Europe Aflame
Europe Aflame Rulebook
Table of Contents
Table of Contents
- Game Parts
- How To Play A Turn
- Moving Pieces
- Activating Units and the Action Phase
- Ground Unit Movement
- Effects of Terrain on Ground Movement
- Effects of Enemy Units on Movement
- Naval Unit Movement
- Terrain Effects on Naval Movement
- Effects of Enemy Units on Naval Movement
- Naval Interception
- Naval Transport and Amphibious Invasion
- Moving Air Units
- The Movement Phase
- Area Limits
- Combat
- Combat Procedure
- Combat Losses
- Terrain Effects on Combat
- Intrinsic Strength
- Effects of Weather On Combat
- Retreats
- Advance After Combat
- Withdrawal
- Effects of Crowding on Combat
- Special Armies and Markers
- Markers
- Action Phase Example
- Supply
- Industrial Phase
- Invasion and Conquest
- Special Rules
- Scenarios
Game Parts
First, decide which player will command the Allies and which will command the Axis. Next, lay out the map board between the two players (or teams). The Allies should sit at the south edge of the board, while the Axis sits at the north end. If a team of two players is playing each side, it is recommended that one member of the team takes responsibility for the Russian Front forces, while the other player takes responsibility for the Western Front and Middle Eastern forces.
Playing Pieces. There are two basic types of playing pieces in the game: units (the stand-up pieces) and markers (the flat pieces). The units, armies and navies of each nationality, have their combat strength, also called strength points, on one side and their national symbol on the other. When mounted in the stands, these units can be arranged so that the other player cannot see the strength of each piece.
Each ground unit strength point represents 50,000 to 150,000 men, depending on the unit's nationality. There are several different types of armies and each type is identified by a unique symbol. These symbols are:
(Symbol key for the army types appears as an image in the printed rulebook.)
Some markers are used to represent forces smaller than armies; like units, these markers come in several types, each with distinctive capabilities. Other markers are used to keep track of certain game functions. The color indicates the nationality of the marker. These colors are:
- Grey—German
- Green—Italian
- White—British
- Olive—American
- Red—Soviet
- Blue—French
- Yellow—Polish
- Tan—Neutral and Game Markers
The different markers are on the previous page.
Track markers are: the Convoy Sunk marker, the Trans-Ural Factories marker, the U.S. Production Marker, the Season Marker, and the Year Marker.
The Dice. Two ten-sided dice are included with the game. Roll them as you would roll ordinary dice. A 0 is the lowest number that can be rolled on one die, and a 9 is the highest. Unless specified otherwise in the rules, a roll of 0 means success in whatever the player rolling the die was attempting to do, while a roll of 9 means failure.
The Map. The map is divided into areas: land areas, sea areas, and land/sea areas. National boundaries, rivers, ferries, mountain ranges, and swamps are also shown on the map. These terrain features affect the movement and combat abilities of armies.
Several displays to record game information are printed on the map. Army Group Displays are where the armies and air markers that make up an army group are placed. The Game Turn Track records the progress of the war in three-month turns. The Soviet Trans-Urals Factories Track displays Soviet factories built outside Europe. The Convoy Box records economic losses suffered by the Allies as a result of German submarine warfare. The Cape Transit Box is a special sea area through which naval units can sail from the Atlantic to the Middle East around the southern tip of Africa.
The Rulebook. Before playing the game for the first time, read the rules carefully. While the rules are not complicated, they use many concepts different from most wargames. Do not worry if you do not fully understand the rules before you begin playing; a beginner's scenario is included among the scenarios at the back of the booklet, and you will learn the rules quickly as you play.
Each scenario provides you with a game of different length, size and victory conditions, starting at a different historical point in the war and ending after a given number of turns. Allocate your available strength points to units as desired and follow the instructions of that scenario for placing them on the game map. After setting up the pieces for both sides, the game can begin.
Player Aid Cards. Each player has a Player Aid card that summarizes the Sequence of Play and provides other information that will be handy in play.
How To Play A Turn
The Sequence of Play
Each turn of the game is divided into six separate parts, called phases. Each phase must be completed or skipped entirely before the players can begin the next phase. Once a new phase has begun, players cannot return to a previous one.
In the sequence of play, and elsewhere in the rules, the player whose phase is in progress is called the active player; the other player is called the defender. When it is necessary to mention the actions or units of both players in the same rule, they are distinguished as friendly and enemy.
- Action Phase. During this phase, each player has the opportunity to move his units and make attacks on the enemy. In each Action Phase, each player will have the opportunity to move and attack at least once, and perhaps several times. However, in each Action Phase the Axis player will have the first opportunity to move and attack.
A player's Action Phase is made up of one or more Action Steps. In an Action Step, the active player chooses an area containing his units. With those units, the player moves and attacks as he chooses. Units that move or attack are activated and should be laid face down in their area at the end of their Action Step so as not to be confused with unactivated units. The active player can then repeat the Action Step with unactivated units in the same area or a different area. The active player can repeat the Action Step until:
- He has no unactivated units left
- He is forced to pass the Action Phase to the opponent
- He chooses to pass the Action Phase to the opponent.
For convenience, the Action Step is divided into two parts.
A. The active player chooses which units he will activate. The activated units must have begun the Action Step in the same area, and must not have been activated in a previous Action Step of that turn. The player can activate some, none, or all of the units in the area. All activated units are eligible to move, but no unit is required to move at this time. If two or more units are activated, they can move to different areas, or as a group to the same area.
B. The player chooses which activated units will attack. Only units which were activated can attack; however, no unit is required to attack. A unit need not have moved to make an attack. Different attack procedures apply to ground, naval, and air units. Losses are inflicted, and retreats and withdrawals are conducted.
The Action Phase ends when neither player has unactivated units or both players pass consecutively. When this occurs, play proceeds to the next phase.
- Axis Movement Phase. The Axis player can move eligible unactivated units according to the movement rules. A limited number of these units can be moved according to the rules for strategic movement (allowing armies to be quickly redeployed). Air markers can be redeployed. Naval units cannot move in this phase. No attacks are allowed during this phase.
- Allied Movement Phase. This phase is identical to the previous phase, except that the Allied player is the active player.
- Supply Phase. During this phase, both players check the supply status of all their units and markers. Units and markers required to trace a line of supply but unable to do so are removed; they are considered destroyed.
- Industrial Phase. During this phase both players can reinforce existing units and build new units and markers. They can also attempt to influence neutral countries through diplomacy and can attempt to recruit partisan markers. Each player consults the Reinforcement Table to determine the number of Infantry Strength Points (ISP's) available that turn. Each player also collects his available Resource Points (RP's). ISP's and RP's are used to provide reinforcements and new units. Reinforcements are added directly to units on the board. New units must be built by paying the ISP or RP cost for the unit; no unit or marker requires both ISP's and RP's. As units are built they are immediately placed on the map.
Players can also spend their Resource Points in an attempt to bring neutral countries into the war on their side, or in an attempt to recruit partisans in areas conquered by the enemy. After all normal units and markers have been built, players reveal any Resource Points spent on diplomacy or partisans and make the appropriate die rolls for success or failure.
- End of Turn Phase. All units activated this turn are set upright. Advance the Game Turn marker one space on the Turn Track, representing three months of the war. When this is done, a new turn begins.
Moving Pieces
Units can move during the Action Phase or the Movement Phase. They can attack only during the Action Phase. A unit will usually move and attack in a friendly Action Step. However, under certain conditions a unit can move and attack in an enemy Action Step.
Ground units, naval units, and air units have their own unique forms of movement. Further, some ground units move differently from others, and air units move differently from air markers. All naval units are of the same type, and move in the same way.
The movement of units is restricted by some forms of terrain. Movement is also restricted by limits on the number of units that can be placed in an area; however, numerical restrictions apply only at the end of a step or phase.
Activating Units and the Action Phase
How to Activate Units. A unit becomes activated when a player decides to move it or attack with it in a friendly Action Phase. A friendly Action Phase will consist of one or more Action Steps. In an Action Step, a player chooses one area from which his units will move or attack. All units in that area that do move or attack are considered activated. A player is not required to activate all units in the chosen area at the same time; he can activate some of the units in an area (but not others), move and attack with the activated ones, and then activate the remaining units in the area. He can also leave some units unactivated, repeat the Action Step with units in another area, then return to the previous area during a later Action Step. A player repeats the Action Step each time he activates units in a different area.
Each unit can be activated only once per Action Phase.
Regardless of the differences in movement and combat procedures among ground units, naval units, and air units, any unit that moves or attacks in the friendly Action Phase is activated, with certain exceptions noted in the rules.
A player is never required to perform an Action Step. He can pass the phase to the other player, perhaps to await the outcome of his opponent's moves.
Yielding the Action Phase. If all a player's attacking units are withdrawn in a single Action Step either voluntarily or as a result of a die roll, the attacker's Action Phase is immediately interrupted. The initiative passes to the opponent, who now becomes the attacker. The defender's Action Phase can be resumed if he regains the initiative.
Ending The Action Phase. If a player has no more unactivated units, his Action Phase is over for that turn. The Action Phase immediately passes to the opponent.
If both players have no more unactivated units, the Action Phase is over for the turn.
If both players pass consecutively, the Action Phase is over for the turn.
Ground Unit Movement
Any activated unit can be moved by the owning player; however, activated units are not required to move. Ground units move from land area to land area, and cannot skip areas as they move.
Unit Movement Allowances. The number of areas that a ground unit is allowed to move depends upon its unit type.
- Infantry: 2 areas
- Shock: 2 areas
- Panzer: 3 areas
- Mechanized: 3 areas
- Army Group: Special
An army group unit with no armies attached has a movement allowance of zero. With army units attached, the army group must move at the rate of its slowest unit if it retains all its units. An army group can drop off its slower units (infantry or shock) and continue to move with faster units (panzer or mechanized).
Unused movement allowance cannot be saved from turn to turn.
Multiple Units in One Area. If a player has two or more units in a single area, the units can move together as a group or move to different areas. Some units can remain in place while others move.
Effects of Terrain on Ground Movement
Some terrain features fill entire areas while others form boundaries between different areas. When the terrain fills the area, the effect applies to units that try to enter from any other area. When the terrain forms a boundary, the effect only applies to units moving across that boundary.
Sea Boundaries and Ferries. Land areas separated by sea boundaries cannot be crossed except at ferry points. Ground units can be transported across all-sea boundaries by naval units.
All-Sea and All-Lake Areas. No land unit can enter an all-lake area or an all-sea area (except when transported by naval units).
Rivers and Canals. Rivers and canals (Kiel Canal, Suez Canal) have no effect on movement.
Swamps. Panzer and mechanized units cannot enter swamps.
