RulesPal
Chat
Rulebook
France 1940 (2001) thumbnail

France 1940 (2001)

France 1940 (2001) Rulebook

Table of Contents

Table of Contents

  • 1. Counters
    • 1.1 Combat Units
    • 1.2 HQ Units
    • 1.3 Airborne Units
    • 1.4 Intrinsic Defence Hex
  • 2. Sequence of Play
    • A – Common Phase
    • B – Axis Operation Phase
    • C – Allied Operation Phase
    • D – Victory Phase
  • 3. Zone of Control (ZOC)
  • 4. Reinforcement and Replacement
    • 4.1 Reinforcement
    • 4.2 Replacements
  • 5. Supply
    • 5.1 General
    • 5.2 OOO Penalties
    • 5.3 Source of Supply
  • 6. Stacking
    • 6.1 General
    • 6.2 Mechanized and Armoured Corps
  • 7. Movement
    • 7.1 Train Movement
    • 7.2 Movement Phase
    • 7.3 Reaction Phase
    • 7.4 Exploitation Phase
    • 7.5 Overrun Attack
  • 8. Combat
    • 8.1 General
    • 8.2 HQ Bonus
    • 8.3 Solving Combat
    • 8.4 Blitz Attack
    • 8.5 Retreat and Advance After Combat
  • 9. Air Support
    • 9.1 General
    • 9.2 Types of Missions
  • 10. Map Features
    • 10.1 Fortification
    • 10.2 Port
    • 10.3 Bridges and Hex 1803
    • 10.4 Estuary
  • 11. Special Rules
    • 11.1 Airborne Assault
    • 11.2 Coup de Main
    • 11.3 Refugees
    • 11.4 Evacuation
    • 11.5 Random Events
  • 12. War Plans
    • 12.1 Allied War Plans
    • 12.2 Axis War Plans
    • 12.3 Neutral Countries
  • 13. Victory Phase
    • 13.1 Axis Secret Objective
    • 13.2 Victory Evaluation
  • 14. Scenarios
    • 14.1 Historic Scenario
    • 14.2 Free Scenario
    • 14.3 Hypothetical Scenario
    • 14.4 Special Units
  • 15. Detailed Sequence of Play
    • A – Common Phase
    • B – Axis Operation Phase
    • C – Allied Operation Phase
    • D – Victory Phase
  • 16. Tables
    • Combat Resolution Table (CRT)
    • Size of Combat
    • Combat Modifiers Table
    • Terrain Effects Chart
    • Events Table (2d6)
  • 17. Optional Rules
    • 8.3 Armoured Corps Bonus Only If Applying First Hit
    • 11.5 Events by Trigger
  • 18. Official Errata
    • Rules
    • Counterboard
    • Tables
  • Translator's Change Log
    • Version 1.0 to 1.1
    • Version 1.1 to 1.2

1. Counters

There are four different types of units on the map, with their following features:

1.1 Combat Units

  • Name and Organisation colour (Code Couleur de designation).
  • Strength value (Potentiel de combat): used to calculate strength ratio during combat.
  • Movement value (Potentiel de Mouvement): the amount of Movement Points (PM) that the unit can spend during the movement phase. Motorized units can move again during the exploitation phase with half PM. Their number is red coloured. They are armoured, motorized, armoured cavalry, and HQ units.
  • Quality (Qualité): summarizes the quality of the unit and its capacity to take part in modern movement combat. It is used as a modifier during combat.
  • Strength steps (Nombre de Pas): the number of losses a unit can endure.
  • Static units are designated by a casemate drawing on the counter.

Units designated on their marker by Corps (CA) or Korps (AK) are army corps. Most army corps have three strength steps: recto, verso, and "Cadre".

The generic unit "(Infantry) Cadre" represents the last step of 3-strength-step corps for the following unit types: infantry, motorized infantry (BEF only), Alpine Chasseurs, colonial infantry. It has a quality of 3.

The following units are equivalent to a Corps for gameplay mechanics:

  • Belgium: Gpt K.
  • France (reinforcement): CEFS, 2/8 DLIC, 17/53 DLI, 235/236 DLI, 237/238 DLI, 83/84 DIA, 85/88 DIA, ½ DIP.

Divisions have two strength steps (recto/verso).

The following units are equivalent to a division for gameplay mechanics:

  • Belgium: 1/2 DLC.
  • Netherlands: Leicht div, A/B, AS/GR, IN/IS, BET/MAA.
  • BEF: RAC (exception even if the C stands for Corps), 1st DB.
  • France: DIM, DCR, DLC, DLM (including the 4/7 reformed).
  • Germany: PzD, ID Mot, SS Brigades and static divisions 554-555-556-557 ID (not Korps as wrongly written on the original marker sheet).

1.2 HQ Units

  • Movement value: they are motorized units.
  • Commanding range (Rayon de commandement): value in hex.
  • Support value (Valeur de Soutien): grants a bonus during defence and attack combat.

HQ are deleted when an enemy unit enters its hex, or when all friendly units stacked with it are eliminated.

1.3 Airborne Units

They do not have any value.

Airborne units are deleted when an enemy unit moves into its hex, or when all friendly units stacked with it are eliminated.

They grant the combat bonus detailed in the Airborne assault section 11.2.

1.4 Intrinsic Defence Hex

They are a specific type of unit only printed on the map.

  • Their quality is 2.
  • The number printed on the map is the strength value.
  • They block enemy movement in their hex, just like 1 Stacking Point unit.
  • They are destroyed if any enemy unit enters the hex after units retreat from the hex, or when suffering a hit if alone in the hex during combat.

Note: they cannot take a step loss from hits if stacked with friendly units.

2. Sequence of Play

A – Common Phase

  • Event phase.
  • Reinforcement deployment.
  • Terror/special operations phase.

B – Axis Operation Phase

  • Supply and replacement phase (except on turn 1).
  • Motorized movement phase.
  • Combat phase.
  • Allied reaction phase (except on turn 1).
  • Non-motorized movement phase.
  • Motorized exploitation phase.
  • Railhead/Isolated phase.

C – Allied Operation Phase

  • Supply and replacement phase (except on turn 1).
  • Motorized movement phase.
  • Combat phase.
  • Axis reaction phase.
  • Non-motorized movement phase.
  • Motorized exploitation phase.
  • Railhead/Isolated phase.

D – Victory Phase

3. Zone of Control (ZOC)

Any hex with at least two Stacking Points has a ZoC.

