it becomes friendly to that side. It (if empty) now has a ZOC which will affect enemy units.
F. The Assault on Hong Kong. The Japanese allocated one division (the 38th) to the assault on Hong Kong, which is about two hexes off the north map edge, midway between Hainan and Luzon. The Japanese player should consult the Hong Kong Assault Table once in each Japanese combat phase until the city capitulates. Roll one die. If the result equals or exceeds the number given for the current turn, then Hong Kong has fallen. If the result is 1 (exactly), then 38th division has suffered serious reverses, and loses one regiment. When rolling on the table, subtract 1 (DM of -1) from the die roll for each regiment of the 38th division that has been lost. Treat die rolls of less than 1 as 1. If all three regiments of the 38th division are lost, the Japanese player must commit at least 5 regiments in Siam and Burma beginning to transport it off-map if necessary. The throw for capitulation would then be 2+ (DM of -3 for the regiments previously lost). Additional throws of 1 would eliminate the regiment attacking, and it would have to be replaced, but no further DMs would be applied.
The Assault Table is on page 14. (Printed reference. The Hong Kong Assault Table itself is printed on page 13 and is reproduced under Charts below.)
Note: the printed contents lists "J. Fortress Effects" under rule 9, but no such paragraph is printed in the body of the rules. None is transcribed.
G. The Campaign Against Burma. The main Japanese thrust against Malaya was vulnerable on its north-eastern flank, from Burma. In order to protect this flank, the Japanese player must commit at least five regiments in Siam and Burma beginning on game turn 2. At least three of the regiments must be placed adjacent to the Burma-Siam border.
H. Naval Transport. All Naval Movement Points reside off-map, in friendly ports. When used, each must trace a path by sea to the port where the naval movement will begin. If the path must pass under an air umbrella, the NMP must undergo air attacks as it moves through the air umbrella hexes. It may then continue to the port to begin transporting the unit. If the attack is successful, however, the NMP is destroyed.
I. Fortress Attrition. A fortress is considered to be under seige if all adjacent land hexes are occupied by enemy troop units. If a fortress is under seige, the troops in the fortress are subject to attrition. Roll one die for each unit in the fortress at the beginning of each turn of the siege. A die roll of 6 causes that specific unit to surrender. It is possible for all units in a fortress to surrender in one turn.
10. Victory
The essential Japanese goal in 1942 is to clear the map of the Allied units; the Allied goal is to resist. In game terms, however, a more detailed statement of which player has won is necessary.
Victory is determined through the calculation of victory points at the end of turn 10. The Japanese player receives 20 points for each fortress which has surrendered, and 2 points for each enemy unit which has surrendered. They receive 5 points if Hong Kong has fallen.
The Allied Player receives 1 point for each surviving unit (or air unit) and 2 points for each surrendered enemy unit.
The Allied victory point total is then subtracted from the Japanese victory point total, and the victory chart is consulted. The chart indicates the historical degree of victory, and (since most games will end in some form of Japanese historical victory) a game victory level. Even though the Japanese player wins well enough to historically conquer the territory, he must also play well enough in game terms in order to win the game.
Victory Chart
- 0 or less: The Allies win the campaign historically. The Allies win the game overwhelmingly.
- 1 to 20: The historical result of the campaign is drawn or undetermined. The Allies win the game.
- 21 to 40: The Japanese win the campaign, but only by a small margin. The game is a draw.
- 41 to 60: The Japanese win the campaign; this was the historical result. The Japanese player wins the game.
- 61 or more: The Japanese win the campaign overwhelmingly. The Japanese player wins the game overwhelmingly.
The chart-page version of this table (page 13) is reproduced under Charts.
11. Playing the Game
To begin playing 1942, the counters must be sorted by type using the dispositions given below as a guide. Place the counters on the map, saving out the remaining counters to appear later in the game. The Allies set up first; then Japanese forces are placed.
Dutch Dispositions. Place four strength-4 infantry regiments and the Dutch air unit anywhere in Java. Place the nine named battalions in the corresponding cities marked on the map.
The two strength-3 Home Guard regiments appear in the Allied land movement segment following the Japanese player-turn in which Japanese units move into Java. They may appear anywhere in Java, including in hexes previously occupied by enemy units and in enemy zones of control, but not in hexes physically occupied by Japanese units.
British Dispositions. Place the Singapore fortress, two strength-3 brigades, and the British air unit in Singapore. Place eight strength-5 brigades anywhere in Malaya; place one strength-2 battalion in Brunei.
Two strength-5 brigades become available on map in game-turn two, and two more become available in game-turn 3.