Mountains. Mountains have no effect on movement.
Effects of Enemy Units on Movement
Ground and Air Units. A ground unit cannot enter an area containing any enemy ground units or enemy air armies.
Naval Units. A moving ground unit ignores the presence of enemy naval units in a land/sea area. Land units being transported by naval units are also ignored.
Partisan Markers. A ground unit that enters an area containing an enemy partisan marker must end its movement in that area. If a unit begins the Action Step in an area containing an enemy partisan marker, the unit can leave, but must end its movement if it re-enters that area during its movement, or if it enters a different area containing an enemy partisan marker.
Other Markers. A unit cannot enter an area containing an enemy garrison marker or fortification marker. Other types of markers in the area are ignored for purposes of movement.
Permanent Fortresses. A unit cannot cross an area boundary that is an enemy fortress except as a result of advance after combat. No enemy unit can enter the fortresses of Malta, Gibraltar, or Sevastopol except as a result of advance after combat. Once captured, permanent fortresses have no further effect.
Special Ports. Gibraltar, Leningrad, Sevastopol, and Tobruk have a special status. A small box is attached to the symbol for each of them to set the city apart from the area in which it is located. Each box forms a special city/sea area separate from the surrounding land area. However, as long as the owning player holds both the surrounding area and the city, his units can move freely between the city and the surrounding area at no movement cost.
Neutral Borders. If a unit crosses the border of a country not activated as its ally, or attacks across the border, this is an act of war against the neutral country. If the neutral country is a colony owned by another power, any movement or attack into the colony is an act of war against the colonial power.
Naval Unit Movement
Movement Allowance. A fleet has an unlimited movement allowance, able to move any number of areas in a single turn. However, certain actions can only be taken at the end of a fleet's move. A fleet must end its move when any of the following occurs:
- The owning player begins a new Action Step
- The naval unit is Withdrawn in combat
- The naval unit initiates an Active Interception
- The naval unit goes to port
- The naval unit unloads a transported unit.
Terrain Effects on Naval Movement
Sea Areas and Port Areas Defined. A fleet can only move through all-sea and land/sea areas. A land/sea area is any small sea area containing an island (such as Malta, Scapa Flow, or Crete). Ground units and fleets can occupy a land/sea area at the same time. The presence of one has no effect on the movement of the other.
Ports are located on the coasts of land areas. Fleets can make use of ports that are in adjacent land areas. For example, a fleet in the English Channel could use either Portsmouth or Cherbourg as a port, depending on who controlled each. A Fleet in the Channel could not use Brest as a port, for even though the land area is adjacent to the channel, the port of Brest is not. A fleet can enter a port anytime it is activated, provided the port is under friendly control. The fleet should be placed on the port or moved adjacent to it to show it is in port. If the port is captured while a fleet is present, the fleet is automatically moved to the adjacent sea area, regardless of activation. A fleet moved in this manner cannot be intercepted.
Special Ports. Gibraltar, Leningrad, Sevastopol, and Tobruk have a special status. A small box is attached to the symbol for each of them to set the city apart from the area in which it is located. Each box forms a special city/sea area separate from the surrounding land area. The owning player's fleets can use the city/port even if the surrounding area is held by the enemy.
Enemy Ports. A friendly naval unit cannot enter an enemy-held port, but can enter the sea area adjacent to the port. A friendly unit can attempt an amphibious assault on an enemy-held port area.
The Convoy Box. The only pieces that can enter the Convoy Box are Axis wolfpack markers and Allied naval units. Wolfpack markers are placed directly in the Convoy Box as soon as they are built and remain there until destroyed. Allied naval units enter and leave the Convoy Box as if it were a normal sea area; naval units that leave the box are placed in the surrounding sea area and can continue their movement.
Cape Transit Box. This is a special sea area linked to the Suez Canal. Historically, the British sent reinforcements for Egypt around the southern tip of Africa (the Cape) to avoid the dangerous Mediterranean route. The Cape Transit Box has special capabilities available only to the side that controls the Suez Canal. For most purposes, the Cape Transit Box is treated as a normal sea area—movement, interception, combat, etc. Naval and air units can enter and leave the Transit Box through the surrounding Atlantic sea area. However, naval units that belong to the player who controls the Suez can exit the southern edge of the Transit Box and move immediately to the eastern Mediterranean. Travel in the opposite direction (Suez-to-Transit Box) is also possible; after the naval unit enters the Transit Box, it can continue its normal move.
Canals. There are two canals on the map; the Kiel Canal and the Suez Canal. Each has special capabilities. The Kiel Canal connects the Baltic and North Seas. The Suez connects the Cape Transit Box and the Mediterranean. A fleet can use a canal if the land areas on both sides are in friendly or neutral control.
Land Areas. A fleet can never enter a land area.
Effects of Enemy Units on Naval Movement
Naval Units. An active friendly fleet can enter a sea area occupied by an enemy fleet. This may result in an interception attempt by either player. If the active player attempts the interception, the friendly fleet must end its move, regardless of the outcome of the interception attempt. If the defender attempts the interception, the active fleet must end its move if the interception is successful; if the attempt fails, the active fleet can continue moving.
Ground Units. Naval units ignore the presence of enemy ground units, except that naval units cannot use ports captured by enemy ground units.
Air Units and Air Markers. Naval units ignore the presence of enemy air armies and ground support markers. A naval unit intercepted by enemy fighter markers must interrupt its movement until the air attack is completed. If the naval unit survives the attack, it can continue moving.
Naval Interception
Whenever opposing fleets occupy the same sea area during the Action Phase, interception may be possible. Active Interception is attempted by the player whose Action Step is in progress; Defensive Interception is attempted by the other player.
Active Interception. The active player can attempt to intercept an enemy fleet at the end of an active fleet's movement. The active fleet is not required to make the attempt, but any such attempt forces the active fleet to end its move, regardless of the success or failure of the interception attempt.
The active fleet ends its move in a sea area containing an enemy fleet. (The defender has the opportunity to attempt defensive interception; this occurs first, and may result in combat. Assuming that the active fleet survives this, active interception is resumed.)
Each active fleet in the area can make an interception attempt; each fleet makes a separate attempt. An active fleet is limited to one attempt per turn. An active fleet can attempt to intercept any defending fleet in the area except a fleet which just intercepted it.
Defensive Interception. Only fleets that have not been activated in a previous Action Step of the turn are eligible to intercept. The defender is not required to intercept. Defensive interception does not activate the defender's fleets, regardless of the success or failure of the interception attempt.
The defender can attempt to intercept an active fleet (or fleets) that enters or attempts to leave the sea area containing the defending fleet during the enemy Action Step. The active fleet can also be intercepted if it attempts to perform active interception in the area, even if the active fleet does not move. The active enemy fleet cannot be intercepted if it is merely activated, but does not attempt to move or intercept.
(Note: if an active fleet is in a port and attempts to leave port (thus entering the adjacent sea area), enemy naval units in that area can intercept.)
If he wishes to intercept, the defender must announce his intention immediately when the enemy's active fleet enters, or attempts to leave, the area containing the defender's fleet, or attempts to perform active interception; the defender's fleet does not move. The defender loses the opportunity to intercept if he allows the active fleet to leave the area. Each of the defender's eligible fleets in the area can make an interception attempt; each fleet makes a separate attempt. An active fleet can be intercepted more than once in an Action Step, if each interception is performed by a different defending fleet. A defending fleet can make several interception attempts in the Action Phase, but is limited to one attempt in each Action Step.
Interception Attempts. To make an interception attempt, the player rolls one die for every fleet involved in the attempt. If the result is equal to or less than the strength points of the intercepting fleet, the attempt succeeds. All fleets that successfully intercepted then fight a naval combat against the defending fleet. If there is more than one enemy fleet, each intercepting fleet can attack one enemy. The defending fleet is chosen randomly from the eligible defenders.
Interception and Ports. A naval unit in port is allowed to attempt defensive interception only in the sea area adjacent to the port, and then only against enemy units that attempt to enter or leave that sea area. There are some notable exceptions to this rule: Gibraltar, Malta, Scapa Flow, and Sevastopol.
Gibraltar, Malta, Scapa Flow, Sevastopol. Units in these ports have enhanced abilities of defensive interception. Fleets in these ports can intercept active fleets in adjacent all-sea areas as follows: a fleet at Gibraltar can intercept enemy fleets in the adjacent Atlantic sea area; a fleet at Malta can intercept an enemy fleet in the Mediterranean sea area around Malta; a fleet in Scapa Flow can intercept active fleets in either of the adjacent Atlantic areas; a fleet in Sevastopol can intercept anywhere in the Black Sea. A fleet in any of these ports is allowed to leave port to perform the interception.
Interception and the Convoy Box. Wolfpack markers in the Convoy Box are not required to intercept before attacking the Convoy Track. Wolfpack markers cannot intercept Allied naval units in the Convoy Box or in any other sea area. Allied naval units in the Convoy Box must successfully intercept wolfpack markers before attacking them. If interception is successful, all wolfpack markers may be affected by the Allied attack; it is not necessary to intercept wolfpack markers individually. Units and markers inside the Convoy Box cannot be intercepted by any units that are outside the Convoy Box.
Effects of Combat on Movement. If, as a result of defensive interception and combat, an active fleet is withdrawn or goes to port, it cannot move any further in the turn. An active fleet's move ends automatically after combat resulting from active interception.
Naval Transport and Amphibious Invasion
A fleet can carry ground strength points (of any type) across sea areas. If the fleet ends its move in a friendly port area, the fleet's mission is naval transport; if the area contains no friendly port, the fleet's mission is amphibious invasion.
Naval Transport. A fleet can carry a number of ground strength points up to twice its own combat strength during a transport mission; the fleet can carry fewer ground strength points if desired; for example, a fleet with a combat strength of 3 could carry 1 to 6 ground strength points. In addition to ground strength points, a transport mission can carry army group units, ground support air markers, fighter air markers, and garrison markers; no other units or markers can be carried. If the army group contains no strength points, it is carried free; otherwise it is treated as a normal unit. Two markers count as one ground combat strength point. Round all fractions up; for example, transporting a 5-point infantry army and one garrison unit requires 3 fleet points.
The transporting fleet must begin the Action Phase in a sea area adjacent to a port or in the port. The ground units must be in the land area containing the port symbol; the ground units must be unactivated. A fleet can carry as many separate units as are in a single area, as long as the fleet's carrying capacity in strength points is not exceeded. A fleet cannot transport different units from different port areas, although two fleets in the same sea area could each load units from different ports. Transported units are placed in the sea area with the fleet. Transported units cannot be traded from fleet to fleet. Once loaded, they must stay with a single fleet until the fleet is sunk or it unloads the transported units. If the transporting fleet loses enough strength points so that the ratio of transported ground points to fleet points is more than 2:1, excess ground points of the player's choice must be lost.
