Norway 1940
Norway 1940 Rulebook
Table of Contents
Table of Contents
- 1. Introduction
- 2. The Map
- 3. Game Pieces
- 4. Game Setup
- 5. Sequence of Play
- 6. Weather
- 7. Supply
- 8. Air Phase
- 9. Naval Phase
- 10. Land Phase
- 11. Stacking Limits and Controlled Zones (CZs)
- 12. Victory Conditions
- 13. Strongpoints and Fieldworks
- 14. Cities
- 15. Coastal Batteries
- 16. Optional Rules
- 17. Norwegian Setup
- 18. First Game Turn
- Designer's Notes
- Game Tables
1. Introduction
1.1 The Denmark and Norway invasion was the first military operation where the three branches (Air, Land and Sea) were effectively coordinated. That was true for the German side as well as for the Franco-British side.
1.2 Denmark and Norway reacted very differently to the surprise attack. The Danes surrendered in about 4 hours, while the Norwegians fought for 2 months.
2. The Map
2.1 The game map shows Norway's orography, with the sea and land areas where the conflict took place. Land portions are divided into areas, defined by dashed black lines. The sea areas contain boxes used for naval operations. Land units move from area to area by spending one movement point, whatever the unit type (Exception: see roads and railroads). Land areas are irregular shaped. The white lines with a black outline are roads, and the thin, dotted black lines, are railroads.
2.2 Land units move from area to area by following roads, railroads or cross country (where no road or railroad depiction exists), but must always move between adjacent areas. Naval units move from sea box to sea box. Air units start their move at friendly controlled airfields and are placed, in their phase, in any area within range, depending on their mission.
2.3 The map shows different terrain features. These influence combat and movement only if using the optional rule dealing with ground elevation. Cities are depicted with a double circle, some of which bear a modifier printed inside. This modifier may be added by the defender to his total combat resolution dice roll. The modifier is also used for victory conditions purposes.
3. Game Pieces
3.1 There are two kinds of game pieces: combat units and informational markers.
3.2 COMBAT UNITS: there are 3 types of units: land units, naval units (in combat and transport points denominations) and air units. Each unit type has characteristics of its own, as explained in the appropriate sections.
[Component illustrations: Land Units, Naval Units, Air Markers.]
3.3 INFORMATIONAL MARKERS: they help in keeping track of different game events, but are not combat units. They are further discussed in the appropriate sections.
4. Game Setup
4.1 Norwegian units set up as per the setup chart on page 29. German and Franco-British units are set up as shown on the Ports Chart, where reinforcements' entry turns are also indicated. The German player can never invade the UK. See the first turn special rules on page 30.
5. Sequence of Play
5.1 The game is played for 21 turns. The victory conditions are checked at the end of the last turn, to determine a winner, provided no Automatic Victory or Sudden Death conditions triggered earlier. Each game turn represents a day of real time up and until turn 17. From turn 18 on, each turn represents about 5 days. Each turn is divided into two player-turns, a German player-turn and an Allied player-turn. Each player-turn is further divided into phases, which are identical for each side.
5.2 Each game turn is divided into two player-turns, one for the Germans and another one for the Allies. Each player-turn is divided into several phases, which are the same for each player. The Weather Phase does not belong to the player-turns and is resolved once per turn: The Air Phase has a unique particularity: the fighters can conduct missions in the phase of each player in a game turn (see Air Phase).
5.2.1 Weather Phase: this phase and the Initiative phase are conducted once at the start of each turn, starting from Turn 6 on (determined by the German player). The weather for the turn is determined with 1d6 roll. The weather affects air and land movement and fleet detection (see Weather Table).
5.2.2 Reorganization and Supply: the supply status of each unit is checked in this phase. Airfield hits and Blast markers on land units are removed after a full turn (e.g.: if the Norwegians hit a land unit with their air force on turn 4, the Germans cannot remove the marker until turn 6; they couldn't remove it on turn 5, because a full turn is needed before hit removal is allowed). Returned decoys are moved to the "available decoys" box.
