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1943 1945

1943 1945 Rulebook

Table of Contents

Table of Contents

  • Materials
    • Board
    • Controlling a Zone
    • Stacking
    • Other Game Equipment
    • Game Pieces
  • Setup
  • Win the Game
  • How to Play
  • Reinforcements
    • Forces coming into play
    • Forces Conversion
  • Impulses
  • Movement
    • Land movement
    • Air Movement
    • Airports
    • Fleet Movement
    • Naval transport
    • Intercepting Naval Transport
  • Combat
    • Procedure
    • Results
    • Losses
    • Retreat to Meet Casualties
    • Occupying the Zone
    • Landings (Allied Only)
    • Fleet Bombardment
    • Intercepting Landings
  • Forces
    • Tanks
    • Planes
      • Air Bombardment
      • Operational Range of Planes
      • Positioning of Planes
    • Elite units
    • Paratroopers
    • Partisans
    • Fortified lines
    • Fleets
    • U-boats
  • Overlord
  • Supply
    • Supply sources
    • Effects of being out of supply
  • Surrender of Italy
  • Events
    • Description of Allied Events
    • Description of Axis Events
  • Game Sample

Materials

Board

The game board depicts the area where the main operations took place. It is divided into numbered zones separated by white lines; players will use these spaces to maneuver their forces and battle. The sea is considered a single large zone in which all fleets, both Allied and Axis, can operate simultaneously, together with the submarines. The zones of Switzerland and the Balkans have dotted lines as borders; the transit of both players' land forces is prohibited; however, they can be flown over by planes. The zones sometimes show one or more symbols that define their characteristics:

  • Orange stars - indicate key zones that players must occupy to win the game. At the start of the game they are all under Axis control.
  • Airports - normally only one plane per zone is allowed to carry out missions; in a zone with the airport symbol, two planes can operate at the same time.
  • Mountains - tanks cannot be used to support combat in or towards mountainous zones, and cannot be engaged to satisfy casualties. However, they can be used as normal cubes in combat to and from these zones, both in attack and defense.
  • Pale blue triangles - indicate zones where partisans can be moved or placed.
  • Symbol of the Axis - the Munich zone (01) bears the Axis symbol; if the Allied player occupies this zone at the end of any turn, he wins the game.
  • Allied stars - indicate zones where they can deploy Allied forces at the start of the game.

Controlling a Zone

A single zone can be empty, occupied by a friendly force, or occupied by an enemy force. It is not possible to have forces from both sides in one zone. At the start of the game all zones, except those where Allied forces are present, are controlled by the Axis. During the course of the game these zones can be controlled by the Allied player or return to Axis control; a zone is considered controlled by the last player who passed through it with a force. The appropriate 'Control' markers can be used to keep track of these changes.

Stacking

In a single zone there can never be more than 6 forces including cubes and counters. The stacking is checked at the end of each impulse. If there are more forces in a zone than allowed, those in excess must be moved to an adjacent friendly zone. Circular markers, combat arrows and fortified lines do not count for stacking purposes.

Other Game Equipment

The game equipment also includes:

  • Turn track, necessary for playing the game; below it are the impulses track, the naval transport track and the combat track.
  • Event tracks, one for the Allied and one for the Axis.
  • Conversion costs table, shows the various costs of the forces present in the game. Below is the combat results table, used to resolve combat and bombing.
  • Dice, used to resolve combat and bombing.
  • Operating range rulers; they are used to determine whether planes are positioned at a sufficient distance to support an attack or bomb a zone.

Game Pieces

The armies of both players are represented by wooden cubes, black for the Axis and blue for the Allies, together with a certain number of square counters representing specialized forces: tanks, planes, elite units, partisans, fleets and submarines. The red band on the back of the counter means that they are 'engaged'.

Specialized counters and cubes will now be referred to generically as 'Forces'.

The circular tokens do not represent military forces, rather they provide useful information for the game: who controls a certain zone, which event is being played and so on. The three red tokens are used on the various tracks in the game (turns, impulses, etc.).

Setup

Allied player placement: 4 cubes, a tank and a plane for each of the three zones marked with the blue Allied star. The American fleet and the English fleet are positioned at sea already engaged, with the red stripe visible. The rest of the Allied forces are available as reinforcements for subsequent turns. The Allied naval transport marker is placed on the '6' space of the appropriate track.