  • All ZoC apply mutually.
  • A unit must stop when entering an enemy ZoC.
  • A unit must spend an additional 1 PM to leave an enemy ZoC.
  • A non-motorized unit cannot move from an enemy ZoC to an enemy ZoC directly. It must move first into a hex without an enemy ZoC.
  • A motorized unit in an enemy ZoC at the beginning of a movement phase can directly move into an enemy ZoC, but it must stop the movement of the phase.
  • A friendly unit cancels enemy ZoC in its hex for supply, command and retreat only.
    • Exception: Para and HQ have no ZoC.
  • ZoC do not apply into a major city. A unit adjacent to a First Line Fortification border hex does not exert a ZoC into the hex of the fortification.
  • On the first turn, French and British ZoC do not apply in Holland, Belgium and Luxembourg.

4. Reinforcement and Replacement

4.1 Reinforcement

  • Reinforcement units are deployed depending on their entry turn. There can be one unit deployed per major city of their country of origin, and according to the instructions given by the scenario.
  • The British unit is deployed in any port hex under allied control, or in any railway hex of the west border of the map.
  • These units may move normally during the next action phase.

4.2 Replacements

  • Each side has access to a pool of motorized replacement points at the beginning of the game: 3 for the Axis, and 1 for the Allied.
  • Additionally, each side receives 1 point of infantry every two turns, starting on Turn 2; they cannot be cumulated turn after turn.
  • To be granted a replacement point, a unit must be supplied, commanded, and not in enemy ZoC.
    • Exception: Neutral and British units cannot be granted replacements.
  • Replacements are only used to recover steps lost by units. They cannot be used to rebuild deleted units. This implies that Cadre units may not be swapped with deleted Corps.

5. Supply

5.1 General

Supply is checked at the beginning of each operational phase for the active player's units.

To be supplied, units must trace a supply line equal or inferior to their PM up to:

  • A source of supply;
  • Or to a railway linked to a source of supply;
  • Or to a supplied HQ.

Exception: units in a First Line Fortification hex are always in supply.

Terrain cost depending on the type of the unit – motorized or non-motorized – applies. The hex of the unit is excluded from the supply line, but the source of supply hex is included.

Enemy ZoC block the line of supply unless a friendly unit is present in the hex.

Units with non-valid line of supply receive an Out Of Supply (OOO) marker.

5.2 OOO Penalties

  • Motorized movement is halved and exploitation movement is no longer possible.
  • Overrun attack is no longer possible.
  • Strength value is divided by 2.
  • Non-motorized units have -1 PM.
  • HQ Out Of Supply cannot grant support bonus.

During the Isolation phase, Out Of Supply units are checked.

a. If they can trace a line of supply, the marker is removed.

b. If not, the marker stays and the stack suffers one step loss.

5.3 Source of Supply

  • Axis: major cities in Germany and railway hex connected to the east border of the map.
  • Allies: major cities of an allied country, and railway hex connected to the south and west borders of the map.

Example: Belgian units may be supplied by Amsterdam or Lille.

6. Stacking

6.1 General

In a given hex a maximum of four Stacking Points can stack.

  • An army corps has two Stacking Points; a division and "cadre" unit has one Stacking Point.
  • Para and HQ units do not have Stacking Points.
  • French and British cannot stack nor attack together.
  • Neutral units can stack with any units.

6.2 Mechanized and Armoured Corps

Each side has markers for armoured corps, which grant a combat column bonus.

Example: 2/1 becomes 3/1 in defence.

During the Supply phase, the players may choose to group in each corps the following mix of units:

Axis:

  • Panzer Corps: 3x PzD / 2x PzD and 1x Inf. Mot. / 1x PzD and 2x Inf. Mot.
  • 14th Motorized Corps: 2x Inf. Mot. / 1x Inf. Mot. and 1x PzD

Allies:

  • CC Prioux: 2x DLM / 1x DLM and 1x DIM
  • GC Keller (only Free scenario): 2x DCR (on Turn 1, then the Allied player may choose between the two options) / 1x DCR and 1x DLM

These units must be on the same hex to be grouped under the Corps. They are placed on the Player's Aid sheet according to their Corps. The units within the Corps suffer the step losses during combat.

During the Supply Phase, the corps may be broken down to place back the divisions on the map, with their according step losses taken during the Corps existence.

Note: a marker grants its bonus even if it has only one division remaining.

7. Movement

7.1 Train Movement

At the beginning of a movement phase, each side may move by train a maximum of two stacking points.

This movement must happen prior to any other land movement.

  • The unit must be supplied; it must start and finish the train movement out of ZoC, unless a friendly unit is in the hex.
  • The move uses all the PM, and must follow the railway hex out of enemy ZoC, unless a friendly unit is in the hex. The railway hex must be within the friendly network. Each side has at its disposal railhead markers that move forward alongside each railway during the Railhead/Isolation phase.
  • The railway hex must not be adjacent to an enemy unit, it must be supplied and a friendly unit must have been the last unit to pass through it.

7.2 Movement Phase

Motorized and non-motorized units move during their respective movement phase.

Units move through the hexagonal grid by spending their PM according to the cost of the terrain table.

  • ZoC restrictions apply (see rule point 4 [sic: the printed cross-reference; the ZoC rules are section 3]).
  • A unit can always move by one hex per phase within the limits mentioned above.

7.3 Reaction Phase

During this phase, each HQ can activate a stack of units within the commanding range. The stack must:

  • be within command range;
  • in case of an allied stack, it must not be in an enemy ZoC;
  • Neutral units cannot react.

The units of the stack must pass a quality test to be activated. The player throws a six-face die (d6) with the best quality unit of the stack. If the d6 is lower or equal to the quality of the unit, the test is successful.

The units of the stack can move by one hex within the limitation of the ZoC rules, and cannot overrun attack.

7.4 Exploitation Phase

Motorized units which are supplied and which are not HQ can move by half PM during the exploitation phase.

Allied units can move during this phase only if they are not in a ZoC.

7.5 Overrun Attack

Motorized units may launch an overrun attack during a movement phase.

  • They must be supplied and out of an enemy ZoC at the start of their movement.
  • These attacks are possible during the movement phase and the exploitation phase, but not during the reaction phase.
  • The units must spend the defender terrain PM cost + 1 PM and then solve normally the attack.
    • Exception: HQ cannot support an overrun attack, but air support is possible.
  • Eventually, the attacker stack may enter the enemy hex if it is empty, but must stop the movement.
  • A unit that launched an overrun attack may launch a combat during the combat phase.
  • A unit may advance after an overrun attack, but must stop in the hex.

8. Combat

8.1 General

Combat is never compulsory. All units applying a ZoC on attacking units/stack must be attacked during the attack phase.

  • Exception: Motorized units can ignore enemy ZoC to pick a target hex if they attack without non-motorized units.

The attacking player dispatches its units into multiple combats according to the rule above.

Each unit/stack may attack once per phase. Any unit/stack can be attacked multiple times per phase.