5.2.3 Naval Phase: it is divided into two steps:
5.2.3.1 Movement step: the phasing player may move all, some or none of his naval units.
5.2.3.2 Combat step: detected enemy fleets sharing a box can engage in combat.
5.2.4 Air Phase: the phasing player determines which mission, if any, will his air units conduct. There is cooperation between ground and air units; bomber units conducting Land Combat Support are not removed from the map at the end of the Air Phase, they rather stay in play until the resolution of the combat they are supporting. Once resolved, they return to their airfields.
5.2.5 Land Phase: it is divided into two steps:
5.2.5.1 Movement step: the phasing player may move all, some or none of his land units.
5.2.5.2 Combat step: if the phasing player's combat units enter an area occupied by enemy units, the movement is halted and a combat ensues, as explained later.
6. Weather
[Component illustrations: Clear, Bad Weather, Storm, Thunderstorm.]
6.1 From Turn 6 on, at the start of each turn, 1d6 roll is made to determine the current turn's weather. The weather can affect the Air Phase, the Naval Phase and the Land Phase. The map is divided into 3 weather zones: North Zone, Centre Zone and South Zone. The zones boundaries are indicated by a dashed black line.
6.2 The weather roll result is consulted on the Weather Table. Note that, given the latitude difference, the weather may be different in each of the three areas. The unmodified die roll is checked on the Centre Zone, for the North Zone +1 is applied to the roll and -1 for the South Zone.
Example: let's assume a 3 is obtained on a weather roll check. It is "Clear" in the Centre Zone, 2 (3-1) in the South Zone is also "Clear", but 4 (3+1) in the North Zone is "Bad weather". The weather roll, thus, resulted in "Clear" in South and Centre Zones and "Bad weather" in the North Zone.
6.3 There are 4 possible weather conditions:
6.3.1 Clear: has no effect on game play.
6.3.2 Bad Weather: Air units are affected; their movement factor is halved. Any naval unit, whether a transport or combat unit, may avoid naval combat by rolling "1" on 1d6 (even if the odds would normally disallow it. See Naval Combat Table).
6.3.3 Storm: All units are affected. The only air units able to fly are transport units; their movement allowance is halved and, if they fly at all, they must roll 1d6, a "6" resulting in the elimination of the transported unit. Land units move half their movement factor, except for both sides' mountain infantry units. Detected naval units that move a single area in stormy weather become undetected with no need to return to port. Any naval unit, weather a transport or combat unit, may avoid naval combat by rolling "1" on 1d6 (even if the odds would normally disallow it. See Naval Combat Table).
6.3.4 Thunderstorm: Air units are forbidden to move. Land units are also forbidden to move, except for both sides' mountain infantry units, that move half their movement factor. Fleets must return to a friendly port or move to an adjacent naval area with a better weather condition.
7. Supply
7.1 All units are considered automatically supplied until turn 7. Starting with turn 7, the German player must use naval and air transport to supply all friendly units unlinked to a supply source with land supply units.
7.2 Supply Sources: Oslo for the Germans if they control it. Norwegian and Allied units are supplied by any city or port in Norway. Once captured by the German, these supply sources are neutralized and can be used by them if connected by a path free of enemy CZs (Controlled Zones) back to Oslo, as long as Oslo is German controlled. If Oslo is not German controlled, the captured city does not provide supply, and the German units must be supplied by air or naval means. If a city is reconquered by the Allied, the Allied supply source status resumes. A unit must be supplied to conduct an attack.
Footnote to CZ: CZ means any area occupied by enemy units. A path to a supply source would be, thus, neutralized.
7.2.1 German units isolated from the country's capital (Oslo is thus unable to provide supply) must be supplied by air or naval means (bringing in land supply units).