Axis Setup: 1 tank, 1 plane, 3 cubes and a fortified line in Tunis (zone #17). 1 tank and 2 cubes in zone n.16. All remaining forces may be deployed anywhere the Axis player wishes, except in Africa. The Italian fleet and U-boats are positioned at sea with the operational side, not engaged. The Axis naval transport marker is placed on the '2' space of the appropriate track.

A red token is placed on turn 1 of the turn track; another red token is placed on space 1 of the impulse track; the last token is placed on the combat track, on the '1' space.

Win the Game

If at any time the Allied player occupies all the zones marked with an orange star, he immediately wins and the game ends.

If at any time a player has no more forces (cubes, tanks, paratroopers, elites and planes) on the field then the opponent immediately wins the game.

Additionally, the Allied player wins at the end of any turn in which he occupies Munich with supplied forces.

If none of these conditions occur, at the end of the eighth round the victory conditions are checked: the player who occupies the greatest number of zones marked with an orange star and in supply wins the game. If both control the same number of zones marked with a star, the game ends in a draw.

How to Play

The game lasts 8 turns in total; at the beginning of each turn both players bring in the expected reinforcements and convert forces. Immediately afterwards the impulses take place, two for each player, during which both players alternate with various types of operations: movements, fights, landings and so on.

When the impulses are finished, the supplies are checked; the naval transport track is returned to normal values for both players (6 for the Allies and 2 for the Axis). The counters of both players, if they show the side with the red band (engaged), are turned over showing the normal side. Finally, the marker on the turn track advances one space and a new turn begins.

Turn sequence:

  • Initiative roll
  • Entry of reinforcement cubes, whoever has the initiative places first.
  • Conversion of cubes into counters
  • Impulses
  • Supply phase
  • End of the turn. The engaged forces become operational again.

Reinforcements

Forces coming into play

At the beginning of each turn, starting from the second, after the initiative roll, both players can bring some reinforcement cubes into play, the player who has the initiative places them first; their number is displayed on the turn track. These forces are deployed in any friendly supply zone adjacent to the sea for allies; the Axis can place them in any friendly supplied zone in Europe except islands.

If there aren't enough cubes because all of them are already deployed on the game board, the player does not receive reinforcements for that turn.

Players can bring additional reinforcements into play by playing certain special events.

Forces Conversion

The cubes on the game board can be converted by both players into specialized forces such as tanks, planes, paratroopers, elites and partisans. Conversion occurs when reinforcements enter any supplied zone where friendly cubes are present. The cubes to be converted are removed from the zone they occupy and are available as reinforcement for the future. The specialized counters chosen by the player are placed in the zone. The conversion can be used to put into play pieces that have previously been eliminated or have not yet come into play.

There is no limit to the number of cubes that can be converted in a turn; however, it is not possible for the Allied player to bring more than one plane into play for each game turn.

It is never possible, however, to convert specialized forces into cubes. Allies and Axis have different conversion costs, specified in the 'Conversion Costs' table.

Impulses

At the beginning of each turn, before having brought in the reinforcements, both players roll a die; whoever has the highest score decides who has the initiative. In the case of a tie the Allied player wins. The player with the initiative will have the first impulse.

At the end of the impulse the red token advances one space on the impulses track and the initiative passes to the opponent who in turn can move and fight or pass. The players alternate until the impulses available for that turn run out, according to this scheme: the player with the initiative has impulse 1 and 3; the player without the initiative has impulse 2 and 4 (impulse track diagram).

Players can increase the available impulses in a game turn by using the appropriate event. If both players pass the current turn ends, even if there are still available impulses, and proceeds to the next turn.

During impulses players can use events and specialized forces to interfere with their opponent's operations.

Movement

Land movement

Land forces (cubes, tanks, paratroopers and elite) can move along any number of connected zones, also islands connected by white arrows, as long as they are empty or occupied by friendly forces. If a zone is occupied by enemy forces, transit through that zone is prohibited.

Movement is never mandatory; it can occur by forces or by individual cubes or counters. A moving force can split as many times as it wants and pick up other cubes or counters as it moves.

It is possible that the forces, during the movement, will be subjected to enemy aerial bombardment.