8.2 HQ Bonus

One of the six Army Group HQ may grant its bonus to support an attack or a defence. Each HQ may grant its bonus once per combat phase: once in attack (active combat phase) and once in defence (passive combat phase) per turn.

  • Combat units must be within the command range of the HQ granting the bonus.
  • Only one HQ may grant its bonus during a combat. Each point grants a column bonus during the combat. Bonuses may cancel each other if both sides have granted bonuses.

8.3 Solving Combat

A combat has the following phases:

  1. Strength ratio: It depends on the strength of the units involved, on the terrain, on HQ bonuses and air support missions. The ratio is rounded up or down to the closest whole number; 0.5 is rounded to the higher number, expected from 3/2.

  2. Size of the attack: Depending on the total number of Stacking Points involved in the combat, defenders and attackers combined, the attacker may throw more than one die.

  • The attacker throws 1 die per size level.
  • Example: a size 3 gives 3 dice.
  • Multiple results add up to one another.
  • Example: the defender suffers from the first die 1 hit, and from the second die 2 hits = total hits for the combat is 3.
  1. Definition of the unit "assault head": Each side, starting with the attacker, picks a unit which will suffer from the first step loss and will be used to calculate the quality bonus.
  • The difference between the defender and attacker units gives a combat dice modifier, positive or negative.
  1. Applying the hits: Resulting numbers give hits to the attacker (left number) and/or to the defender (right number). Hits are step losses for attacker and defender; the defender units may be allocated some hits as number of hexes to retreat under conditions.
  • The attacker applies its hits first. He cannot retreat and must apply them all as step losses.
  • The defender can allocate the hits as he wishes under the following rules:
    • a. Half of the hits rounded up are compulsory losses.
      • Example: 3 hits give 2 compulsory step losses. The defender can then either suffer from a third step loss, or retreat one hex.
    • b. In case of a blitz attack, the attacker allocates the hits to the defender.
    • c. Exception: static units cannot retreat and must take all the hits as step losses.

8.4 Blitz Attack

A blitz attack is an attack with only motorized units. The attacking stack/unit must have at least one armoured unit and must attack with air support.

The defender must have a majority of units with quality 3 or less.

The attacker allocates the hits to the defender.

8.5 Retreat and Advance After Combat

Retreating units must move toward a source of supply, and end their retreat as far as possible from the attacking unit.

  • If the retreat path goes through an enemy ZoC not cancelled, the stack suffers one additional step loss per hex in ZoC retreated.
  • The retreat through an enemy unit/stack is forbidden. Exception: enemy HQ.
  • If no other path exists, motorized units may retreat through a river, but lose one step total.
  • If no retreat is possible, the units must take all of the hits as step losses.
  • Victorious attacking units may advance into the defender hex within the stacking limits, without being affected by the enemy ZoC.

9. Air Support

9.1 General

Each side has access to air support markers. The marker indicates the column bonus given by a marker. The number of air support missions per turn for the Axis is 5; for the Allies it is 1 (may be 2, see the optional rule below; the printed cross-reference reads "11.11", which is a source error).

Note: the marker VII FK represents the VIII Fliegercorps of Richthofen with a large concentration of Stuka dive bombers.

Optional rule: Advantages for the Allies. The second Allied Air Mission counter is in play and may be used normally.

Note: included in the original marker sheet without mention; the counter represents a hypothetical strong effort to modernize the French Armée de l'Air.

9.2 Types of Missions

  1. Tactical support: during a combat phase, the attacker chooses first if he wants to use air support.
  • There are no limits to the number of air supports for a combat.
  1. Interdiction: during the Special Operation Phase, the air support marker is placed on a hex, which cannot be a major city, nor a First Line Fortification.
  • Any unit entering the hex must stop its movement for the current phase; a unit within such hex at the start of its phase may only move with half the PM.
  • Units retreating through this hex suffer one additional step loss.
  1. Terror (Axis only): during the Special Operation Phase and only once per turn, the Air Mission marker bombs a major city, a Cadre unit or a unit with a quality of 2 or less. In case of such unit in a major city hex, the Axis player must pick only one of the targets.
  • In case of major city, a marker of Refugees spawns in it.
  • If the unit is a "Cadre" unit, it is eliminated.
  • If the unit has at least 2 steps, one step is lost.
  1. Naval interdiction (Axis only): during the Special Operation phase, if the Allied player declares a naval evacuation, the Axis player can use an Air Mission marker and only one to reduce the evacuation capacity by half.
  • The Bad Weather event limits the effect to -1 evacuated Allied Stacking Point.

10. Map Features

10.1 Fortification

Two levels of fortifications exist: First Line (Maginot Line, Metz, Belfort and Liège), and Second Line.

The bonus of fortification applies only if all attackers are on the other side of the hex border protected by the fortification.

Any fortification border hex divides by 2 the attacker total strength.

In addition, the First Line Fortifications grant the following bonuses:

  • Retreat hits may be ignored within the limitation of the hit application rules;
  • Units in the hex are always in supply.

Any fortification is permanently destroyed when an enemy unit enters its hex.

10.2 Port

They are indicated on the map with an anchor symbol. British and some French reinforcement can enter the map via ports.

Ports of Rotterdam and Anvers are not located on the coastline. Their access to the sea goes through the river from the city to the coastline; any enemy units adjacent to the rivers are blocking the access to these two ports.

They are not a source of supply.

10.3 Bridges and Hex 1803

A bridge exists when a railway crosses a river. It cancels the movement malus, but does not cancel the combat malus.

The Hex 1803 is assimilated to a bridge and has the following features:

  • Stacking is limited to 2 Stacking Points.
  • Any attack from this hex suffers a malus of -1 to d6 throw.
  • Any attack towards this hex has a bonus of +1 to d6.
  • Combat and movement can only happen between this hex and the hex 1703 / 1802.

10.4 Estuary

An estuary exists when a river meets the sea. The sea border appears white, same as the coastline hex border. The estuary is impassable.

Example: it is impossible to cross the hex border between hex 1409 and 1309.

11. Special Rules

11.1 Airborne Assault

Airborne units may be dropped from a supplied major city at a distance of 10 hex during the Special Operation Phase.

  • If the landing hex is empty, the airborne unit is unharmed.
  • If it has an enemy unit, the airborne unit is eliminated on d6 result 4-5-6.
  • If the hex has an Intrinsic Combat Value, the airborne unit is eliminated on d6 result 5-6.
  • If the unit survives, it must take part in all attacks within the landing hex with the support of adjacent friendly units.

A single hex can be targeted by a maximum of two airborne units per turn.

The airborne units on the map are definitively taken off from the game during the next Special Operation Phase.