7.3 From turn 6 on, the German player receives 2 Land Supply Units per turn. These units cannot be stockpiled offboard. If they are not shipped into the board when received, they are lost.
7.4 Land units can be supplied in two ways:
7.4.1 A unit must be within one area of a road/railroad connecting back to a friendly supply source and free of CZs along the way.
7.4.2 Or a unit must be stacked or within one area of a supply unit.
7.4.3 Any units conducting an amphibious landing are fully supplied for the turn they conduct the landing. Likewise, air transported units are fully supplied for the turn they reach their target airfield.
7.4.4 A unit that carries or is stacked with land supply units, loses half those supplies if forced to retreat by a combat result (if carrying or stacked with only half a supply unit, the supply unit is eliminated).
[Component illustration: Out of Supply unit.]
7.5 Lack of Supply effects on Land Units: Unsupplied units cannot attack, but they can move and defend normally. When defending, the attacker benefits from +1 to the total of his combat dice roll(s) for attacking unsupplied units.
7.5.1 Units in an area with enemy units, surrounded by enemy controlled areas and out of supply, cannot attack. They may choose to stay in the area or move one area (see retreats), but, in any case, they immediately lose a step (per affected unit).
7.6 Naval and Air Units Supply: Naval and Air units are always supplied and do not spend any kind of supply.
7.7 Supply Movement: Supply units move as infantry units. They have a 2-movement factor and are restricted as infantry units by weather conditions.
8. Air Phase
8.1 AIR UNITS: In this campaign, the German air superiority was critical, given the number of planes involved. From above 1000 planes, about half were transport planes.
8.2 Each player receives a fixed number of Air Points for each plane type (Fighters, Bombers and Recon), to be used each turn.
8.2.1 Neither the German nor the British can lose their Air Points, but the Norwegians do lose them if all their airfields are enemy controlled.
8.2.2 Air Points Table: An Air Points table is available for each side on the map. The air unit markers are used to track the amount of available air points for each air unit type. As they are used, the markers are moved down the track accordingly, until the last box is reached and no air points of this type are available for the turn.
8.3 Each marker is back printed with the amount of Air Points available each turn.
8.4 If not enough airfields are available to ensure the use of the full amount of Air Points, the excess cannot be used (see 8. Airfields). This reflects the airfields' limited capabilities to base Air Points.
8.5 The Flight Template is used both for fighters and bombers. Air movement is measured from an airfield or friendly air base to the target where the mission is to be conducted, as a round trip path. Recon and transport planes (for the German) have no template. While their range is wider, they are bound by some limitations.
8.5.1 Recon and transport planes based in UK or Germany have their range printed on the sea boxes (see 8.13.6). If based on Denmark or on airfields on southern Norway, their maximum range is the airfield located in Stjordal area (NE of Trondheim).
8.6 Air units are represented by die-cut cardboard counters. Bombers and recon planes have also their to-hit and detection ratings printed.
8.7 Air markers have a power rating of "1" when counting the available points to conduct actions in a turn, except for the German bombers, which bear a "3" in a square on the left corner (exception: Optional Rules: Special Air Units). This number stands for the unit power rating and the amount of dice to roll when bombing or interdicting. Transports have a "4" inscribed; this is their transport capacity and how many air points must be spent when they are used from an airfield.
8.8 In the Air Phase, the German player first resolves his available parachute landings, only in those airfields or locations marked with a parachute symbol. Once all parachute landings have been resolved, he is free to use his remaining air markers as he sees fit.
8.9 The phasing player may use his available air points in different missions, depending on the current weather. The different available air missions are:
8.9.1 Air Recon: Air recon is the first mission to be resolved in the Air Phase (Exception: German parachute landings). Each side has air recon markers to place in sea boxes for fleet detection. The air recon range is given at 8.5.1 as is the number needed to detect fleets on 1d6 (a "6"). Up to 3 recon air points may be grouped together to improve the chance of a successful detection (with a "5" or "6"). Recon units can never be intercepted by fighters.