Once loaded, ground units are not counted towards area limits. Transported units can be unloaded into any friendly land area marked by a port symbol. Unloading ground units ends a fleet's move. The ground units are placed in the land area and must abide by area limits. The ground units can still attack in that phase. At the end of the phase, all units involved in the transport mission, fleet and ground, are considered activated.
Amphibious Invasion. In an amphibious invasion, a fleet can attempt to land ground forces in a neutral, enemy-occupied or enemy-controlled area (regardless of the presence of ports). This is considered an invasion. An amphibious invasion is conducted in the same way as a transport mission, with the following differences:
- A fleet can only carry invading ground strength points equal to or less than its own strength
- The ground units can move ashore only by making an attack and capturing the enemy area. They cannot unload automatically.
- The invading ground units are eliminated if they fail to force the defender to retreat.
Moving Air Units
Air armies are the only type of air unit. For rules on fighter markers and ground support markers, see SPECIAL UNITS AND MARKERS.
During an Action Step, an active air army can change base or attack; it cannot do both in the same turn.
Changing Base. When an air army changes base, it is moved from its current location to any area containing a friendly city that is within 6 areas of its starting location. While moving, the air army can cross both land and sea areas; each sea area, regardless of size, counts as one area for this movement.
While changing base, an air army cannot cross a neutral border and cannot enter an area containing unactivated enemy fighter markers. All other intervening terrain and enemy units are ignored. Upon reaching its new base, the air army is marked as activated.
Combat Movement. When an activated air army attacks, it is moved from its current location to any area containing an eligible target that is within 6 areas of its starting location. While moving, the air army can cross both land and sea areas; each sea area, regardless of size, counts as one area for this movement. The air army can enter any area during its move, including areas containing enemy fighter markers (although this exposes the air army to attack) or neutral areas (although this is an act of aggression against the neutral). If the air army is not destroyed in combat, it returns to the base from which it began the Action Step. When the air army returns to base from a combat mission (regardless of the success or failure of the mission), it can neither attack nor be attacked as it moves.
The Movement Phase
During a player's Movement Phase, unactivated ground units can be moved normally but cannot attack. Air units and air markers use a separate procedure in this phase. Unactivated naval units cannot move in this phase. No activated ground unit can move in this phase, although activated air units and markers can move.
In addition, each country is allowed to redeploy a limited number of unactivated ground units by railroad; this railroad move is called strategic movement.
Moving Ground Units. An unactivated ground unit moves the same way it would normally move in the Action Phase.
Moving Air Units and Air Markers. In this phase, air armies can change base, using the same rules used in the Action Phase. Fighter markers are simply moved from their current area to any other in-supply area controlled by the owning player; there is no limit on the distance moved. Ground support markers are moved from their assigned army to any other in-supply army controlled by the owning player; there is no limit on the distance moved.
Strategic Movement. A unit using strategic movement can be moved to any friendly area, subject to the following restrictions: The player must trace an unbroken path of friendly land areas between the starting and ending points of the move (a friendly area is one occupied or last entered by a ground unit or garrison of the moving player); the route cannot cross ferries, use naval transport or invasion, or include any area occupied by an enemy partisan marker (regardless of the presence of friendly units); the moving unit cannot enter terrain it could not enter in the Action Phase (for example, a panzer unit could not enter swamp).
The number of units that can be moved by strategic movement is:
- Germany: 4
- United Kingdom: 2/1
- France: 2
- Soviet Union: 2
- Italy: 1
Up to two units within the United Kingdom can be redeployed. One British unit in Africa or Asia can move via strategic movement to another area in Africa or Asia if it is able to trace a route through Cairo. The British "Asian" move does not include any part of the Soviet Union shown on the map.
When using strategic movement to move army groups, each unit in the army group (except for ground support markers) counts against the limit but the Army group marker does not. Two garrison markers count as one unit for strategic movement.
Area Limits
There is a limit to the number of units and markers that can occupy an area. The limits apply at the end of each Action Step and at the end of the Movement Phase. If the number of units or markers in an area exceeds the limit, the owning player must immediately either retreat or destroy the excess units and markers until the limit is no longer exceeded.
Units and Markers. An area can contain two individual units (two fleets, two armies, or one of each) or one army group. The types of army units in the area—infantry, panzer, mechanized, shock, or air—have no effect on area limits. In addition to the units, an area can contain one of each type of marker—fighter, paratroop, garrison, partisan, fortification, factory (there can be up to one ground support marker for each army in the area). These limits are also subject to terrain restrictions and political rules. (For example, a panzer unit cannot enter a swamp area.) Other special situations are listed below.
Penalties of Crowding. Whenever an area has excess units or markers at the end of an Action Step or Movement Phase, the owning player must retreat the excess units and markers to a non-crowded area, inflicting a loss of 1 strength point on each unit for each area it must retreat. If no retreat is possible, the excess units remain in place and suffer an additional loss of 2 strength points.
Under no circumstances can the strength points from one army be transferred to another to avoid the consequences of area limits (i.e. you cannot disband an army, assigning its points to other units in the space).
Crowded Markers. If an area has an excess number of markers, excess markers that are capable of movement must move out of the area; they suffer no losses in moving. Markers that cannot move are eliminated.
Crowded Areas and Combat. See COMBAT.
Crowding and Army Groups. If a retreating army enters an area containing an army group with fewer than four armies, the army group can absorb the retreating army. If an army group with fewer than four armies is forced to retreat, it can absorb armies in areas into which it retreats until the army group is at maximum strength (4 armies).
Naval Transport. Ground units being carried in a naval transport or amphibious invasion mission do not count against the area limits for ground units as long as they remain loaded on the naval units.
Partisans. A partisan marker is the only friendly marker that can co-exist in an area with enemy units and markers. The presence of the friendly partisan marker does not affect the enemy's area limits.
The Convoy Box. Only Allied fleets and Axis wolfpack markers can enter the Convoy Box. There are no area limits for either; the owning player can place as many in the Convoy Box as he chooses.
Combat
After moving activated units in the Action Step, the active player announces which units will attack and what areas they will attack. To be eligible to attack, a unit must have started in the area chosen by the active player for participation in the Action Step, and the unit must have been activated. (If the attacking units are naval units, they must also make a successful interception before attacking.) An activated unit is not required to remain in the chosen area to attack; the activated units can move out of the original area and attack from a different position or positions.
The active player is never required to attack; it is possible to use the Action Phase solely for movement.
All units in the attacked area must defend—none can be held back. (Exception: see Effects of Crowding on Combat.)
The rules in this section are largely concerned with ground unit combat. See SPECIAL ARMIES AND MARKERS for additional capabilities of ground units. Naval combat is handled in the same way as ground combat, except that naval units must intercept before attacking (see MOVING PIECES). Wolfpack markers are handled with a special procedure (see SPECIAL ARMIES AND MARKERS). Air armies and air markers use a unique procedure for combat (see SPECIAL UNITS AND MARKERS).
Combat Procedure
Combat in each area is fought in 1-3 rounds; the exact number depends upon the results of die rolls and the decisions of the players. In each round, the following procedure is used:
A. The attacker announces the combat strength and type of each attacking unit, and rolls a ten-sided die for each attacking unit. If the die roll is equal to or less than the combat strength of the attacking unit, the defender is hit. A roll of "0" is an automatic hit, while a roll of "9" is an automatic miss. A roll of "1", if it hits, has additional effects. If the attacker hits, the combat strength of the defending units is not immediately reduced.
B. The defender counter-attacks with his units, using the procedure in step A.
C. After both sides have rolled, damage is inflicted on both attacker and defender. Each player assigns these losses to his units involved in the battle as he sees fit.
D. After all losses are inflicted, the defender has the option to retreat any or all of his armies. Likewise, the attacker has the option of withdrawing any or all of his attacking units. If either or both players retreat or withdraw all their units, the combat is over.
This procedure is repeated in each round of combat. The combat ends when any of the following occurs:
- All attacking units have withdrawn
- All defending units have been eliminated or have retreated
- Three rounds of combat have been fought
Combat Losses
If a unit's combat roll is equal to or less than the combat strength of the unit, a hit is inflicted on the enemy. A hit inflicted by a Soviet shock army causes 2 points of losses (see SPECIAL ARMIES AND MARKERS); any other hit causes 1 point of loss (Exception: a roll of "1" has additional effects if it is a hit).
A player can distribute losses among units involved in combat as he wishes; losses cannot be inflicted on uninvolved units (for example, on withdrawn or retreated units).
If a combat loss is inflicted on a marker (for example, an air marker, wolfpack marker, partisan marker, or fortification marker) the marker is eliminated.
Combat Roll "1"—Attacker. If the attacker rolls a 1 during a round of combat and inflicts a hit with that roll, the defender suffers the normal strength point loss and must retreat one or more units with a combined combat strength equal to or greater than the combined strength of the attacking units (see Retreats). Examples: if a unit with a combat strength of 5 attacked three defending units, with combat strengths of 3, 4, and 4, a roll of "1" would force the defender to retreat two units with a combined strength of 7 or 8. If the attacker had a second unit with a strength of 4, the defender would have to retreat all his units if either attacking unit hit.
In making the retreat, the defender cannot change the combat strength of any of his armies. However, if the defending unit is an army group, the defender can detach retreating armies from the army group. The army group can remain in the defending area as long as the detached retreating armies have the required combat strength.
The retreat must be one area and is made at the end of the round.
When applied to naval combat, a defending fleet is immediately withdrawn; if other defending fleets are still in combat in that area, the withdrawn fleet cannot participate in the remainder of the combat.
Combat Roll "1"—Defender. If the defender rolls a 1 during a round of combat and inflicts a hit with that roll, the defender adds 1 to the normal combat loss inflicted on the attacker. In addition, the attacker must Withdraw one of the attacking armies or fleets. Withdrawn units are marked as activated, no longer able to attack or move for the remainder of the turn, although they defend normally. (See Withdrawal.)
If the attacking unit is an air army, it is immediately withdrawn and returns to its base.
If the attacking unit is an army group, the attacker must withdraw one of the armies in the army group.
Terrain Effects on Combat
Certain terrain features on the map have an effect on combat die rolls. Only the terrain of the defending area is considered.
Rivers, Canals, Ferries. Attacks across rivers are not simultaneous if all attacking units are attacking across a river boundary. Instead, the defender attacks first in each round and the attacker applies all losses (including any withdrawals) before rolling his dice. The two canals on the map (Kiel Canal, Suez Canal) are treated as rivers for combat purposes, as are all ferries on the map.
Swamp. Panzer and mechanized units cannot attack into swamp areas. Defending units have a +1 on strength when rolling for hits.