Effect of the airborne units:

  • River and Fortification bonus dividing by 2 enemy unit strength during combat is cancelled during combat phase; the other fortification bonuses stand valid.
  • The first step loss of the attacker applies to the airborne unit, not the assault head unit.
  • The unit has no ZoC, and is automatically deleted when any Allied unit enters its hex.
  • It blocks supply only if alone in the hex.
  • It has no effect on defence once the hex is controlled by German units.

11.2 Coup de Main

When an Axis unit wants to attack through a river (canal, major river, minor river), the player may attempt a Coup de Main to cancel the bonus of the river.

The Coup de Main is successful on d6 4-5-6.

Four attempts are possible per turn, once per combat and per phase. The tracker printed on the map may be used to keep track of the attempts yet available.

11.3 Refugees

At the beginning of the game, the Axis player has at his disposal a pool of six refugee markers.

Refugees spawn due to two factors:

a. After a Terror bombing on a major city, during the Special Operation Phase.

  • Note: a major city can only spawn refugees once during the game.

b. During the Special Operation Phase, the Axis player may spawn a refugee marker in any major city 3 hexes away from one of his units (not an airborne unit), even if the major city has an Allied unit in it.

Effects are as follows:

  • During the Special Operation Phase, the Axis player may move refugee markers by 2 hexes away from his units on connected railway hex.
  • Allied units moving through or starting their movement in the refugee marker hex must spend 1 PM extra.
  • Refugee markers cannot be deleted.

Optional rule: the Axis player must move the refugee markers through railway hex towards the following map border hex 1232, 0732, 0332, 0129, 0120 or 0122.

  • If multiple movement options exist, the refugee marker must be moved away from German units.
  • When a refugee marker reaches one of the above listed hex, it leaves definitively the map by paying 1 or 2 PM.

Note: this rule prevents erratic movement of the refugee marker, only to the benefit of the Axis player.

11.4 Evacuation

During the Special Operation Phase, the Allied player may declare an evacuation, and indicates which port will be used to carry it out.

  • Allies may evacuate via sea 4 Stacking Points per turn during the Special Operation Phase from the chosen port.
  • Units must be present in the port at the beginning of their basic movement phase.
  • Units evacuated cannot come back in play.

11.5 Random Events

During each Event phase, 2d6 are thrown to pick a corresponding event in the Random Event table.

Optional rule: events are not random but happen on a predefined schedule. Events not mentioned did not happen.

  • Turn 1 or 2: Brandenburger;
  • Turn 3 or 4: Chaos – on two DCR units;
  • Turn 6: Halt Befehl;
  • Turn 8: Bad weather and Chaos;
  • Turn 9: Saving the Honor – on the Somme river.

12. War Plans

Combat units are either linked to an army or independent.

  • Each side has 3 HQ armies; each one commands a dedicated Army Operation Sector indicated on the map.
  • On Turn 1, each side may choose which Army Operation Sector will conduct the main operation depending on the scenario at play.

12.1 Allied War Plans

a. During Turn 1, only the units of the main Army Operation Sector can move. No combat is possible except overrun attacks.

Units in the two inactive armies and reserved units may not move nor attack. In addition, no bombing mission is available for them and HQ cannot grant their defensive bonus.

Exception: neutral units adjacent to German units may move.

b. During Turn 2, allied units in the two inactive armies may carry out actions normally, but they cannot leave their initial sectors. Reserve units act normally.

c. On Turn 3 and Turn 4, one of the two armies is freed from limitation.

12.2 Axis War Plans

Only the army sector selected and the Group Kleist units (14th, 19th and 41st Corps) may attack and move normally.

The other sectors may move and use overrun attacks. Airborne units are available.

On Turn 2, restrictions are removed.

12.3 Neutral Countries

A city is captured when a supplied enemy unit is the last unit that entered it, and is supplied.

When a neutral country surrenders during the Victory Phase, all its units are definitively deleted from the map.

  • Luxembourg: Allied units can enter it only after it has been invaded by Axis units.
  • The Netherlands: surrenders when 4 major cities are captured by Axis units during the Victory Phase.
    • Note: a major city suffering from a Terror mission counts as a captured city.
  • Belgium: surrenders when all major cities are captured, and when there are no allied units in Belgium.
    • The Belgian units cannot leave Belgium as long as Bruxelles is not captured.
    • If they must leave Belgium, they have to go back into Belgium whenever they are able to move. If they don't manage to come back, they are eliminated during the Victory phase.

13. Victory Phase

13.1 Axis Secret Objective

At the beginning of the game, the Axis player must secretly pick one of the 4 following objectives:

  1. Run to the sea: must conquer the Netherlands, Lille and the following ports: Anvers, Calais, Dunkerque, Boulogne and Dieppe.
  2. Invasion: must move out 6 motorized units via railway hex on west or south borders of the map (hex 0115, 0117, 0120, 0122, 0129, 0332, 0732 and 1232).
  3. Isolate the Maginot Line: all the hex of the Maginot Line are either captured or isolated, meaning blocked out by non-cancelled ZoC of Axis units.
    • The Maginot Line hex are the fortified hex on the Franco-German border in the Army sector GA2 (hex 1719 to 2325).
  4. Destroying the BEF and French armoured units: 6 Stacking Points of the BEF and 10 of the 15 Stacking Points of French DIM/DLM/DCR.
    • Units evacuated only count for half for this objective.

13.2 Victory Evaluation

  • Major Allied Victory: the Axis wins no objective.
  • Minor Allied Victory: the Axis wins only his initial objective.
  • Tie: the Axis wins his initial objective and another one.
  • Minor Axis Victory: the Axis wins his initial objective and two other ones.
  • Major Axis Victory: the Axis wins all the objectives.

The victory level is moved by one in favour of the Allies if:

a. By the end of the game, a German major city is captured by Allied units.

b. The Axis player has more step losses than the Allies (UK, France and Belgium).

The victory level is moved by one in favour of the Axis if:

a. The Allies suffered more than twice the step losses of the Axis.

b. The Italian offensive is successful:

  • From Turn 12 (12-14 June), the Allied player throws a d6 during the Common Phase. On a result of 6, Italy decides to attack.
  • In such case, the 14th CA is no longer available for reinforcement.
  • If it is in game, the 14th CA is removed from the map instantly. It does not count towards the destroyed unit counter for victory.
  • If it has already been destroyed, the victory level of the Axis moves by one level in his favour: Mussolini adds insult to injury and moves through the Alpes.

14. Scenarios

14.1 Historic Scenario

Units are deployed according to their historical position.

The main operation army for the Allies is the Army Group 1; for the Axis is the Army Group B. The BEF, the 1st and 7th Army must enter Belgium. The Netherlands and Belgium are invaded on Turn 1.