8.9.2 Air Transport: only the German player can conduct this mission. He has 4 air markers available and each one is worth 4 transport points, which can be used to transport 1 regiment (only infantry can be transported by air) or 2 supply points. Units moving by air transport to an airfield are always supplied on the turn of arrival. If there are enemy units present in the landing area, they can choose not to attack. They can move half their movement allowance, to an adjacent area after unloading or they may attack. The range of air transport units is given at 8.5.1. Air transport units may be intercepted by fighters. If they are, they return to their base without conducting their transport mission. A lone fighter can intercept a transport unit.
8.9.2.1 Transport air units can only ship units from Danish airfields. They will be able to conduct this mission with any unit from German controlled Norwegian airfields, provided the unit to be transported is physically present at the airfield.
8.9.3 Patrol/Escort: fighter markers may conduct this mission. They are simply placed on the sea box or land area where the mission is conducted and the used points are subtracted from the record track. Fighters hinder the different air missions while not neutralized by enemy fighters. The patrol/escort range is given on the flight template. Any number of fighter air points may be deployed in a sea box or land area.
8.9.3.1 Fighter Points can be kept for use at the opponent's turn phase to neutralize his air movements.
Example: In his turn, the German player has 10 fighter markers available to deploy against the Norwegian army. He uses 6 markers to escort bombers. Before the resolution of the bombing mission, the Norwegian player may choose to use his 3 fighter markers to intercept the bombers; but seeing the mission as fruitless, he rather not. The Norwegian player, in his turn, uses his fighters to escort a bombing mission, but before resolution, the German player may use the 4 fighter markers he didn't use in his Air Phase to try to intercept the fighter escorts and stop the enemy bombers.
8.9.4 Interdiction, land support and bombardment: Conducted by bombers. The mission is successful if a 6 is rolled on 1d6.
8.9.4.1 Each bomber assigned to land support adds +1 to the die roll as Combined Arms Modifier to land combat, up to a maximum of 3.
8.9.4.1.1 Up to 3 Allied bomber markers may be present at once in a land area, whether they are performing the same mission or not.
8.9.4.1.2 For the Germans, since labelled as 3-strength units, only 2 bomber markers may occupy the same area at once. These units roll 3 dice, and hence German bomber units in the same area cannot conduct the same mission. The range of bombers is given in their flight template. German bomber units cannot be used partially. They have a 3-strength rating because they operated in big waves. When bombing, all 3 points or none must be used.
8.9.4.2 Sea Bombardment. In a sea box, more than 3 bombers may be present, but they must attack different targets. A given target cannot be attacked by more than 3 bomber air points. The naval boxes cover such a wide area, that the maximum number of air units can be placed per fleet present (3 bombers plus any number of fighters).
8.9.4.3 Land Bombardment. When an air unit successfully bombs a land unit, it doesn't inflict step losses, instead, the target is marked with a blast marker per hit to denote the inability to move in its next turn (the unit is disorganized). If hit more than once, the effect will last for as many turns as blast markers present. The markers are removed in the supply phase of the turn following the one in which they were inflicted. No more than one marker per turn and per unit may be removed.
8.9.5 In a bombardment mission (against naval or land units), the player controlling the bombarding units can choose his target (if more than one).
Example: The Allied player wants to conduct bombardment against a detected fleet in a naval box where a German fighter marker is patrolling over the fleet. If the Allied player wants to attack the fleet, he must place a fighter marker in the naval box to neutralize the German fighter, and then he can place bomber markers (up to a maximum of 3) to bomb the fleet.
8.10 Airfields or Airbases: The Norwegian airfield locations are marked on the map with their corresponding indicators. One area may contain one or more airfields. The UK, German and Danish airfields closer to Norway are represented in the sea boxes or, for the Danish ones, by an effective range to the south of Norway (the range template can be used, depending on the base involved, from the Danish airfields' effective range or from UK or Germany).