Mountains. Defending infantry have a +1 on strength when rolling for hits. The strength of all panzer and mechanized units (attacker or defender) is halved; round fractions down.
Coasts. If all attacking ground units are making an amphibious assault, the defender attacks first each round and the attacker's strength is halved. If at least one of the attacking units is attacking from the landward side, the coast has no effect on combat. Unoccupied beaches have an intrinsic strength of 0 against amphibious assault.
Permanent Fortresses. A permanent fortress has an intrinsic strength of 1 against attack from all fortified directions; this intrinsic strength is added to each unit in the fortress area for defense. In addition, when the units in the fortress are the defenders, they can ignore retreats; also, the attacker's combat strength is halved in this situation. The defender receives the benefit of the fortress only if no attacking ground units attack across an unfortified area boundary. Permanent fortresses are:
- Franco-German border (French side)
- Finnish-Soviet border (Finnish side)
- Gibraltar
- Malta
- Sevastopol
The fortresses of Gibraltar, Malta, and Sevastopol are fortified from all directions.
Fortification Marker. A fortification marker has an intrinsic strength of 1 whether occupied or not. When the marker is occupied by one or more ground units, the intrinsic strength is added to the strength of each ground unit for defense only. A fortification marker can be eliminated to satisfy a combat loss of one strength point.
Special Ports. Gibraltar, Leningrad, and Tobruk have a special status. A small box is attached to the symbol for each of them to set the city apart from the area in which it is located. Each box forms a special city/sea area separate from the surrounding land area. The city can be held separately from the surrounding area. The city is not captured by the enemy when the surrounding area is captured; the city must be captured separately.
Intrinsic Strength
Certain terrain features (coasts, fortification markers, and fortresses) have an intrinsic strength of 0 or 1. Enemy units cannot enter such areas until the intrinsic strength is eliminated. When unoccupied, those areas with a 0 hit on a roll of 0. If the area is occupied by a friendly unit, the intrinsic strength is ignored. If the intrinsic strength is a 1, an unoccupied area hits on a roll of 1 or 0. If occupied by a friendly unit, the area adds 1 to the strength of all defending units.
Any successful hit against an unoccupied area with an intrinsic strength defeats the natural defenses of the terrain, allowing the attacker to advance.
[Transcription note: the printed sentence beginning "When unoccupied, those areas with a 0..." is garbled in the scan and has been transcribed as it reads; check against the printed page if precision matters.]
Effects of Weather On Combat
During the Winter Turn of each year, the combat ability of armies in all areas (except North Africa and Asia south of Turkey) is reduced. When attacking, the strength of all armies except Soviet armies is halved. The attack strength of Soviet armies is unaffected. When defending, any unit's strength is normal.
Retreats
Armies retreated must end their move so they do not exceed area limits and are not adjacent to the attacking units that caused the retreat. The following are also prohibited:
- Entering an area containing enemy units, garrison markers, or fortification markers
- Crossing any hostile fortified boundary
- Crossing a neutral national border
- Entering terrain that the retreating unit could not normally enter.
Armies must retreat towards their national borders or a friendly supply source (port or city), or a space occupied by a friendly unit. Use common sense here: the defender should not use a retreat result as a form of advance.
Armies unable to retreat suffer 2 additional strength point losses (in addition to the hit which caused the retreat).
Advance After Combat
If all defending armies in an area retreat or are destroyed, the attacker can advance any un-Withdrawn armies that took part in the battle. In addition, any unactivated armies in the same area as the attacker can also advance. This advance is limited to one area, but need not be into the space attacked. Advancing units cannot exceed area limits.
Withdrawal
The active player repeats the Action Step until the initiative changes sides. This can happen if the active player chooses to pass, giving the initiative to the other player, or has no unactivated units remaining, or if the player loses the initiative through Withdrawal.
A player loses the initiative when all attacking armies activated in an Action Step are Withdrawn in that Action Step. An army can be Withdrawn either by the choice of the attacker or can be forced to Withdraw when the defender hits with a roll of "1" in his counter-attack. If some attacking units are Withdrawn but others are not, the active player retains the initiative when the un-Withdrawn units complete their Action Step. If the active player is attacking two or more areas in a single Action Step, he does not lose the initiative unless the attackers are Withdrawn in all areas attacked in that Action Step.
Effects of Crowding on Combat
Units and markers in excess of area limits cannot participate in combat, either in attack or defense. The owning player decides which units and markers shall be excluded at the moment combat occurs; he cannot change his decision during the course of that Action Step. Combat proceeds as if the excess units and markers were not present. Losses cannot be assigned to them, nor can they be chosen to satisfy retreat or withdrawal results. If all attacking units are Withdrawn, excess units belonging to the attacker are also Withdrawn. If all defending units retreat, excess units belonging to the defender also retreat. If the defender vacates the defended area, any excess markers of his that cannot move are eliminated.
Special Armies and Markers
The infantry army is the basic unit of all forces. However, some countries can build special units with additional capabilities. These are fully described here, as are the markers that can be built. All special armies (except those of the United States) must be placed in their home country when built.
Army Groups. Each major power can build a limited number of army groups. An army group is represented by an army group piece; each is identified by a letter that matches a space on the Army Group Display. Each army group can hold up to four ground armies, of any type. These armies are placed on the display in the matching space to the army group counter on the board.
When an army group is built, it must be placed in the unit's home country. The counter is placed on any area of the home country. If that area is occupied by armies, these can instantly be added to the army group. No more than one new army can be built in the same area as an army group.
Army groups move according to the movement rate of the slowest unit in the army group. An army group without armies cannot move; army group pieces do not have a movement allowance of their own. They can drop armies off during movement, but the units dropped off can move no further. Dropping units off may allow an army group to increase its movement by one space, if all infantry and shock armies are dropped out and only panzer or mechanized units remain.
An army can be added to an army group by ending its movement in the same area as the army group. The army is removed from the board and placed on the army group display. However, it is still marked as having moved. Thus the army group itself cannot move (since the army group moves no faster than its slowest unit) if the player wishes to keep the new unit in the army group.
Armies can also be added to an army group when the activated army group ends the Action Step in the same area as an army. If the newly-added army was previously unactivated, it is automatically considered activated for the remainder of the turn.
Army groups on the map are not required to contain armies. However, empty army groups can only be moved by rail (strategic movement) during the Movement Phase. If an empty Army Group is attacked, it is automatically eliminated.
An army group can contain friendly units of different nationalities, but at least half of the units in an army group must match the nationality of the group at all times. If this rule is violated, the army group is disbanded, and the component armies remain in place.
An army group can contain ground units (of any type) and the ground support air markers assigned to any of them. An army group cannot be used to contain air armies, and ground armies and air armies cannot be mixed in the same army group. Naval units, and markers other than ground support markers can never be added to an army group.
Panzer Army. Only the Germans can build panzers. Panzer armies are placed like normal armies. A panzer army can move 3 areas, and can attack twice in a single Action Step. The panzer army can attack the same area twice or two different areas. Each attack is fought in three rounds of combat. If the panzer army's first attack cleared the defender's area, the panzer army is allowed to advance after combat and attack a second area. If the panzer army is forced to withdraw, it cannot make any further attacks in that Action Step.
Mechanized Infantry. These can only be built by the United Kingdom and the United States. Mechanized infantry can move up to 3 areas. It has no other special advantages.
Shock Army. Shock armies can only be built by the Soviets. Shock armies move as infantry armies and can make one attack in an Action Step. However, each hit by a shock army inflicts a loss of 2 strength points on the enemy.
Air Armies. Air armies can only be built by the United Kingdom and the United States. Air armies are placed only in friendly home country areas containing cities.
Rules for moving air armies are found in MOVING PIECES. This section is concerned with air combat.
Air armies can attack armies (but not fleets), resource areas, and factory markers. When in combat against armies, the normal combat procedure is used (see COMBAT). If the defender or attacker has fighter markers that are eligible to fight and within range of the target area, they can participate in combat (see Fighter Markers). The defending ground armies fight at half-strength. The defender receives no benefit from terrain, except that defending units in Gibraltar, Malta, and Sevastopol receive the benefit of a permanent fortress. If the air army survives combat, it returns to its base.
Air armies can also attack resource centers. The air army moves to the target area and conducts a normal attack. If the air army scores a hit, the resource area is marked with a Destroyed marker. If the area contains both a resource symbol and a factory marker, the first hit eliminates the marker; a second hit affects the resource symbol. If the resource area is unoccupied by a ground unit and no fighter marker is in range, the defender has no counterattack. If the defender has a ground unit or fighter marker present, he can counter-attack as described above. Factory markers and resource areas destroyed by air armies can be rebuilt at the cost given on the Build Chart.
Air armies are vulnerable to attacks by the fighter air markers and defend at half-strength when attacked by these.
Markers
In addition to units (the stand-up pieces), players have several types of markers they can purchase and use. These markers represent significantly smaller groups of men and equipment and are used to fulfill specialized functions.
Air Markers. Air markers represent specialized groups of planes, smaller than air armies. There are two types of air markers; fighter markers and ground support markers. When built, air markers are placed on the map. Fighter markers can be placed only in land areas, one per area. When built, a ground support marker must be assigned to an army: place the marker underneath the army piece. An army group can contain one ground support marker per army in the army group.
Ground Support Marker. A ground support marker adds 1 to the combat strength of its army. The addition applies to both attack and defense die rolls. Ground support markers are activated when their parent formations are activated. If not used to increase the strength of its army, a ground support marker can serve as a transport for a paratroop marker; doing so activates the ground support marker (see Paratroops). As the name implies, a ground support marker cannot be assigned to an air army.
Fighter Marker. A fighter marker has a range of two areas and can be used to attack air armies, ground support markers, fleets, and other fighter markers within their range. If not used for combat, a fighter marker can serve as a transport for a paratroop marker in a friendly Action Step. The ability of a fighter marker to move or attack depends upon whether or not it is activated. A fighter marker can move and attack as often as the owning player desires, as long as the fighter marker remains unactivated. When a fighter marker performs an action that activates it, it can take no further action in any Action Step, except to defend itself if attacked.
Activating Fighter Markers—Enemy Action Step. A friendly unactivated fighter marker can attack enemy air armies, air markers, or fleets that enter or leave an area within their range or when such a unit attacks or defends. Enemy units and markers that are activated, but do not attempt to move, attack, or defend cannot be attacked. A friendly fighter marker that moves or attacks in an enemy Action Step is not activated. Thus, a friendly fighter marker can act in several enemy Action Steps.