Mechanized Corps setup:

  • Axis:
    • 39 PzK (1 PzD + 1 SS Bde);
    • 14 AK (3 IDMot);
    • 16 PzK (2 PzD + 1 IDMot);
    • 19 PzK (3 PzD);
    • 41 PzK (2 PzD);
    • 15 PzK (2 PzD).
  • French:
    • Prioux CC (2 DLM).

Notes regarding the set up table 14.4:

1 – Allies:

  • Belgium: CC on one of the Belgian CA.
  • BEF: RAC on one of the BEF CA.
  • 2e Armée: 2-5 DLC on one of the 9th Army CA.
  • Renforts – Reinforcement: missing 237-238 enters on turn 8.

2 – Axis:

  • 18e Armée: 1 Kav on one of the AK of 18e Armée; LSSAH 2307 or on one of the AK of the 18e Armée.
  • 6e Armée: 1, 4, 9, 11 and 27 AK to be distributed on hex 1912, 1913, 2011, 2012 and 2013.

14.2 Free Scenario

Deployment is historic but players choose freely their offensive sector.

The Netherlands and Belgium do not have to be invaded on Turn 1. Movements and attacks of units are free, within the limits of the rule 12.

14.3 Hypothetical Scenario

Same as Free Scenario but deployment is free.

There must be at least one army per army group sector.

14.4 Special Units

Allies:

  • The CEFS unit (Expeditionary French Corps in Scandinavia) may enter the map as reinforcement via any port during turn 7, or via railway hex on west border of the map from turn 8.
  • The 14th CA unit belongs to the Alpine Army. This unit may enter the map from the Turn 4 via the hex 1232.
  • The two units 83-84 IA and 85-88 IA units are stationed in North Africa. They may enter the map from the Turn 8 via hex under control on the south or west border of the map.
  • In case of a Free Scenario, the Allied player has at his disposal a second initial armoured corps. The Tank Group Keller (Groupement de Chars Keller) includes the 2nd and 3rd DCR, and is placed on one of the two hexes of these divisions for the historical set up.

Axis:

  • The 1-6 Geb unit (mountain German corps) may enter the map from the turn 8 as reinforcement from the OKH on the condition to remove one step from the unit 18 AK of the 12th German Army.
  • In a case of a free scenario, the four static divisions of the 7th German Army (554, 555, 556, 557 ID) may be replaced by the German player with the two corresponding Corps (25 AK and 33 AK). For the Free Scenario, they are placed on two hexes occupied by the divisions in the historical set up.

15. Detailed Sequence of Play

  • On Turn 1: the Axis player picks his secret objective (13.1).
  • For Free and hypothetical scenarios, the players select their Main Army Operation Sector (12). Otherwise, they follow the historic scenario (14).

A – Common Phase

Event phase (11.5; the printed cross-reference reads "10.5", a source error)

  • 2d6, or apply the optional rule for the historical events schedule.
  • From Turn 12: the Allies throw a d6 for the Italian offensive (13.2).

Reinforcement deployment (4.1)

  • Units are deployed according to their scheduled arrival on the map, one unit per major city at a time.
  • Some units (14.4) are deployed on railway hex or port hex (10.2).

Terror/Special Operations Phase

  • Axis only: once per turn, may allocate one Air Mission marker to a Terror mission (9.2-3).
  • Axis only: airborne units on the map are removed, and new ones may be dropped (11.1).
  • Axis only: once per turn, may spawn a Refugee marker (11.3) in any major city 3 hex away from one of his units (not an airborne unit). He may (or must, according to the optional rule) move the Refugee markers.
  • Allies only: may declare an Evacuation (11.4) and then remove from the map up to 4 Stacking Points per turn present in the port.
  • Axis only, in case of Evacuation: may allocate one of his Air Mission markers to Naval Interdiction (9.2-4).
  • Players may allocate Air Mission markers for Interdiction missions on eligible hex (9.2-2).

B – Axis Operation Phase

Supply and replacement phase (except on turn 1)

  • From Turn 2: one Axis infantry replacement point is available every 2 turns (4.2).
  • Replacement points are allocated to eligible Axis units from the armoured replacement pool (3 steps for the game), and/or from the infantry replacement points (lost if not used).
  • Mechanized and Armoured Corps are formed up or broken down (6.2).
  • Railhead markers are moved ahead on the furthest railway hex in control and in supply (7.1).
  • Supply lines are checked (5).
    • a. Units without a valid supply line receive an OOO marker (5.2).
    • b. OOO markers with valid supply line are removed.

Motorized movement phase (7)

  • Turn 1: French and British units do not have ZoC in Belgium.
  • Prior to any movement, train movement (7.1) available for two motorized stacking points. It uses up all the PM of the unit(s).
  • OOO motorized units have PM/2 rounded down (5.2) and cannot overrun attack.
  • Interdiction Air Mission (9.2-3): unit entering the hex must stop. If movement starts from the hex, units have PM/2.
  • All friendly motorized units may move within the terrain (terrain table) (10) and ZoC (3) limits. Units with 1 stacking point only have ZoC in their hex.
  • Motorized units may move from one ZoC to another ZoC, then must stop.
  • A unit may always move by at least one hex.
  • Overrun attacks are available (7.5):
    • a. Axis only: Coup de Main attempt successful on 1-2-3 (11.2);
    • b. Attacking units must be in supply and starting their move out of ZoC;
    • c. The unit/stack must pay the defender hex PM cost +1 PM;
    • d. HQ bonus is not available for such attacks.
  • Overrun attack combat is similar to the combat phase for the other points (8).
  • An overrun attack is also a blitz attack (8.4) if at least one combat air mission is involved, and majority of defending units have a maximum of quality 3.
  • A unit may advance after an overrun attack, but must stop in the hex.

Combat phase (8)

  • Turn 1: only units of the main Army Operation Sector and Group Kleist units (14th, 19th and 41st Corps) can attack.
  • Turn 2: restrictions are removed.
  • A non-motorized unit/stack must attack all units that apply a ZoC on itself. A motorized unit/fully motorized stack can ignore the ZoC to pick its target hex (8.1).
  • For each combat (8.2):
    • a. Axis only: Coup de Main attempt successful on 1-2-3 (11.2);
    • b. All units applying ZoC on attacking units must be attacked during the phase (unless only motorized units attack);
    • c. Strength ratio calculated (combat table); one HQ bonus per side (8.2), combat air mission allocated;
    • d. Other modifiers are applied to the ratio; an assault head unit is designated to calculate quality bonus and take the first step loss;
    • e. The size of the attack gives the number of dice thrown;
    • Motorized units attack + air support mission vs. majority of defending units with quality 3 or less = blitz attack (8.4). The attacker allocates hits to the defender.
    • Hits are allocated as step losses to the attacker units. The defender must allocate half the hits (rounded up) as step losses. He may allocate the others as retreat hexes (8.5) or step losses.
    • Static units (with casemate) cannot retreat, and must take all hits as step losses.
    • Unit/stack retreating via non-cancelled ZoC suffers one step loss per hex in ZoC.
    • Allies only: French and British units may not stack together.
    • Attacking units may enter the targeted hex.