8.10.1 Each airfield can deploy up to 6 air points of any type per turn. Each time an air point operates from an airfield, put a marker showing the airfield capability used so far. An airfield with a "6" marker cannot launch further air missions.
8.10.2 Narvik had no airfield; but once the German captured the town, they built a temporary landing runway where they received the scarce supply available. This airfield is shown on the map, but this "temporary airfield" can only be used by the German to ship supplies. Only half a Land Supply Unit or battalion sized units may be transported to the Narvik runway (even if a transport unit can usually carry 2 full supplies, only half a supply unit may be transported to the Narvik runway).
8.10.3 Each time an airfield is hit, place a corresponding marker on top of it and reduce by 2 its capacity to deploy air points. When 3 hits are scored, the airfield is useless and no air mission can be conducted from it.
8.10.4 In his own Supply Phase, a player may remove one hit marker.
8.10.5 Danish Airfields: as already stated, Danish airfields have an effective range south of Norway, from their location. The air missions range zone can be determined with the proper templates. The Germans may use these airfields from 10 April on. The German player may use Danish airfields by turn 4 (10 April) and those Norwegian airfields captured by parachute units and still under his control by turn 5 (11 April).
8.10.6 German and British airfields: they were further away from the theatre of operations and couldn't support missions on Norwegian soil. The airfields shown on the map bear special symbols, some of them with an "R" inscribed within (standing for Reconnaissance planes) and others without any letter (standing for bombers and long-range German fighters). Some naval boxes also bear those symbols to denote which plane types may conduct missions there. Red symbols are applicable to British planes, while grey ones are applicable to German planes.
8.11 German Parachute units: The German used parachute units in this campaign to capture critical Allied airfields and communications networks. The locations where these units were airdropped are indicated on the map with a parachute symbol. Parachute landings are always successful on the indicated targets. As the units involved in those operations were at the company or even platoon level, we have chosen the company size to represent them. Parachute units are elite units with special characteristics as follows:
8.11.1 These units roll 1d3 when fighting (plus the corresponding modifier). They are not forced to retreat from a combat result. Nor are they forced to attack if, at the start of their turn, they are sharing an area with enemy units and the parachute units choose to stay.
8.11.2 They are always in supply.
8.11.3 Once airdropped, they can never move.
8.11.4 If a friendly German unit is sharing the area with a parachute unit in an airfield, if a city is also present, the unit may choose to stay in the city and benefit from the defensive modifier, or accompany the parachute unit at the airfield, lose the city defensive modifier (if any), but add instead to the combat the parachute combat roll. If the unit stays in the city, the parachute unit is withheld from combat and the enemy units will only attack the German unit in the city. The parachute unit won't be eligible to be attacked until the German unit is forced to retreat or is eliminated.
8.12 British Airforce: The British Airforce cannot conduct any mission on Norway unless based on Norwegian airfield(s) or aircraft carriers. For a British air unit to establish a base on Norwegian airfields, it must be transported by aircraft carrier to an airfield in Norway, initially limited to those north of Dumbas. They cannot arrive before 27 April (turn 13). Air missions can be conducted on Norway without restrictions if launched from an aircraft carrier.
9. Naval Phase
9.1 In this phase, players move their naval combat units and transport units or supply units to destination through sea areas' naval boxes or they may deploy their fleets at port in order to defend it. The map is divided into 3 big sea portions we call "sea areas". Within each sea area, there are further subdivisions we call "naval boxes" where fleets move.
9.2 The Naval Phase is further subdivided into a Movement Phase, where fleets move; Submarine Deployment and Amphibious Landings and a Combat Phase, where previously detected fleet fight each other.