Activating Fighter Markers—Friendly Action Step. In a friendly Action Step, the following actions activate a friendly fighter marker: moving to attack an enemy air army or enemy fighter marker in its base area, an enemy fleet in its location at the start of the Action Step, attacking a ground support marker attached to an enemy army; serving as a transport for a friendly paratroop marker. Activation prevents further action later in the turn. The following actions do not activate the friendly fighter marker: attacking an enemy fleet that attempts defensive interception; attacking an enemy fighter marker that moves in a friendly Action Step.
Fighter Markers in Combat. All fighter markers have a combat strength on the marker. When attacking other fighter markers, ground support markers, and air armies, the player must roll the fighter's combat strength or less to score a hit. When attacking a fleet, the fighter attacks at half its listed combat strength (fractions rounded down). The combat is fought in three rounds and occurs simultaneously with other battles if fought in conjunction with armies or fleets. A hit upon a fighter or ground support marker eliminates the marker; unlike army units, fighters do not lose strength points. A hit upon other units causes a loss of strength points as per normal combat.
If a fighter marker is not destroyed in combat, it returns to the base from which it began the Action Step. When the fighter marker returns to base from a combat mission it can neither attack nor be attacked as it moves.
Effects of Withdrawal and Retreat. If a fighter causes an enemy fleet to retreat during an enemy Action Step, the enemy unit can move no further for the phase. Withdrawn air armies are immediately returned to base. In air-to-air combat, either player may voluntarily withdraw his fighter markers or air armies from combat. If he does so before three rounds of combat are completed, the opponent can use his remaining rounds of combat against other targets (such as fleets) in the same area.
Multiple-Unit Combat. If players have several opposing air units or fighter markers in close proximity, there may be a multitude of areas in which air combat can occur. To prevent a confusing "leapfrog" effect, use the following rule: the area in which air combat occurs is the area in which the first moving air marker reaches the destination for its chosen mission. Any air marker that can reach the destination area can engage in combat, and participating markers cannot be attacked before reaching the destination. (Example: if the "first marker's" intention was to attack an enemy fleet, only air markers that can reach the fleet's area can engage in combat. Markers that wish to participate in that combat cannot be attacked before reaching the fleet's area.) The original target in the destination area (such as a fleet or an enemy air marker at its base) is not allowed to leave the destination area to avoid combat or to fight in a more advantageous location.
If several enemy targets are present in an area, a player can divide his air markers among the enemy targets as desired.
Allied Restrictions. Allied air markers of different nations cannot be used in the same combat in the same area. Only one Allied nationality can take part in an air battle, although it need not be the same as the ground units involved.
Garrison Marker. Garrisons are ground troops in numbers smaller than the basic strength point of an army. The cost of garrisons is listed on the Build Chart. The unit is placed just as a regular unit during the Industrial Phase.
A garrison marker has no movement allowance and cannot move during the Action Phase; it can be relocated by Strategic Movement in the Movement Phase. A garrison unit must obey all the normal rules of strategic movement. A garrison marker can co-exist in the same area with friendly ground units (see Area Limits in MOVING PIECES).
Garrisons cannot attack in the friendly Action Phase but can counter-attack if attacked in the enemy Action Phase. A garrison marker has a strength of 0. A garrison marker receives all terrain benefits for defense as if it were an infantry unit. When attacking a garrison, the attacker adds 4 to the combat strength of each attacking army, unless either of these circumstances applies:
- There is a defending army in the same area.
- All attacking ground units are making an amphibious assault.
Paratroop Markers. All major countries can build paratroops. These units are placed off-map, and used only when needed. Paratroops can only be used on the attack. To use a paratroop marker, the player must have an unactivated air marker (fighter or ground support) within range of the target area (2 areas for fighters or adjacent for ground support). The air marker moves to the target area, carrying the paratroop marker with it. The air marker is activated when used for this purpose. If the transporting air marker survives air combat, the paratroop marker participates in the battle.
A paratroop marker negates the defender's ability to attack first in river and coastal terrain (i.e. attacks are simultaneous), and negates the defender's +1 advantage in mountain and swamp terrain. Paratroops have no other combat effects. If the paratroop marker ends the combat in an enemy-occupied area (i.e. the enemy did not retreat), it is eliminated. A paratroop marker can be eliminated to satisfy a combat loss of one strength point.
Wolfpack Markers. A wolfpack marker represents a group of commerce-raiding U-Boats. Wolfpacks can only be built by the Germans. When built, the wolfpack marker is placed directly in the Convoy Box. An activated wolfpack marker attacks the Convoy Track with a combat strength of 1, fighting three rounds of normal naval combat (interception is automatic). When a wolfpack hits, the Convoy Sunk marker is moved up one space on the Convoy Track. If the Convoy Sunk marker reaches the end of the track, the wolfpack can make no further attacks that phase. Wolfpack markers cannot attack Allied naval units in the Axis Action Phase. The wolfpack marker is flipped to its back side at the end of the Axis Action Phase.
The Allied player can put fleets into the Convoy Box to attack wolfpack markers in the Allied Action Phase. The Allied units must make a normal interception roll. If successful, the Allied units attack at half their normal combat strength. Wolfpacks defend at their normal strength. If hit, the wolfpack marker is removed.
Losses on the Convoy Track are subtracted from the Allied Resource Point total at the beginning of the Industrial Phase. At the end of the Industrial Phase, the Convoy Sunk marker is reduced to zero. Convoy losses in one turn are not carried over into succeeding turns.
Partisan Markers. Partisan markers represent guerrilla activity behind enemy lines. They are not strong combat forces but are useful for harassing and tying down enemy forces. However, paying the Resource Point cost of recruiting a partisan marker does not guarantee receiving the marker. When a player pays the cost of recruiting a partisan marker, he chooses an eligible country from the following list and rolls a ten-sided die. If the number rolled is within the range listed for that country, the player can place a partisan marker there. Partisans cannot be recruited in countries that are not on this list. Partisans are recruited in the Industrial Phase.
| Country | Allied Partisan | Axis Partisan |
|---|---|---|
| Baltic States | 0-3 | — |
| Belgium | 0-2 | — |
| Bulgaria | 0 | 0 |
| Denmark | 0-4 | — |
| Finland | 0 | 0 |
| France | 0-3 | — |
| Germany | 0 | 0-1 |
| Greece | 0-6 | — |
| Italy | 0 |
No more than one partisan marker of the same nationality can be placed in an area.
A partisan marker has the following characteristics:
- A movement allowance of 1
- A combat strength of 0
- It cannot leave the country in which it originates (Baltic States partisans can operate in Estonia, Latvia, and Lithuania)
- It cannot attack in either the friendly or the enemy Action Phase
- It is treated as an infantry unit for effects of terrain on movement and combat
- It is never required to trace a line of supply
- Its presence prevents the enemy from entering or tracing supply through the area it occupies
- Its presence does not prevent the enemy from collecting a Resource Point from the area it occupies
A partisan marker remains in play until it is successfully attacked. Any hit will cause the elimination of the marker.
Action Phase Example
This example shows how a Summer 1941 Action Phase might occur. This example includes most of the types of combat that can occur in an Action Step. The Mediterranean example concentrates on the interaction of different types of units, as well as the retreat rules. The Soviet example shows the versatility of army groups.
On the map and in the examples, the following abbreviations are used: I = Infantry army; P = Panzer army; S = Shock army; AG = Army Group; F = Fleet; M = Mechanized; FM = fighter marker; GM = garrison marker; GSM = ground support marker.
Action Phase. The Axis begins the phase. The Axis player activates two armies (5I and a GSM, 4I) from Italian AG A to attack the Tobruk area. Benghazi is within two areas of Malta, so the British Malta FM attacks the GSM simultaneously with British AG B's defense (this does not activate the fighter marker).
In the first round, all German attacks miss, as does the British fighter marker. However, the ground units score 2 hits. In the second round, the Germans score 1 hit. The British fighter hits and destroys the German GSM (any hit is sufficient), but the ground units score no hits. In the third round, both players score one hit each, and both roll "1", a special result. The Axis player is forced to Withdraw one unit in addition to a loss of 2 strength points (results of a defender's roll of "1"). The Allied player must retreat a number of strength points equal to Axis strength at the start of the round (results of an attacker's "1"). He finds himself able to do this by retreating only two units, so he leaves the 2 SP in the area and retreats the army group. The army group retreats into Egypt to guard Alexandria and Cairo, although it could have retreated into Tobruk city, absorbing the army there.
In the next action step, the Axis player activates the last remaining army of AG A and destroys the British army in the Tobruk area. The Action Phase is now over for Italian AG A.
The Axis starts a new Action Step by activating the Taranto units for an amphibious invasion of Tobruk city. However, as the Italian fleet enters the central Mediterranean, the British Malta fleet attempts defensive interception and succeeds. The British fighter marker based at Malta did not need an interception roll; it also attacks. In the first round, the fighter misses, as does the Italian fleet. The British fleet scores a hit. Since the Italian fleet is larger than is necessary for this mission, no ground SP's are lost. The Italian player limits his losses by withdrawing his fleet from combat; however, they remain located in the central Mediterranean. This ends the Action Step, and passes the initiative over to the Allied player, since all Axis units were withdrawn.
The Allied player activates the Malta FM and attacks the Italian fleet in the central Mediterranean. In three rounds of combat, the British inflict one hit. The fighter marker is considered activated and can take no further action this turn. In his next step, the Cairo 1M advances to join AG B; by absorbing this unit, AG B is considered activated. The Allied player chooses to pass the initiative to the Axis.
The Axis player decides to attack the Soviet Union.
In the first Action Step, one 6I from East Prussia destroys the Soviet 2I in Lithuania. The 6I and the unactivated 6I advance into Lithuania. The remaining 6I is activated in the second step, attacks eastern Latvia, and destroys the Soviet 2I. The German 6I advances into that area.
In the third Action Step, the Axis activates one 8I from German AG A, and attacks the Soviet fortified 4I in northeastern Poland. He fails to clear the area after 3 rounds, so the German 8I ends its Action Step. The Axis player activates the second 8I from AG A, and this time destroys the Soviet army. The German AG A, including one 8I and the two unactivated 5P advance into the area. From this new position, the German player activates both 5P and their attached GSMs, attacks Minsk and occupies it. The panzers (and their attached GSMs) are entitled to a second attack, and attack Smolensk. He has a bitter surprise here, as Soviet AG A contains two S5, behind a river (which allows the two S5 to attack first in each round). The Axis player chooses not to withdraw his two 5P, regardless of casualties, as this would pass the initiative to the Allies. The German attack on Smolensk ends after three rounds of stalemate, with heavy casualties to both sides. The Action Step is over for AG A.
In the next Action Step, the German AG B launches a straight-ahead attack on the swamps with two 8I. Destroying the Soviet 2I, one 8I and the two unactivated 5I advance into the Polish swamp. The Soviets luck out here, as a roll of "1" forces the withdrawal of one 5I, but the Germans succeed in destroying the Soviet army, and occupy the Soviet swamp.