Allied reaction phase (7.3) (except on turn 1)

  • Each HQ can activate a stack of units within the commanding range.
  • Allies only: units must not be in ZoC / no Neutral units.
  • They must pass a quality check via d6 lower than best quality unit in the stack.
  • The stack can move by one hex. It cannot overrun attack. The move is subject to ZoC rules.

Non-motorized movement phase (7)

  • Turn 1: only units of the main Army Operation Sector, and neutral units adjacent to Axis units can move.
  • Turn 2: units in the two inactive armies act normally, but cannot leave their initial sectors. Reserve units act normally.
  • Turn 3 and Turn 4: one of the two inactive armies is freed from limitation.
  • Prior to any movement, train movement (7.1) available for two non-motorized stacking points. It uses up all the PM of the unit(s).
  • Allies only: French and British units may not stack together.
  • Allies only: Belgian units must stay in Belgium as long as Bruxelles is not captured.
  • Interdiction Air Mission (9.2-3): unit entering the hex must stop. If movement starts from the hex, units have PM/2.
  • Allies only: Refugee marker hex costs +1 PM. Units starting in the hex have -1 PM.
  • OOO units have -1 PM (5.2).
  • All friendly non-motorized units may move within the terrain (terrain table) (10) and ZoC (3) limits. Units with 1 stacking point only have ZoC in their hex.
  • A unit may always move by at least one hex.

Motorized exploitation phase (7.4)

  • Allies only: units must not be in ZoC to move.
  • Motorized units in supply may move with half PM rounded down.
  • Besides the train movement (not available), the phase is similar to the motorized movement phase.

Railhead/Isolated phase

  • Railhead markers are moved ahead on the furthest railway hex in control and in supply (7.1).
  • OOO unit supply lines are checked (5).
    • a. OOO markers with valid supply line are removed.
    • b. OOO markers without valid supply line stay and the stack/unit suffers one step loss (5.2).

C – Allied Operation Phase

Supply and replacement phase (except on turn 1)

  • From Turn 2: one French infantry replacement point is available every 2 turns (4.2).
  • Replacement points are allocated to eligible French units from the armoured replacement pool (1 step for the game), and/or from the infantry replacement points (lost if not used).
  • Mechanized and Armoured Corps are formed up or broken down (6.2).
  • Railhead markers are moved ahead on the furthest railway hex in control and in supply (7.1).
  • Supply lines are checked (5).
    • a. Units without a valid supply line receive an OOO marker (5.2).
    • b. OOO markers with valid supply line are removed.

Motorized movement phase (7)

  • Turn 1: only units of the main Army Operation Sector can move. Overrun attacks are possible.
  • Turn 2: units in the two inactive armies act normally, but cannot leave their initial sectors. Reserve units act normally.
  • Turn 3 and Turn 4: one of the two inactive armies is freed from limitation.
  • Prior to any movement, train movement (7.1) available for two motorized stacking points. It uses up all the PM of the unit(s).
  • Allies only: French and British units may not stack together.
  • OOO motorized units have PM/2 rounded down (5.2) and cannot overrun attack.
  • Interdiction Air Mission (9.2-3): unit entering the hex must stop. If movement starts from the hex, units have PM/2.
  • Allies only: Refugee marker hex costs +1 PM. Units starting in the hex have -1 PM.
  • All friendly motorized units may move within the terrain (terrain table) (10) and ZoC (3) limits. Units with 1 stacking point only have ZoC in their hex.
  • Motorized units may move from one ZoC to another ZoC, then must stop.
  • A unit may always move by at least one hex.
  • Overrun attacks are available (7.5):
    • a. Attacking units must be in supply and starting their move out of ZoC;
    • b. The unit/stack must pay the defender hex PM cost +1 PM;
    • c. HQ bonus is not available for such attacks.
  • Overrun attack combat is similar to the combat phase for the other points (8).
  • An overrun attack is also a blitz attack (8.4) if at least one combat air mission is involved, and majority of defending units have a maximum of quality 3.
  • A unit may advance after an overrun attack, but must stop in the hex.

Combat phase (8)

  • Turn 1: no combat is possible, except overrun attacks.
  • Turn 2: units in the two inactive armies and reserve act normally.
  • A non-motorized unit/stack must attack all units that apply a ZoC on itself. A motorized unit/fully motorized stack can ignore the ZoC to pick its target hex (8.1).
  • Allies only: French and British units may not attack together.
  • For each combat (8.2):
    • a. All units applying ZoC on attacking units must be attacked during the phase (unless only motorized units attack);
    • b. Strength ratio calculated (combat table); one HQ bonus per side (8.2), combat air mission allocated;
    • c. Other modifiers are applied to the ratio; an assault head unit is designated to calculate quality bonus and take the first step loss;
    • d. The size of the attack gives the number of dice thrown;
    • Motorized units attack + air support mission vs. majority of defending units with quality 3 or less = blitz attack (8.4). The attacker allocates the remaining hits to the defender.
    • Hits are allocated as step losses to the attacker units. The defender must allocate half the hits (rounded up) as step losses. He may allocate the others as retreat hexes (8.5) or step losses.
    • Static units (with casemate) cannot retreat, and must take all hits as step losses.
    • Unit/stack retreating via non-cancelled ZoC suffers one step loss per hex in ZoC.
    • Attacking units may enter the targeted hex.

Axis reaction phase (7.3) (except on turn 1)

  • Each HQ can activate a stack of units within the commanding range.
  • The units must not be in ZoC, and not be Neutral units.
  • They must pass a quality check via d6 lower than best quality unit in the stack.
  • The stack can move by one hex. It cannot overrun attack. The move is subject to ZoC rules.

Non-motorized movement phase (7)

  • Turn 1: only units of the main Army Operation Sector, and neutral units adjacent to Axis units can move.
  • Turn 2: units in the two inactive armies act normally, but cannot leave their initial sectors. Reserve units act normally.
  • Turn 3 and Turn 4: one of the two inactive armies is freed from limitation.
  • Prior to any movement, train movement (7.1) available for two non-motorized stacking points. It uses up all the PM of the unit(s).
  • Allies only: French and British units may not stack together.
  • Allies only: Belgian units must stay in Belgium as long as Bruxelles is not captured.
  • Interdiction Air Mission (9.2-3): unit entering the hex must stop. If movement starts from the hex, units have PM/2.
  • Allies only: Refugee marker hex costs +1 PM. Units starting in the hex have -1 PM.
  • OOO units have -1 PM (5.2).
  • All friendly non-motorized units may move within the terrain (terrain table) (10) and ZoC (3) limits. Units with 1 stacking point only have ZoC in their hex.
  • A unit may always move by at least one hex.