Air Movement

Planes, even engaged ones, can be moved anywhere on the game board, as long as the arrival zone is under the player's control and the stacking limits are not exceeded. A plane, once placed on a zone, cannot be moved again until the next impulse, unless its zone is attacked and the plane wants to retreat.

Airports

Normally only one plane per zone can carry out bombing missions or support combat, unless the zone has an airport; if it has it, two planes can carry out operations from that zone. However, it is not permitted to exceed the normal stacking limit.

Fleet Movement

There is no movement of fleets or U-boats: they are always considered at sea, operational or engaged.

Naval transport

Both the Axis and the Allies have some naval transport points that can be used during movement. Each point allows you to move a counter or cube from a zone adjacent to the sea to another zone, also adjacent to the sea, controlled by the same player. From here the transported forces can continue normal movement.

When any naval transport point is used then the naval transport counter moves to the track on the game board, lowering as the points are used. When the points reach zero it is no longer possible to use naval transport for that turn.

Axis naval transport capacity is two points. When the Italian fleet is removed from the game, it is no longer possible for the Axis to use naval transport. The Allies always have 6 points per turn.

Intercepting Naval Transport

Whenever a naval transport is used, the enemy can attempt to intercept it using Planes, U-boats and unengaged Fleets. Planes can only intercept if the arrival zone of the transported forces is within their operational radius.

All forces involved in the attempt are engaged and turned to the side with the red band; they cannot be used again until the next turn or thanks to an 'Operational' event.

Planes, Fleets and U-boats inflict a casualty on a roll of 5-6. The destroyed force is removed from the game board and is available as reinforcement in subsequent turns.

Combat

At the end of the movement the active player, i.e. the one playing the impulse, can attack enemy-occupied zones with friendly forces adjacent to those same zones or attempt a landing in an enemy-occupied zone; to do it place the three attack arrows at your disposal on the starting zones of the attack, directing them with the tip towards the attacked zone. There cannot be more than three zones attacked for each impulse, including landings. The same zone can be attacked by forces coming from two or three zones. Several attacks can start from the same zone. Combat is resolved one at a time, chosen by the attacker. One combat must first end before another can begin.

Procedure

Before starting combat, the defender can decide to move the planes from the attacked zone to another friendly zone, even if they are engaged. If they do, they become engaged. If they are already engaged, they just remain so.

The combat is always simultaneous and can last a maximum of three rounds, use the combat track to remember this. Both players roll a die for each cube involved in the fight, up to a maximum of 4 dice, add any changes and apply the results.

At the end of the first round, after applying the combat results, the defender can, before the attacker rolls the dice again, retreat with part or all of his forces, or play a 'stopping battle' event, thus ending the combat.

Results

A roll of 6 causes an enemy casualty.

If unengaged tanks or planes support the combat, a loss is inflicted on a 5-6.

If both planes and tanks support the combat, both unengaged, then the casualty is inflicted on a 4-5-6.

A single combat cannot be supported by more than one tank and one plane.

The roll of 4-5-6 to hit represents the maximum possible result; it is never possible to go below these values.

Using a tank as support in combat does not make it engaged. However, using a plane as support in combat does make it engaged.

Losses

Losses can be met by eliminating cubes or counters and fortified lines and, for the defender, by withdrawing all forces engaged in combat by one or two zones.

In summary:

  • An eliminated cube satisfies a loss.
  • A counter not yet engaged can satisfy a loss by making it engaged.
  • An already engaged counter satisfies a loss if it is eliminated.
  • Eliminating a fortified line satisfies a loss.

Retreat to Meet Casualties

The defender may withdraw all forces defending a zone at the end of any combat round. The retreat can only take place from the occupied zone towards an adjacent zone and from there, possibly, towards another adjacent zone; this retreat allows you to satisfy one and only one loss. It is not possible to retreat into an enemy occupied or controlled zone.

The defender can voluntarily retreat even if he does not have to absorb casualties, after the first round of combat.

The attacker can never retreat to meet losses.

Sea transport cannot be used in retreats.

Occupying the Zone

If the defender's forces are eliminated or the defender decides to retreat from the attacked zone, the attacker may occupy the zone abandoned by the defender with all or part of the attacking force, except planes.