In the next Action Step, the Axis player activates one 8I and two 5P from AG C and attacks the area south of the Polish swamp. All units of AG C are supported by a GSM. Despite its river advantage, the Soviet 3I is quickly destroyed. All of AG C, including the inactivated 8I, advance into that area. The two 5P attack Kharkov in their second attack. The Soviet AG B contains only one unit, a 2I. The German attack destroys the 2I, and the Soviet AG B as well. In his final step, the German 8I is activated and attacks Odessa. In the first round, the Allied player rolls a "1". Since all other units of AG C have completed their attacks, this forces the withdrawal of AG C, and passes the initiative to the Allies. Fortunately for the Axis, this was their last planned attack on this front.
Supply
During the Supply Phase, each player checks the supply status of his units by tracing a supply line. Units that are required to trace a supply line but are unable to do so are reduced in strength or eliminated.
Supply Sources. All cities in the home country are supply sources for units and markers of that nationality. Cairo, Egypt is an additional supply source for British units. Algiers, Algeria is an additional supply source for French units in North Africa, but only if they cannot trace a supply line to a supply source in mainland France. The supply sources for U.S. markers and units are cities in the United Kingdom. The western map-edge of the Atlantic Ocean (i.e. the United States) is also a supply source for U.S. forces. British government-in-exile forces (see INVASION AND CONQUEST) can also use the western Atlantic Ocean map-edge as a supply source.
Tracing Supply Lines. A supply line exists if the player can trace a path through friendly areas to a supply source. An overland supply line can be of any length, but cannot cross all-sea boundaries except at ferries. An army group containing units of different nationalities must trace supply to a source that matches the nationality of the army group.
Land and air units and markers can trace a supply line through all-sea areas under the following conditions:
A. The unit must be located in a friendly port, or must be able to trace a supply line overland to such a port.
B. The sea area adjacent to the port city must be occupied by friendly naval units with a combined combat strength large enough to carry supply for the tracing land or air unit. One fleet strength point can provide supply for two ground strength points or two air army strength points. Two friendly markers (air markers, garrisons, paratroops) count as one strength point.
Enemy fleets occupying the same area as friendly fleets reduce the supply capacity of the friendly fleet by 1 for every enemy fleet strength point present. (For example, a German fleet of 3 strength points located in the English Channel could supply only 4 ground strength points if an Allied fleet of 2 strength points were also present in the Channel.) Naval units in ports with special interception capabilities (Gibraltar, Malta, Scapa Flow, Sevastopol) reduce the supply capacity of any enemy fleet within the port's enhanced interception range, even though the friendly naval unit remains in port. (Note: this will make Malta a very important position.)
Exempted Units and Markers. The following are not required to trace a supply line:
- Naval units
- German wolfpack markers
- Partisan markers
- Factory and fortification markers
Industrial Phase
During the Industrial Phase, each player collects Infantry Strength Points (ISP's) and Resource Points (RP's) and uses them to reinforce existing units, build new units, buy markers, and conduct diplomacy under the rules below. New units and markers are placed on the map. In this phase, a player can exchange strength points among existing units.
Deficit Spending. In playing the game, no form of deficit spending is allowed. A player cannot reinforce existing units, build new units or markers, activate neutrals, or do anything else requiring ISP's or RP's without paying the necessary cost in ISP's or RP's.
Infantry Strength Points
Receiving Infantry Strength Points. The Reinforcement Table lists the number of Infantry Strength Points available to each major country each turn. During the course of the war, the number of ISP's available to each country declines as fewer and fewer eligible recruits become available. Unused Infantry Strength Points cannot be saved from turn to turn; ISP's not used in the turn they are received are lost.
Out of Supply Units. Units that are required to trace a supply line but are unable to do so are immediately eliminated. If a naval supply line cannot carry adequate amounts of supply for all the strength points that must use it, excess strength points of the player's choice must be eliminated.
Using Infantry Strength Points. Infantry Strength Points are used to build new infantry armies and increase the strength of existing infantry armies.
Resource Areas and Resource Points
Resource Areas. Three different symbols are used on the map to identify resource areas:
- Pick-and-shovel (mining area)
- Factory (industrial area)
- Derrick (oil area)
The differences in symbology reflect the predominant activity in those areas; however, the difference is entirely decorative. All resource areas are equivalent, regardless of the symbology used.
Collecting Resource Points. At the beginning of each Industrial Phase each player counts the number of intact Resource Areas and intact factory markers he controls; each resource area or factory marker yields one Resource Point (RP). Each player adds the RP's of every ally and one RP for each unconquered friendly neutral country. Friendly neutrals are listed in each scenario. The Resource Points of the Soviet Union can be used (in a limited fashion) before the Soviet Union enters the war (see Pre-War Soviet Builds). Prior to its entry into the war, the RP's of the United States provide Lend Lease (see Lend Lease).
Using Resource Points. Building special units and markers (anything other than infantry) costs Resource Points. Players are not required to spend all the Resource Points they collect, but any points not used are lost; unused Resource Points cannot be saved from turn to turn. The cost of each item is listed on the Build Chart. The cost is expressed in Resource Points per strength point for units, or in Resource Points per marker for markers. The cost for an army group covers the army group piece itself; the armies assigned to the army group must be built separately.
Build Chart
| Armies | Cost |
|---|---|
| Panzer (German only) | 2 per SP |
| Mechanized (US, UK) | 1 per SP |
| Air (US, UK) | 3 per SP |
| Shock (Soviet only) | 2 per SP |
| Fleet | 3 per SP (1) |
| Raise new Army Group | 1 per army group |
| Markers | Cost |
|---|---|
| Fighter | 2 per marker |
| Ground Support | 2 per marker |
| Fortification | 1 per marker |
| Garrison | 1 for 2 markers |
| Wolfpack (German only) | 2 per marker |
| Factory | 4 per marker (2) |
| Paratroop | 1 per marker |
| Recruit partisan | 1 per attempt |
| Influence minor country | 1 per attempt |
| Influence Soviet Union (Allied only) | 1 per attempt |
SP = strength point
(1) 2 per SP for UK, Italy
(2) 3 per factory marker for Soviets; same for Trans-Ural factory
Building Units. To build a new fleet or army of any type, the player places the appropriate unit of the desired strength into any in-supply friendly area of his home country. Colonies are not considered part of a country's home territory. If there is not a unit of the desired strength (i.e. all such units are in play), the unit cannot be built. The counter limits are absolute.
A player can reinforce an existing in-supply unit by adding one strength point to it. He simply removes the existing piece and replaces it by a unit that is one point larger than the existing one. The reinforcement point must be of the same nationality and type as the unit to which it is added. The reinforced unit need not be in the home country, but must be in supply.
Building Markers. When built, fortifications are placed directly in the area desired. Factories can only be placed in areas of the player's home country that contain a printed resource symbol. No area can have more than one additional factory. Fighter markers are placed in any in-supply land area of the home country. Ground support markers are assigned to an existing in-supply army. Wolfpacks are placed immediately in the Convoy Box. Paratroop markers are placed off-map for use later in the game.
Reorganizing Armies. In the Industrial Phase, a player can combine several weak units into a single stronger army, or divide a strong unit into two or more weaker ones. A player can do this as often as desired, subject to the following restrictions:
- Units to be combined must begin the Industrial Phase in the same area
- Newly-divided units must remain in the same area as the original unit
- Reorganization does not change the number of strength points involved, their type, or their nationality
- Reorganization must not violate the area limits for numbers of units and markers
G.S. Resource Production. Upon entering the war, the United States has 7 Resource Points available to it every turn. At the beginning of each year following the year in which the U.S. enters the war (the January/March turn of every year), the U.S. Resource Point total permanently increases by 2. This increase is automatic and does not require the expenditure of Resource Points.
Entering G.S. Units. All U.S. units (and possibly the British government-in-exile troops; see INVASION AND CONQUEST) are built off map and must be transported to Europe. Such units are placed separately to the side until they can be brought into play. American fleet units can enter and leave the western map-edge as if it were a friendly port. Once a fleet leaves the map, it cannot re-enter until the next turn.
Minor Country Benefits to Major Partners. During the Industrial Phase of each turn, a minor country that has been invaded provides 1 Infantry Strength Point to the alliance of which it is a member. This strength point can be of the nationality the alliance player desires. The player also receives all Resource Points the minor country holds. If the minor country possesses no resource areas, it nevertheless provides 1 Resource Point to its major partner. Minor country RP's can be spent as the major partner chooses.
Invasion and Conquest
Whenever a player crosses the border of a neutral country, or attacks one of its units or markers, the attacking country has declared war against the invaded country. The armies of the invaded country are immediately placed on the board. (The aggressor can announce his attack in advance. If he does so, the other player deploys the neutral country's army prior to the aggressor's attack. The announced aggressor must attack the neutral country in the next available Action Step.)
When a neutral country is invaded, it immediately joins the alliance opposed to the invader. Certain exceptions apply if the invader is the Soviet Union.
Conquering Minor Countries. A minor country is conquered when its capital city is captured. All armies of that country, wherever they may be on the map, are immediately removed. Areas occupied by the units of the conquered country remain friendly to its original alliance until occupied by the conqueror's alliance.
If the capital of a conquered minor country is liberated at any point later in the game, the minor country's armies are NOT placed on the map. Once lost they can never be regained. When the capital of a minor country is liberated, the liberating player once again receives an additional Infantry Strength Point for that country during the Industrial Phase.
Conquering Major Countries. Each major country requires different conditions to be met before conquest (if possible) can occur.
Unless specified otherwise below, when a major country is conquered, all armies of that country, wherever they may be on the map, are immediately removed. Areas occupied by the units of the conquered country remain friendly to its original alliance until occupied by the conqueror's alliance.
Germany. This Axis country is conquered whenever Berlin is occupied by three or more in-supply ground strength points at the end of the turn.
Italy. This Axis country is conquered when Allied ground strength points in Italy are greater than twice the Italian ground strength present or when Rome is captured by an in-supply Allied unit. All Axis-friendly Italian areas remain Axis territories after the conquest; these areas become friendly to the Allies when they are occupied in the normal fashion. At the moment of conquest, all Italian forces are removed from play.
France. This Allied country is conquered when all city areas of mainland France and all city areas in French colonies are captured. When all city areas of mainland France are captured, France receives no more Resource Points or Infantry Strength Points in future Industrial Phases. French units are not removed from play until the conquest is complete.