Motorized exploitation phase (7.4)

  • Allies only: units must not be in ZoC to move.
  • Motorized units in supply may move with half PM rounded down.
  • Besides the train movement (not available), the phase is similar to the motorized movement phase.

Railhead/Isolated phase

  • Railhead markers are moved ahead on the furthest railway hex in control and in supply (7.1).
  • OOO unit supply lines are checked (5).
    • a. OOO markers with valid supply line are removed.
    • b. OOO markers without valid supply line stay and the stack/unit suffers one step loss (5.2).

D – Victory Phase

  • Surrender check of neutral countries. If valid, all neutral units of the surrendered country are removed from the game.
    • The Netherlands: 4 major cities captured / suffered Terror.
    • Belgium: all major cities captured, and no allied units in Belgium. If Bruxelles is under Allied control, Belgian units outside of Belgium during the Victory phase are eliminated.
  • Victory evaluation by the end of the game (13.2).
    • a. +1 Victory level for Allies if they control a German major city, or if the Axis have more step losses than Allies.
    • b. +1 Victory level for Axis if the Allies have twice the step losses of the Axis or if the Italian offensive is successful.

16. Tables

Combat Resolution Table (CRT)

Result: attacker hits / defender hits. Columns are the strength ratio.

Dice1/3*1/21/13/22/13/14/15/16/17/1**
12/-2/-1/-1/-1/-1/--/-1/1-/1-/1
22/-1/-1/-1/--/--/-1/1-/1-/1
  • Allies only: French and British units may not attack together.
  • Attacker and static units must take all hits as step losses. Defender units may apply half hits as retreat hex (rounded down). Static units may not retreat.
  • In case of Amplitude 2 or 3 combat, multiple hits are cumulated.
  • * Attacks inferior to 1/3 are not possible.
  • ** Attacks above 1/7 are resolved on the 1/7 column.
  • Motorized attack during the movement or exploitation phase = overrun attack (not OOO / starts the phase out of ZoC / pays the terrain cost of the defender +1 PM).
  • Allies only: crush attack units have to start movement out of ZoC.
  • Motorized attack + air mission vs. majority of defender units with quality 3 or less = blitz attack (the attacker allocates the defender hits).

Size of Combat

Size = number of d6Stacking Points of both sides in combat
11 - 6
27 - 12
313 and more

Combat Modifiers Table

ModifierEffect
TerrainSee terrain table
Per Air Mission(s)Allies: +1 col. Axis: +2 col*
Quality bonus+/- dice
HQ bonus (must be in command range)+/- col. Not possible with overrun attack
Airborne unit on the defending hexCancels river and fortification border hex bonus for strength calculation
Coup de Main successfulCancels river defence bonus
Out of Supply markerStrength value /2. OOO HQ cannot grant bonus. Overrun attack impossible
Armoured Corps bonus+/- col
  • The modifiers are cumulative.
  • * One counter has +3 col. In case of bad weather: only +1 col for all.

Terrain Effects Chart

TerrainPM MotorizedPM Non-motorizedCombat / Comment
Clear – Dégagé11-
Difficult – Difficile11Motorized attacking alone: -1 col
Forest – Forêt21Defence bonus: -1 col
Difficult and forest – Difficile et forêt32Motorized strength /2. Defence bonus: -1 col
Mountain – Terrain Montagneux42Defence bonus: -2 col
Minor City – Ville mineure11Defence bonus: -1 col
  • The modifiers are cumulative.
  • * Applies only if all attackers are on the other side of the river or fortification border hex.
  • * Cancelled if airborne unit is in the defender hex.
  • ** Intrinsic strength values are never doubled in a Major City.
  • Allies only: French and British units may not stack or attack together.
  • OOO unit: non-motorized = -1 PM; motorized = half PM rounded down. Overrun attack not possible. No exploitation movement phase.

Events Table (2d6)

Dice resultTurn 1 – 7Turn 8 – 14
2-3Colonials: Reinforcement units 83-84 IA and 85-88 IA from North Africa are available from this turn onwards. If this event does not happen, the units enter the map normally on turn 8.RAF Squadrons: -1 Air Mission for Axis this turn.
4-6Halt Befehl: All PzD in 2 stacks have their PM halved this turn.Bad weather: -1 Axis Air Mission marker this turn. The Air Mission combat bonus is only +1 col. No Allied Air Mission this turn. In case of naval interdiction, the effect is -1 Stacking Point available for evacuation.
7NothingNothing
8-10Chaos: 2 French motorized units have their PM halved this turn.Chaos: No French replacement this turn. Any infantry replacement points are delayed until the next turn.
11-12Brandenburger: One Coup de Main is automatically successful this turn.Saving the honor: -1/+1 dice for one combat with a French unit this turn.
  • Any even may only happen once (sic, as printed). If it happens again, consider it as "Nothing".

17. Optional Rules

8.3 Armoured Corps Bonus Only If Applying First Hit

The armoured corps bonus is cumulative at the player's discretion. If an armoured corps grants its bonus to an attack, it has to suffer from at least one hit if possible.

11.5 Events by Trigger

Instead of a random event that happens via throwing a die, the events are triggered at a player's will when requirements are met.

French player decision

  • Halt Befehl:
    • Available when a PzD Corps or at least 2 motorized units are at 3 hex or less from 1) the sea, 2) an evacuation port, 3) Paris.
    • Effect is the same as in the Event table.
    • Can happen twice, in 2 different turns, at the French player's discretion.
  • Saving the honor:
    • Available if the German player has achieved 2 victory goals.
    • Effect is the same as in the Event table.
    • It can be triggered if a French infantry corps (not Cadre) is attacked by at least 1 German motorized unit.
    • Can happen twice, in 2 different turns, at the French player's discretion.

German player decision

  • Chaos:
    • Available from turn 2, at the beginning of the French motorized movement phase.
    • Effect is the same as in the Event table.
    • A second activation is available from turn 8, for the same effect on motorized units OR to delay French reinforcement by one turn.
  • Brandenburger:
    • The German player must expend all 4 Coup de Main to make it happen.
    • Effect is the same as in the Event table.
    • Only available once in the game.
  • Airforce exhaustion (used to be Bad Weather):
    • The event can be triggered multiple times in a game.
    • If all 5 air support missions are used in a turn, the German player has only 4 air missions the next turn, with only +1 col to support combat.
    • The Allied player does not have any air mission either (they have to recover from intense air-to-air activities).