On game-turn 4, one strength-5 brigade and one strength-2 battalion become available off-map. One strength-3 tank battalion becomes available off-map on game-turn 5.
American Dispositions. Place the Corrigedor fortress in the Corrigedor hex. Place the American air unit in the Manila hex. Place a strength-6 Marine regiment in Olongapo. Place eight strength-4 divisions, two strength-5 regiments, one strength-7 regiment, three strength-3 tank and armored cavalry regiments anywhere on Luzon. Place two strength-4 divisions anywhere on Mindanao.
One strength-3 and one strength-4 division appear anywhere on Luzon on game-turn 2. One strength-3 artillery regiment appears off-map on game-turn 4.
Japanese Dispositions. Place the Palau fortress, three strength-7 regiments, and three strength-3 SNLF infantry battalions in Palau. Place four strength-7 regiments and one strength-3 SNLF marine battalion in Cam Ranh Bay. Distribute three strength-8 Guards regiments, three strength-7 regiments, one strength-3 artillery regiment, three strength-4 tank regiments, and one strength-2 tank regiment anywhere in Indo-China. Place one air unit in Saigon.
All remaining forces are in Japanese friendly ports off-map to the north and east. The air unit may operate from off-map, in which case its umbrella extends as if it were immediately off the map north of Luzon. Troop units must enter the map using naval movement. No more than six Japanese units may enter the map using naval movement per game turn.
Place the asterisk (original) counter (or new Game Turn counters) on the turn record chart to note the current turn. The Japanese player conducts his player-turn for game-turn 0. The game continues with the Allied player-turn for game-turn 1.
Optional Dispositions. The following are more liberal dispositions which players may elect to implement.
Optional British Dispositions. Available British forces may be placed anywhere in Burma, Malaya, Sarawak, Brunei, or British North Borneo. Reinforcements appear as normal, or through Burma.
Optional Dutch Dispositions. Available Dutch forces may be placed anywhere south of the equator, except in Malaya, Sarawak, Brunei, or British North Borneo.
Optional American Dispositions. Available American forces may be placed anywhere in the Philippine Islands, north of the equator and east of the South China Sea, including Jolo but not Borneo or Palau.
Geographical Locations. The Philippine Islands include all the land in the northeast quarter of the map, with the exception of British North Borneo, Palau, and hexes 2512 and 2611.
Reinforcement Arrival Locations. Dutch reinforcements appear in any unoccupied hex in Java. Such location may be in an enemy ZOC, and may be in a hex previously held by enemy units.
British reinforcements become available either on-map or off-map. Units appearing off-map must then enter the map by sea (using NMPs) and travel to an appropriate friendly port. Units appearing on-map must be placed in supply in Malaya or Brunei. Should both these locations be unavailable (through loss to the enemy), appearance on-map may be in Java or Sumatra.
American reinforcements appear on the named island in any hex which is in supply and is unoccupied by enemy units. Such locations may have been previously passed through by enemy units. Reinforcements appearing off-map must be moved onto the map using naval movement and NMPs.
Charts
Printed note on the chart page: "Duplication of the various tables within the text is intended to make the information more readily available, and to illustrate the rules." The copies below are transcribed from the chart page.
Combat Results Table. Identical to the table in rule 6 above.
Terrain Costs. Terrain has no effect on combat in the usual sense, but units may not normally attack across full sea hex sides.
- Clear: 1 MP
- Sea: requires NMPs, or use of rules 5A-2 or 3.
- Rough/Mountain: 2 MP; no tank or garrison units except on road.
- Swamp: 2 MP; no tank units except on a road.
- Road: 1 MP; Supercedes cost of underlying terrain.
NMP Allowances. Identical to the table in rule 5C above.
Hong Kong Assault Table. Die roll to capitulate, by turn (subject to the provisions of rule 9F):
| Turn | Die Roll to Capitulate |
|---|---|
| 0 | 6 |
| 1 | 5 or greater |
| 2 | 4 or greater |
| 3 | 3 or greater |
| 4+ | 2 or greater |
Victory Chart. As printed on the chart page (worded differently from the chart in rule 10, with the same ranges):
- 0 or less: The Allies win the historical campaign. The Allied player wins the game overwhelmingly.
- 1 to 20: The historical result of the campaign is undetermined or drawn. The Allied player wins the game.
- 21 to 40: The Japanese win the campaign, but only by a narrow margin. The game itself is a draw.
- 41 to 60: The Japanese win the campaign; this was the historical result. The Japanese player wins the game.
- 61 or more: The Japanese win the campaign overwhelmingly. The Japanese player wins the game overwhelmingly.