Landings (Allied Only)

The Allied player can attack any enemy zone adjacent to the sea, moving up to a maximum of 4 cubes (or 3 cubes and a tank counter). They can come from one or more friendly zones and must necessarily engage at least one fleet. If he engages two fleets for the landing he can add two more cubes to the attacking forces. After resolving any bombing or attempts to intercept the landing by planes, fleets and U-boats, the surviving forces can attack the landing zone. Landing forces may be supported by Planes within their operational range. Parachutists may participate in the landing.

The landing lasts a maximum of three rounds, like the combat; it can be interrupted at the attacker's choice; because the defender used a 'stopping battle' event or because he retreats. If the combat is interrupted or ends by the attacker's will, the surviving forces are moved to a supplied zone controlled by the Allied player, not necessarily the starting zone of the forces dedicated to the landing.

Attacking landed forces may occupy the landing zone if there are no more defenders.

Only one landing is possible for each impulse.

Fleet Bombardment

Allied fleets engaged in the landing can bombard enemy forces occupying the landing target zone, before the ground combat begins. On a roll of 5-6 they inflict a loss. It is not possible to retreat to satisfy the loss inflicted by the bombardment.

Intercepting Landings

Whenever a landing is attempted, the enemy can attempt to intercept it using Planes, U-boats, and Fleets. Planes can intercept if the landing zone is within their operational range. All forces involved in the attempt are engaged. Fleets, U-boats and Planes already engaged cannot attempt to intercept.

Planes, Fleets and U-boats eliminate a landing force on a roll of 5-6. The interception occurs before the ground battle and before any Fleet Bombardment.

Forces

Below is a detailed explanation of the various types of specialized forces and their effects.

Tanks

There can be a maximum of two tanks for each zone.

Tanks can support combat together with other forces; when a tank supports a combat, whether in defense or attack, it lowers by one the value of the die necessary to inflict a loss (e.g. from 6 to 5 or from 5 to 4, depending on whether or not a plane is also involved). Only one tank can support a given combat.

A tank that supports a combat does not become engaged. Engaged tanks cannot support combat. When a tank does not support a combat but still fights, it behaves like a cube, even if engaged: it inflicts casualties on a roll of 6; the tanks can be supported by other tanks or by planes, in the same way as for the cubes.

Tanks in mountain zones cannot support combat and behave like normal cubes. However, they can absorb losses and thus be engaged.

Planes

Planes can support land combat and landings, in the same way as tanks, both in attack and defense. Planes have a normal side and one showing the engaged plane, with a red band. Every time a plane bombs or supports combat, it is turned to its engaged side and will not be able, for that turn, to carry out further bombings or support other combats; however, it can move or retreat.

When a plane supports a combat, whether attacking or defending, it lowers the die value needed to inflict a result by one (e.g. from 6 to 5 or from 5 to 4 depending on whether a tank is involved in the same combat or not). Only one plane can provide support in a given combat. The plane continues to support the fight throughout its duration. If a plane is the only defender in the zone, it acts like a cube and inflicts casualties on a roll of 6.

A plane can support another plane in combat, which will then inflict a casualty on a 5-6. Planes, whether engaged or not, may withdraw from an attacked zone before combat dice are rolled or in subsequent rounds.

Air Bombardment

Planes can bomb enemy zone within their operational radius. They can do this at any time during their impulse. They can also bomb during the opponent's impulse, at any time, just declare it.

When he bombs the plane is turned onto its engaged side and the player rolls a die: on a 4-5-6 he inflicts a loss on the enemy. If there is an enemy plane in the bombed zone, even an engaged one, or a fortified line, then the die roll to cause a loss is 5-6. It is not possible, during a bombing, to withdraw forces, even planes, from a zone.

The way to satisfy losses due to bombardment is the same as combat, except that you cannot use retreat to satisfy any losses.

Operational Range of Planes

To check their range of action, the appropriate short ruler is used: one end is placed in the center of the plane counter; if the other end reaches the target zone of the attack or bombing then the action can take place.

From the fifth game turn the Allied player, and only him, can use the longest ruler. The Axis player must continue to use the shorter ruler.

Positioning of Planes

The planes must be positioned within a zone, they can never be in contact with the white lines that delimit it and must not have more than one corner in contact with the sea.