9.3 Fleets may be in one of two conditions: "Detected" or "Undetected". A player can't know for sure the contents of an enemy fleet until he detects it. Only detected fleets can be attacked, even if other, undetected, enemy fleets are sharing the same box. A fleet is "undetected" the moment it leaves a friendly port, and remains so until "detected". Once "detected", it remains "detected" until it returns to a friendly port or is affected by special weather conditions. A fleet in port is always "undetected". An "Undetected Fleet" marker is distinguished from a Combat Fleet marker in that it bears a white circle around the identifying fleet number, while the latter has a combat factor printed in black.
9.4 To carry on combat/escort or transport missions, both players have combat and transport naval points (and submarine and Allied aircraft carrier markers). Norwegian naval points may only be used by Norwegians or by the German player if he captures them.
[Component illustrations: Undetected Fleet, Combat Fleet, Transport Fleet, Decoy.]
9.5 The naval units are moved as fleets. When leaving a port, they are placed on the map as undetected and so, the opposing player won't be aware of the fleets' composition until he manages to detect them.
9.6 In each side's "Port/Order of Battle" sheets, a series of boxes are depicted bearing a number matching the corresponding fleet. The available fleets are stored here. When a fleet is deployed on the map, the units, supply or decoys contained therein are placed in its corresponding box on the port sheet, hidden from the opponent's view by a screen unfolded before the port sheet.
Example: The German player deploys 3 fleets into the sea from Germany. Fleet 1 contains 12 Naval Combat Points, Fleet 2 is a decoy (see 9.7) and Fleet 3 contains 6 Naval Combat Points and 4 Transport Points. The contents of the fleets are indicated on the Port Sheet with the corresponding markers and Fleet 1, 2 and 3 are placed in any South sea box and remain undetected until the Allied player successfully finds them.
9.7 A fleet is detected:
9.7.1 By a successful enemy air recon.
9.7.2 By a successful enemy submarine detection.
9.7.3 By engaging in combat with an enemy detected fleet.
9.7.4 By conducting an unsuccessful amphibious landing.
9.8 Decoy Markers: each player may use his available decoys by assigning them to undetected fleets. These markers are used for bluffing. In any case, when fleets containing decoys are detected, the decoy markers are removed and placed on the "returned decoys" box. Decoys are also removed when an undetected fleet containing Decoys returns to port, or at any moment at the option of the owning player. A player cannot use more Decoys than he has available. Decoy markers cannot be destroyed.
9.8.1 Decoy markers returned to the port sheet are placed on the "returned decoys" box, and on the next Reorganization Phase, they are shifted to the available box, ready to be reused.
9.8.2 The British and German players have 7 Decoy markers available, while the Norwegian player has only 3.
9.9 Merging and splitting fleets: a fleet, detected or not, may merge with another one while it moves, or split into several fleets while moving. When fleets merge, if one fleet is detected, all involved fleets become detected.
Example: an undetected fleet containing 6 markers is headed to Bergen. The German player decides to split the fleet when moving into a new box. An undetected fleet marker keeps 2 markers and heads to Stavanger, while a new undetected fleet with the remaining 4 markers keeps heading to Bergen.
9.10 Transport: A fleet may contain at most 8 Naval Transport Points. Each side has an amount of transport points available to move troops and supplies to different map locations, from port to port. Transport points must be assigned to fleets. The phasing player distributes his transports as he wishes (depending on what and how many troops and supplies he wants to transport) between undetected fleet markers, moving them through naval boxes in the sea area. Transport units have their value parenthesized and display a red dot on the left side of the counter to tell them apart from combat markers. Transport units have no combat rating, their combat rating is "0". When transport units suffer casualties while transporting troops or supplies, the cargo will also suffer proportional losses.
Example: 4 transport points may carry a regimental land unit and ½ a supply unit. If the transport fleet suffers one loss in naval combat, ½ a supply unit or a step from the regimental unit would be lost, at the owner's choosing.
9.10.1 A unit transported by sea that unloads at a port may move half its move rating after unloading (for example, a unit with a movement allowance of 2, could move 1).