18. Official Errata

Rules

Details are included in the rules.

  • 1 – Corps and division definition;
  • 4 – ZoC not applying in major cities and through fortification border hex;
  • 5.1 – Motorized movement from ZoC to ZoC precision;
  • 6.3 – Retreat after combat in non-cancelled ZoC penalties;
  • 10.2 – Air mission Terror regarding Cadre units, and major cities with targeted units inside;
  • 11.1 – Rail movement precisions on railway hex that must be out of ZoC unless with friendly units present;
  • 11.3 – HQ support applying only once per attack and once per defence during the turn.

Unclear rule point: the example L'Assaut sur Liège (in French) mentions that Airborne unit cancels the fortification bonus for retreat hit ignored. But the rules specifically mention for the effect of airborne unit that fortification bonus other than dividing by 2 the attacker strength value remain valid!

Also it is unclear if generic Cadre units can be rebuilt to their former Corps size, as the name of the unit is lost when swapped with the Cadre unit = solved with interpretation of the original rule; see more details in the Note version from 1.1 to 1.2.

Note: the errata cross-references above are printed as the translator gave them (e.g. "4", "5.1", "6.3") and are not renumbered here.

Counterboard

Correct values: Q stands for Quality (middle bottom number); S for Strength (left bottom number).

Germans:

  • 5th PzD (brown): Q5 verso;
  • 554/555/556/557 ID (green): naming fixed – not Corps AK units.

Allies:

  • France:
    • 5th CA, 4th CA, 3rd CA (original blue): should be yellow, with black movement numbers;
    • 11th CA (grey) S3/Q3 verso;
    • 2nd DCR (blue – and with a wrong Belgian flag on the errata sheet) Q4 verso;
    • Prioux (original white sand): should be yellow.
  • Belgium:
    • 5th CA, 4th CA: Q2 recto;
    • 3rd CA, 1st CA: S2/Q3 verso.
  • Netherlands:
    • 2nd CA: S1 recto.

Tables

Reinforcement:

  • The unit 237-238 DI enters the map on Turn 7.

Terrain table:

  • As per the map legend, the table should indicate the following designation (corrected on the English table):
    • "Accidenté" should be Difficult. Ex: hex 1732;
    • "Difficult" should be Difficult and Forest. Ex: hex 1816;
    • "Zone Innondée" should be Marais. Ex: hex 1909.
  • Bridge has effect on movement, but not on combat (included in the rules).

Translator's Change Log

Reproduced from the translator's document. The translator's special-thanks lines are omitted.

Version 1.0 to 1.1

  • Removed mention of errata included in orange in the rules. No need to highlight them; better include them as normal rules.
  • 8.3 a. = rounded UP, not down.
  • 10.1 = changed formulation as any fortification divides by 2 the attacker's strength (no other bonus).
  • 10.1 = changed "deleted" with "permanently destroyed".
  • 15 = added following comment: Allies only: French and British units may not stack nor attack together.
  • Terrain table: added note about French and British units not able to stack or attack together; changed translation of Rivière with the legend printed on the map: Fleuve mineur + Canal.
  • Combat table: added mention of French and British not able to attack together. Attacker and static units must take all hits as step losses; Allies only: units must start move out of ZoC prior to crush attack.
  • Stacking section moved before movement section.
  • 8.1 = changed wording about units applying ZoC on attacking units. Also changed the exception for motorized units if they attack without non-mot units, not when stack with them.

Version 1.1 to 1.2

  • Changed some wording in the detailed phase sequence.
  • Detailed phase sequence – combat highlighted in blue for better visibility.
  • 11.3 added that refugees should move away from German units when possible.
  • Amended tables:
    • Terrain effect: Difficult and March – motorized attacking only; major city – if only intrinsic combat hex; river – amended French translation to match the legend on the map; second and first line fortress were swapped; added air interdiction counter.
    • CRT: added note about French and British unable to attack together; changed crush for overrun attack.
    • Combat modifiers: added note for Axis air mission; changed crush for overrun attack; changed description of the overrun attack definition and prerequisites.
  • 9.2.3 added to the list of targets for terror air mission "or a Cadre unit", as they have 3 quality.
  • 11.1 clarified the airborne assault unit.
  • 4.2 added a note about Cadre unit not possible to swap for a deleted Corps with replacement. The rules state clearly that replacement can only be used to gain step back, which implies that only 2-step corps or 1-step named units (DCR for example or PzD, or DCL) can be awarded back a step.
-/1
31/-1/--/--/-2/11/1-/1-/11/21/2
41/--/-2/12/11/11/1-/11/21/2-/2
5-/-2/11/11/11/1-/11/21/2-/2-/2
62/11/11/1-/1-/11/21/2-/2-/2-/3
Major City – Ville Majeure11If only Intrinsic Combat Hex defending: -1 col. Defence strength: x2 **. Adjacent enemy units never apply ZoC in the hex. Air interdiction impossible
Marsh – Marais32Motorized attacking alone: -1 col
EstuaryImpassableImpassableCombat impossible through an estuary
River – Fleuve secondaire / Canal+1 PM-Defence bonus: -1 col *. Attack strength /2 *
Major river – Fleuve majeurAll PM+2 PMNo advance after combat for armoured units. Other motorized may advance normally
Bridge – PontCancel any river additional PM costCancel major river additional PM costSame combat effect as River or Major River *
Second Line Fortifications – Fortifications SecondaireTerrainTerrainAttack strength /2 *. Destroyed when enemy unit enters the hex. Blocks adjacent enemy units ZoC in the hex. Air interdiction impossible
First Line Fortifications – Fortification MajeuresTerrainTerrainAttack strength /2 *. Retreat hits may be ignored. Units in the hex are always in supply. Destroyed when enemy unit enters the hex. Blocks adjacent enemy units ZoC in the hex
Intrinsic Combat Value Hex – Valeur défensive intrinsèque de l'hexTerrain: blocks the movement for enemy units until destroyedTerrain: blocks the movement for enemy units until destroyedAdds its value to the total strength value of the defender stack **. See 1.4 for details
Railway – Voie ferrée (example on the map legend with Ville Majeure)TerrainTerrainAllow for train movement if out of ZoC. Source of supply if connected to source of supply
PortTerrainTerrainMight be an entry point for some reinforcement. Needed to declare an evacuation
Enemy ZoCEnter ZoC = ends the move. Leave ZoC = +1 PMEnter ZoC = ends the move. Leave ZoC = +1 PMMotorized only can move from ZoC to ZoC
Air Interdiction counterWhen entering the hex, must stop. If in starting hex, PM/2When entering the hex, must stop. If in starting hex, PM/2-