Elite units

The elite unit is only available to the Axis player. It can be converted for the cost of one cube. Its effect, if involved in combat, is to inflict or absorb a loss, automatically. This decision is made after the combat dice are rolled. When the elite unit uses its special effect (that of inflicting or absorbing a loss) it is flipped to the engaged side and from that moment it behaves like a normal cube, until the next turn. If alone in a zone and not engaged, they continue to apply their effect.

Paratroopers

Paratroopers are only available to the Allied player, only up to Overlord. Their conversion cost is two cubes.

They can be launched on a combat or landing if the launch zone and the drop zone are within the plane's operational range (printed: "if the launch zone and the launch zone"). The check is done using the ruler used for airplanes, in the same way; when they are launched they become engaged; allow you to roll an additional combat die beyond the fourth until the end of the fight. If the drop zone has not been conquered at the end of the fight, they are eliminated.

Once engaged they behave like a normal cube. When attacked, they can be engaged to meet any casualties.

Partisans

Partisans are only available to the Allied player. They can be converted for the cost of one cube and only when Italy has surrendered.

The partisan counter is placed only in the zones with a pale blue triangle, and only if they are controlled by the enemy, and can only move into those zones. It does not have to respect the stacking limits.

The Allied player can decide to engage it at any time, even during the opponent's round. If he does so, the partisan draws an enemy cube from an adjacent zone into the zone where he is placed. The enemy cube cannot move until the next round.

It can never be eliminated but it does not fight like other forces; it also cannot be used to satisfy losses.

Fortified lines

The Axis player has three fortified lines at his disposal (represented by wooden rods). The fortified line rolls two dice during combat (which still contributes to the maximum limit of four dice per combat) and can absorb a loss if eliminated. It can be supported in combat by planes and tanks. Fortified lines, once placed on the map, cannot move. The fortified line does not count for stacking purposes, however it is not possible to have more than one fortified line per zone.

Fleets

Fleets can never be destroyed, but can be removed from the game when certain events occur. During their impulse they can attack opposing fleets to try to engage them: if they roll 5-6 on the die an enemy fleet is engaged. The Allied player can use fleets to attempt landings.

From turn 5, with Overlord, the Allied player is forced to remove a fleet from the game. Furthermore, Axis naval transport is no longer available.

Fleets, during the enemy impulse, may attempt to intercept landings or forces transported by sea.

U-boats

The U-boat is only available to the Axis player and can never be destroyed, it is eliminated from the game when the Allies control all the zones adjacent to the sea on the game board.

Whenever the Allied player uses naval transport or attempts a landing, the U-boat can attempt to intercept it; on a roll of every 5-6 it inflicts one casualty. Once used, the U-boat is flipped to its engaged side.

The U-boat may attempt to attack to engage an Allied fleet; if he rolls 5-6 then the fleet is engaged.

Overlord

At the beginning of the fifth game turn the Allies land in Normandy (Operation Overlord). The Allied player permanently eliminates a fleet and paratroopers from the game; his naval transport points and reinforcement cubes drop to 3 per turn.

From then on you can use the long plane ruler.

Supply

In order to move and fight, player forces must be supplied; the supply is checked at the end of each turn. In order to be supplied, a player's forces must be able to draw an imaginary continuous line, free of enemy forces, from their zone to a supply source. There is no limit to the length of the supply line.

Supply sources

For the Allied player, the supply sources are all the zones adjacent to the sea under his control. For the Axis player in Europe, the supply sources are all the zones marked with a star that are not adjacent to the sea.

If the Italian fleet is in play, Axis forces in the zones of Africa and in Sardinia and Corsica are always considered to be supplied.

Effects of being out of supply

Unsupplied forces are eliminated at the end of turn.

Surrender of Italy

At the end of the turn in which any zone in Italy, except Sardinia (zones 3 to 14), is controlled by the Allied player, the Axis player must permanently remove the Italian forces from the game (the fleet, tank and plane).

Events

Each player has six special tokens that can influence the course of the game to some extent. The event display has seven boxes describing the possible events; each event reports a number that represents the maximum number of times that specific event can be played during a game (e.g. New Impulse has 4, i.e. a player can play four events in this way).