A quicker method of conquest is the establishment of Vichy France. Any time after Paris has been captured by the Axis, the Axis player can attempt to establish Vichy France. To do so, he announces the attempt and rolls one die, subtracting 1 from the die roll for each city area in mainland France (including Paris) currently controlled by the Axis. If the modified result is 3 or less, Vichy France has been established, and France is immediately conquered. Only one attempt can be made per turn; if an attempt is made, it must be made in an Axis Action Step.
When Vichy France is established, all areas of France and her colonies not occupied by the Allied player or conquered by the Axis player are immediately considered neutral. Areas that contain any non-French Allied units or markers remain Allied-controlled for all purposes, until captured by the Axis.
If Vichy France is declared, the current Action Step is temporarily suspended while French forces are disposed of. When this is done, the Action Step resumes. All French air markers are eliminated. All French ground units are removed, except for three strength points of French infantry; these three strength points are deployed in Vichy territory as the Allied player desires. All French fleets (including fleets in the Convoy Box or the Cape Transit Box) move immediately to the nearest Vichy port; French fleets already in Vichy ports remain in place. As they move, French fleets can be intercepted and attacked by Allied forces, in accordance with normal rules; this is defensive interception on the part of the Allied forces. Axis forces cannot intercept moving French or Allied fleets.
Once Vichy units are in place, they cannot move.
In future turns, either player can choose to violate the neutrality of Vichy territory. When that happens, all Vichy territories and ground units immediately become hostile to the invading alliance, and are controlled by the opposing player. Vichy armies can be moved by the other player. Vichy fleets must be checked to see if they will sail or scuttle. The invading player rolls one die for each Vichy fleet:
- 0-1: Vichy fleet defects to invader
- 2-7: Vichy fleet permanently eliminated
- 8-9: Vichy fleet joins opponent
Vichy fleets that remain in play immediately sail to a friendly port; they can be intercepted and attacked by either player en route.
When Paris is liberated by the Allies, the Allies receive 1 Infantry Strength Point in each Industrial Phase.
United Kingdom. Due to the support derived from its empire, the United Kingdom cannot be completely conquered, but its warfighting capability can be vastly reduced. If all city areas of the United Kingdom are captured, the British receive only 2 Infantry Strength Points (unless the Reinforcement Chart lists a smaller number) and one Resource Point per Industrial Phase. However, this limit does not affect Lend Lease provided by the United States.
New units may be placed in city areas of Britain's colonies. If Cairo (the overseas supply source for British units) is captured, a British government-in-exile is established in Canada (i.e. North America). British government-in-exile units may be built in North America and must enter using the rules given for American units. British government-in-exile forces use the western map-edge of the Atlantic Ocean as a supply source.
If the home territory is conquered, all British fleet units remain in service, and continue fighting the Axis. They can use any available friendly port.
Soviet Union. The Soviet Union is conquered when all its city areas are captured.
United States. Since it is not on the map, the United States cannot be conquered. If the home territories of all Allied major countries have been conquered by the Axis prior to the activation of the U.S. as an Allied partner, the United States will not enter the European War. For purposes of this rule, if the Axis has occupied all Allied home territories except for a neutral Soviet Union, the United States will delay its entry into the war until the turn in which the Axis and the Soviet Union are at war.
Poland. Poland is conquered when Warsaw and Lvov are captured.
Special Rules
Because of the multitude of special situations and political entanglements, a number of special rules are required to recreate some of the unique situations of World War II. The majority of these apply to the strained and unusual relationships between the Soviet Union and the West.
Minor Countries
Although for the most part content to sit out the war since it would profit them little, most minor countries tended to support one side or the other. For the most part this support was passive—the sale of resources and the denial of passage to enemy troops. At the same time, minor countries could seldom openly take sides. Both the Axis and the Allies courted the minor countries, in part to swing them to their side and in part to prevent these countries from joining the enemy.
Activating Minor Countries. All minor countries begin the game as either favorable to the Allies, favorable to the Axis, or completely neutral. Being favorable to one side or the other does not affect the country's neutral status; it only increases the chance the minor country will declare itself for one alliance or the other. Each turn, players can attempt to influence minor countries during the Industrial Phase. To do so, the player must spend a Resource Point on diplomacy; he then rolls a die. The roll needed to change a country's status depends upon its current status, as shown below:
| Current Status | New Status | Die Roll |
|---|---|---|
| Favorable Neut. | Ally | 0-3 |
| Neutral | Favorable | 0-2 |
| Unfavorable Neut. | Neutral | 0-1 |
If both spend a Resource Point on the same country on the same turn, no dice are rolled. The expenditures have cancelled each other out. The minor country does not actually spend the Resource Points; they are simply lost to the major country.
When a minor country becomes a favorable neutral, it provides 1 Resource Point per turn to the alliance it favors.
When a minor country joins an alliance, its forces are deployed on the map by the controlling player and all Resource Points to which the country is entitled go to the alliance. If the country has no Resource Areas, it still provides 1 RP per turn. After a minor country joins an alliance, it never reverts to a neutral status. When a minor country joins an alliance, it does not necessarily declare war immediately on the enemies of the alliance. The minor country enters the war when the owning player chooses to have it declare war (an act of aggression by the alliance) or when the enemy attacks the minor country (an act of aggression against the alliance).
U.S. Entry Into the War
Beginning with the Industrial Phase of Turn 6, and in every Industrial Phase thereafter, the Allied player rolls a die to determine whether or not the United States declares war on the Axis. The following table lists the die rolls for entry. (On turn 12, a roll of 9 is a success, not a failure, for the Allies):
| Turn | Month | U.S. Enters |
|---|---|---|
| 7 | Apr/Jun 41 | 0 |
| 8 | Jul/Sep 41 | 0-2 |
| 9 | Oct/Dec 41 | 0-4 |
| 10 | Jan/Mar 42 | 0-6 |
| 11 | Apr/Jun 42 | 0-8 |
| 12 | Jul/Sep 42 | Automatic |
Despite a successful entry roll, U.S. entry into the war can be delayed or prevented by the conquest of Allied major countries (see INVASION AND CONQUEST).
Italian Entry Into the War
The Italian government, while supporting the Axis pact, had no burning desire to become entangled in a war against the Allies. It declared war only when France was on the brink of defeat. When Italy did enter the war, it was unready for war.
In the game, Italy begins the war neutral. Italy remains neutral until the Axis player chooses to have Italy declare war or until Italy is forced to declare war. Italy can be forced to enter the war by a die roll that uses the same procedure used to establish Vichy France. The Axis player is required to make an Italian entry roll each time he makes a Vichy France establishment roll.
Any time after Paris has been captured by the Axis, the Axis player can attempt to establish Vichy France. If he makes the attempt, he also rolls the die to determine whether or not Italy enters the war. To do so, he rolls one die, subtracting 1 from the die roll for each city area in mainland France (including Paris) currently controlled by the Axis. If the result is 3 or less, Italy enters the war against the Allies. Only one such roll is made per turn. (Note: this rule deliberately places the Axis player in a double bind; a quick conquest of France is balanced against a possibly premature Italian entry.)
While Italy is neutral, Italy and its colonies cannot be entered by Axis units nor can Italian units act in consort with Axis units. The Allies cannot initiate a war against Italy, nor can Allied units enter Italy or Italian colonies.
The German/Soviet Non-Aggression Pact
Prior to the German invasion of Poland, Germany and the Soviet Union concluded a mutual non-aggression treaty, relieving Germany of a potential threat. Part of the treaty involved the partition of Eastern Europe between the two dictatorships. The areas allotted to the Soviet Union are: the northeastern Polish area adjacent to Minsk, the Polish swamp area, Estonia, Latvia, Lithuania (Baltic States). The Soviet Union can occupy these in any Allied Action Step following an Axis attack on Poland. Soviet occupation of these areas does not constitute a declaration of war on the Axis. The Soviet Union is not allowed to attack or occupy Polish areas other than the ones designated to it.
The Axis player is not required to avoid the areas allotted to the Soviet Union, but if Axis forces enter them, the Soviet Union is allowed to attack Axis forces to evict them from the designated Soviet territory. This attack by Soviet forces is not considered aggression on the part of the Soviet Union. If the Axis resists the Soviet occupation of the designated areas (including counterattacking in a Soviet Action Step), the Axis resistance is considered aggression against the Soviet Union.
The German/Soviet Non-Aggression Pact is immediately cancelled if the Soviet Union is activated as an Allied partner.
Soviet-Western Allies Cooperation
Until the Soviet Union is at war with the Axis, no British, French, or American unit can enter any land area within Soviet borders, use any Soviet port facilities, or trace a path for air movement or supply across Soviet territory. This restriction applies even if the Soviet Union is activated as an Allied major partner, but has not yet entered the war against the Axis.
Soviet Entry Into the War
The Soviet Union can enter the war on the side of the Allies under any of the following conditions:
- Any Soviet unit or marker is attacked on Soviet territory or on territory ceded to the Soviet Union under the German-Soviet Non-Aggression Pact
- Any foreign unit crosses or attacks across the borders of the Soviet Union or its ceded territory
- The Allied player activates the Soviet Union as an enemy of Germany and Italy. Entry is not immediate; the Allied player can choose to have the Soviet Union enter the war at any time or can wait to be attacked by the Axis
- The Soviet player chooses to enter the war (this is possible only in a game in which the Soviet Union and the Western Allies are controlled by different players).
Activating the Soviet Union. The Allied player can activate the Soviet Union as an Allied partner under the following conditions:
- Activation cannot occur before Turn 4 (Summer 1940)
- The Allied player must roll a zero on the die to activate the Soviet Union. The Allied player is entitled to one activation roll per turn
- The Allied player can subtract 1 from the die roll by spending 1 Resource Point. He can spend only 1 RP per turn for this purpose, and an RP spent is lost even if the roll fails. The die roll modifier is permanent, and applies to subsequent turns as well. As additional RP's are spent, the modifier increases. (For example, after 4 turns of spending, the modifier would be -4.)
- The RP represents diplomacy, and does not increase the Soviet Union's RP's.
- The Axis player cannot influence this die roll by spending his own RP's.
- A roll of 9 is a failure, regardless of the size of the modifier.
The way in which the Soviet Union enters the war has an effect on Soviet Mobilization. Greater reinforcements become available to the Soviet Union if it waits to be attacked by the Axis. Mere activation of the Soviet Union as an Allied partner, and the placement of Soviet units on the board, does not constitute Soviet aggression. Furthermore, the other special rules specify conditions under which the Soviets can attack Axis countries without engaging in aggression (see German-Soviet Non-Aggression Pact, Soviet Expansionism).