To activate them, the player places one of these tokens on the event display, on the appropriate space that describes the desired event, and immediately applies the event's effects. An event can be played at any time, some even during an opponent's drive (as printed).

Each player cannot play more than one event per impulse. Each event token can generally only be used once per game. The different designs on the front and back of the tokens have only an aesthetic value.

Description of Allied Events

Reinforcements - As soon as this event is played, the Allied player adds three cubes to any zone they own. The cubes can be converted. Can only be played during the movement of the Allied Impulse.

Additional Impulse - Can only be played when all normal impulses have run out and the last impulse was played by the opponent. In other words, it is not possible for the same player to have two consecutive impulses.

Stop Battle - A fight ends the moment this event is played. It can be played from the end of the first round of an attack, even during a landing.

Logistical Effort - Any zone, except Munich, does not suffer the effects of being out of supply.

Operational - All engaged forces in a given zone become operational (unengaged) again. It can also be played during the opponent's impulse.

Reserves - The attack continues for another round. Cannot be played if a 'Stop Battle' event has been played.

Strangle plan - The event token is placed on any zone of the map: in the impulse in which it is played no Axis forces may move into, leave or combat from that zone. It can be played at any time, even during the Axis movement.

Description of Axis Events

Reinforcements - The player can place two reinforcement cubes on any zone he owns except in Africa, Sardinia or Corsica. It can also be played during the opponent's impulse. The cubes can be converted. (Note: the operation is different from the corresponding Allied event).

Additional Impulse - Can only be played when all normal impulses have run out and the last impulse has been played by the opponent. In other words, it is not possible for the same player to have two consecutive impulses.

Stop Battle - A fight stops the moment this event is played, from the end of the first round of an attack. Can be played during a landing.

Logistics Effort - Any zone does not suffer the effects of being out of supply.

Kesselring - You can return any two event tokens to your hand, except the one you just played.

Reserves - The attack continues for another round. Cannot be played if a 'Stop Battle' event has been played.

New Defensive Line - An eliminated defensive line can be revived and placed on any Axis-controlled zone during the entry of reinforcements.

Game Sample

It's the second turn, initiative roll: the Allies gets a 6 and the Axis gets a 5, so the Allies choose who has the initiative.

He takes the initiative for themself, and brings in his reinforcement cubes, four, all in the Tunis zone.

Three cubes in Tunis are used by the Allies for conversions, the Allies take paratroopers and a plane. After the Allies, the Axis also brings in its three reinforcement cubes, placing them all in Sicily (zone 14).

First impulse, Allies: use a fleet, move 3 cubes and a tank from Tunisia near Sicily and attempts a landing.

The Axis player tries to intercept the landing with the Italian fleet: he engages it, turning the counter over, rolls a die and gets 5: the Allies must eliminate a cube.

The Allies continue the action: rolls a die for the preliminary bombardment of the fleet, rolls a 5 which involves a loss for the Axis in the Sicily zone, which is satisfied by eliminating a cube.

We move on to the actual combat: the Allies engage the paratroopers and the plane, and makes them participate in the combat; he rolls three dice (two for the surviving cubes and one for the paratroopers) and, thanks to the presence of the tank and the plane supporting the combat, he must roll 4-5-6 to inflict a loss.

He rolls the three dice and rolls 4-4-6, inflicting three Axis casualties.

The Axis still have 3 cubes, a tank and elite forces in the zone; decides to support them with the plane present in Sardinia; he too then rolls three dice with a roll to inflict losses of 4-5 or 6: he rolls the dice and gets 3-5-6, thus inflicting two losses on the Allied player.

Both remove losses; the Axis eliminates a cube, and engages both the tank and the elite forces, and thus satisfies the three losses; the Allied player instead eliminates two cubes.

Second round of combat: The Allied player rolls two dice, always 4-5-6: he rolls an amazing 6-6, inflicting two losses on the Axis.

The Axis also rolls, four dice on a 5-6 (two for cubes, one for engaged tanks, and one for engaged elite forces): rolls 2-3-4-6, inflicting only one casualty.

The Allies engages the tank and thus compensates for the loss suffered. The Axis instead eliminates a cube, and decides to retreat from Sicily with all the surviving forces, thus satisfying all the losses suffered. The Allies occupies Sicily.

Since he has no other attacks to resolve, the impulse passes to the Axis player...