Soviet Expansionism
The Soviet Union took advantage of the distraction of Western countries to press several of its claims upon its smaller neighbors. Thus, the Soviet Union can attack any minor country along its western border without automatically triggering war with the Axis major partners, regardless of whether or not the minor country is an active member of the Axis. When the Soviet Union attacks such a country, Germany and Italy can choose whether or not to declare war on the Soviet Union. The Axis major countries are not required to go to war, but if they do not no German or Italian units or markers can be used in defense of the minor country. Furthermore, Italo/German intervention is considered aggression against the Soviet Union. If the Axis powers do not intervene, any Resource Points and Infantry Strength Points the minor country would normally provide are lost, although Resource Points can be gained if the area is reconquered by the Axis.
Pre-War Soviet Builds
Building Limits. Until it enters the war (or until turn 7, whichever occurs first), the Soviet Union's ability to build new units is limited. Each turn, the Soviet Union receives two Infantry Strength Points and half the total Resource Points that it would normally receive. Furthermore, if not at war, the Soviet Union is limited to building air units, fortifications, army groups and shock armies, prior to turn 7 (the historical outbreak of the war).
Trans-Ural Factories. When the Soviet Union is invaded (or turn 7, whichever occurs first) the Soviet Union may begin building the factories represented by the Trans-Ural Industries Box. Only one factory can be built per turn. When a factory is built, move the marker up one on the track. No more than the printed number of factories can be built.
Trans-Ural factories are located off-map and are beyond the reach of Axis forces. Each Trans-Ural factory provides 1 Resource Point per turn and costs 3 RP's to build, as if it were a normal Soviet factory marker. If the Soviet Union is conquered by the Axis, the Trans-Ural factories are considered destroyed.
Ending the Building Limits. Beginning on turn 7 (April-June of 1941), the Soviet Union can engage in a normal building program. If the Soviet Union is invaded prior to this time, the Allied Player receives the provisional number of Infantry Points listed on the Reinforcement Track.
Soviet Mobilization
A large portion of the Red Army was either serving in the Far East or in reserve at the time war broke out. Assured that the Japanese would not attack, Stalin was able to shift forces from the eastern frontier to the west. This, along with massive mobilization, allowed the Soviet Union to replace the tremendous losses of the summer of 1941.
If the Soviet Union is invaded, it automatically receives an additional 40 Infantry Strength Points in the next Industrial Phase, in addition to those listed in the Reinforcement Chart. If the Soviet Union enters the war by attacking either Axis major partner, it sacrifices the immediate reinforcement of 40 ISP's. Instead, the Soviet Union receives an additional 5 ISP's in each of the next 4 Industrial Phases.
Scenarios
Home Countries and Colonies
Several rules make distinctions between a major power's home territory, and territory it controls through conquest or as a colonial power. The following chart shows territorial status at the outbreak of the war (September, 1939). All territories not on this list are independent minor countries.
| Major Power | Home Territory | Colonies |
|---|---|---|
| Allies | ||
| United Kingdom | Great Britain, N. Ireland, Scapa Flow | Cyprus, Egypt, Gibraltar, Iran, Iraq, Malta, Palestine, Transjordan |
| France | France, Corsica | Algeria, French Morocco, Lebanon-Syria, Tunisia |
| Poland | Poland | None |
| United States | (Not on Map) | None |
| Soviet Union | Soviet Union | None |
| Axis | ||
| Germany |
1939: The Polish Campaign
This solitaire scenario is intended to introduce players to the basic rules of the game. In it the player assumes command of both the Polish and German forces. Although the deployment of both forces will be known by the player, he can try several different strategies and see their effects.
Set-Up.
In Poland: 7 infantry points
The Polish army sets up first. The player can set up Polish units anywhere in Poland.
In Germany: 6 panzer points, 24 infantry points, 2 fighter markers, 1 ground support marker, 1 army group
All German units must be set up in Germany or East Prussia adjacent to the Polish border.
Special Rules. Polish units cannot leave Poland. Polish units adjacent to German territory can attack German units on German territory; however, Polish units cannot advance after combat into Germany. No German unit can enter the territory of any countries other than Germany or Poland. The Soviet Union cannot be attacked or activated in this scenario.
Duration. The scenario begins on turn 1 and ends at the end of that turn.
Victory Conditions. Germany wins if Poland is conquered by the end of the turn; if not, Poland wins.
1940: Blitzkrieg in the West
Hitler was convinced that the Western democracies would not really fight to defend Poland, especially after the German-Soviet pact. However, all hopes of another Munich agreement were dashed when Britain and France declared war on Germany. Technically a member of the Axis, Italy refrained from declaring war at this time, realizing it had little to gain from siding with Germany too early. Yet, caught unawares, no one was ready for war.
Months of "Phony War" passed as the combatants enlisted men and began the first steps towards all-out war production. By late spring of 1940, men and resources were ready.
Set-Up.
In Germany and Poland (German Forces): 60 infantry points, 10 panzer points, 6 fleet points, 4 fighter markers, 4 ground support markers, 1 paratroop marker, 2 wolfpack markers, 2 army groups
In Italy (Italian Forces): 4 infantry points, 1 fighter marker
With the exception of the wolfpacks, all German units must be placed anywhere in Germany and occupied Poland. Wolfpack markers can be placed in the Convoy Box.
In France: 40 infantry points (French), 5 infantry points (British), 1 fighter marker (French), 1 ground support (French), 6 fleet points (French)
In United Kingdom (British Forces): 3 mechanized points, 6 infantry points, 2 fighter markers, 2 ground support markers, 8 fleet points
The Allied powers can set up any or all of their fleet points in the Convoy Box, if desired.
Duration. The scenario begins on turn 3 and ends after turn 6.
Special Rules. Units can only enter Germany, Italy, Poland, Denmark, Norway, the Netherlands, Belgium, France, the United Kingdom, and Ireland; these are the only countries in play in this scenario. Italy starts the scenario neutral, and can enter the game in accordance with the Italian Neutrality rule. The Soviet Union cannot be attacked, nor can it be activated in this scenario. The United States cannot be activated in this scenario. In all cases, forces assigned to fronts other than Western Europe have been excluded. In this scenario, each nation can use all Resource Points available to it.
Victory Conditions. The Axis player receives victory points for countries conquered by the end of the scenario. The Allied player receives victory points for countries he controls or which remain neutral at the end of the scenario. (Victory points for France and the United Kingdom are based on control of the home territory only; colonies are ignored.)
| Axis Player | Points | Allied Player | Points |
|---|---|---|---|
| Denmark | 5 | Denmark | 15 |
| Norway | 15 | Norway | 10 |
| Netherlands | 5 | Netherlands | 10 |
| Belgium | 10 | Belgium | 15 |
| France | 30 | France | 20 |
| United Kingdom | 60 | United Kingdom | 20 |
At the end of the scenario the player with the greater point total is the victor. The Axis player is penalized 10 Victory Points if Italy is activated during the scenario.
The level of victory is given below, based upon the Victory Point total of the winner.
| Point Range | Level of Victory |
|---|---|
| 0-15 | Marginal |
| 20-40 | Tactical |
| 45-60 | Decisive |
| 65+ | Total |
1941: Barbarossa
After German successes in the West, Hitler set his sights on his ideological enemy, the Soviet Union. Although some on the German General Staff had qualms about the undertaking, others believed the Red Army would quickly collapse and that with its failure the Soviet government would fall. They foresaw a quick campaign, like those of Poland and France. After a delay of several months, Operation Barbarossa was ready to begin.
Set-Up. The German player begins with:
In Germany and German-Occupied Poland: 70 infantry points, 20 panzer points, 4 fighter markers, 6 ground support markers, 3 army groups
In Finland: 4 infantry points (Finnish)
The Allied Player begins with: 30 infantry points, 10 shock army points, 3 fighter markers, 1 ground support marker, 1 paratroop marker, 4 fleet points, 2 army groups, 5 fortification markers
These may be placed anywhere in the Soviet Union, the Baltic States, Soviet-occupied Poland, or Soviet-occupied Rumania (those areas adjacent to the Soviet border). All Allied forces are Soviet forces.
Duration. The scenario begins on Turn 7 and ends after Turn 10.
Special Rules. The following minor countries are Axis allies: Finland, Hungary, Rumania, and Bulgaria; the forces of the last three are not deployed at the beginning of the scenario, but can be deployed in the Action Phase. In this scenario, Germany can only spend 2/3 of its total Resource Points and available Infantry Strength Points during each turn. The remaining 1/3 is allotted to other fronts and is not available. Italy does not participate in this scenario (being fully engaged against British forces).
German conquests include France, Netherlands, Belgium, Norway, Denmark, Greece, and Yugoslavia. Vichy France has been declared (and controls the southernmost French resource area).
The Soviet Union is the only Allied country in this scenario. British forces are excluded (as are Axis forces engaged with them). The United States cannot be activated as an Allied partner. The Soviet Union can receive Lend Lease aid.
Victory Conditions. The Axis objectives are Leningrad, Moscow, Rostov, Sevastopol, and Kiev. The player who holds a greater number of these objectives is the winner of the scenario.
The Campaign Game
The Campaign Game recreates the entire course of the war in Europe, from September 1939 to June of 1945.
Set-Up. Each player begins with the Initial Forces listed on the Reinforcement Track. These forces can be placed in the home country or any colony of that nation. The Allied player sets up first.
[Transcription note: the Initial Forces are listed on the Reinforcement Track, which is not reproduced in this PDF; they are not transcribed here.]
Duration. The scenario begins with Turn 1 and ends after Turn 23. It will end sooner under either of the following conditions:
- Germany and Italy are conquered
- All Allied powers (United Kingdom, France, Soviet Union, Poland) are conquered prior to the activation of the United States as an Allied power.
See INVASION AND CONQUEST for rules on how each major power is conquered.
Special Rules. The following neutral nations are considered favorable to the Axis at the start of the game: Hungary, Bulgaria, Spain, and Rumania. Neutral nations favorable to the Allies are: Norway, Belgium, Netherlands, and Greece. All other minor nations are neutral.
At the start of the game, the Allies consist of the United Kingdom, France, and Poland.
Victory Conditions. If the Axis conquers or occupies all major Allied powers (the Soviet Union, Britain, France, Poland) prior to the activation of the United States as an Allied power, the game is over and the Axis has won a Total Victory. If the Allies conquer the Axis, the game ends in a Total Victory for the Allies.
If neither alliance is conquered, both players count Resource Areas held at the end of the game. The victor is the player who possesses the greatest number of Resource Areas. Each player controls the following:
- Home country resource areas not occupied by enemy units or markers
- Minor country resource areas which his units occupy or were the last to occupy
- Resource areas in unconquered minor country allies, except for resource areas occupied by the enemy.
The following are ignored: factory markers, Soviet Trans-Ural factories, the Convoy Box, and the U.S. seasonal Resource Point total. None of these count as Resource Areas for victory conditions. Resource areas in neutral countries or in favorable neutral countries are also ignored.