9.10.2 A transport fleet with no friendly accompanying escorting combat units, is eliminated if attacked by enemy units in clear weather. In Bad Weather or Storm, it has the option to evade combat by rolling "1" on 1d6.
9.11 Submarines: In the naval phase, submarine markers may be placed in a naval box to detect an enemy fleet by rolling a "6" on 1d6. Up to three submarine markers can be grouped together to improve their detection chances to "5" or "6". If the box were attacked by friendly combat points, +1 would be added to the total combat result (see naval combat) and this +1 is the sole exception to the 12-points maximum for naval combat points stacked per sea box (no matter if there are one submarine, three submarines grouped together or three submarines on their own, the bonus is always "+1"). More than one submarine marker may try to detect an enemy fleet, but if successful and naval combat ensues, the total will only be modified by +1, even if more than one submarine was successful in the detection attempt. Submarine units can never be taken as losses in naval combat, but a submarine marker, once deployed, may be bombed by air units and be hit on a "6". A submarine is permanently eliminated if hit. A deployed submarine may be removed from the map and stored for further use, if the owner declares he will conduct no detection attempts. If he chooses to let the unit deployed, it is still subject to bombing attacks by in-range air units. The submarine may also be moved to an adjacent area to detect an enemy fleet, but doing so, it will still be subject to bombardment by in-range units.
9.12 Aircraft Carriers: The British used 3 aircraft carriers in this campaign. Their special advantage was to function as an airbase and so, they are considered airfields for all purposes. Each carrier can only carry 2 air points. If used as airfields, they must be revealed and may be bombed by German in-range air units. A hit reduces the carrier's transport capacity by one air point and two hits result in the carrier sinking and being removed from play. They can be used to transport air unit points to Norwegian airfields starting with turn 13.
9.13 NAVAL MOVEMENT: Naval movement is conducted by fleets (Exception: see submarines). Fleets move through sea boxes. A fleet can only move one box per turn, within the same sea area or to any box in an adjacent sea area. Refer to the map for clarifications. When a fleet enters a sea area, it may be deployed in any box within that sea area.
9.13.1 Except at the start of the game, where, for the German attack on Norway, invasion Task Forces are predetermined, once the invasion is underway, both sides may conform their fleets to their liking, i.e.: they may assign their available combat, transport and decoy markers in any combination to each fleet. The phasing player organizes his markers as he sees fit, out of his opponent's sight, and places the naval stack corresponding to the undetected fleet marker on the port sheet. A stack may contain any combination of markers, provided the maximum limits of transport and combat points per fleet are not exceeded.
9.13.2 Sea Areas: There are 3 different sea areas, so it may happen that naval combat or transport points are distributed among ports located in different areas. When creating fleets, only naval points from the same area can be used. Place in each area's sea boxes the amount of combat and transport points available.
Example: The German player has 30 naval combat points available for the turn, 22 are based on ports within the South Sea area and 8 are in the Narvik port. The German could deploy 22 points from the South Sea area and distribute them in any boxes of that sea area, but he could not use the 8 points in Narvik, which could only be deployed (if at all) in any box(es) in the North Sea area.
9.13.3 Fleets are moved first (both combat and transport) and when done with them, the phasing player deploys his submarines (they may then try to detect enemy fleets in their current area).
9.13.4 Restrictions: A fleet may contain no more than 12 combat naval points and 8 naval transport points. A naval box may contain up to four Fleet markers (detected or undetected), provided each fleet complies with this limit. Both combat fleets and decoy fleets are permitted. The Allied player cannot occupy all naval boxes within a sea area with naval combat points.
Example: in the North Sea area, there are 4 naval boxes; the Allied player could never occupy more than 3 naval boxes with naval combat units.
9.13.5 The phasing player may move within the same sea area to any box, but can only move to an adjacent sea area per turn.
9.13.6 A sea area may contain more than one undetected fleet. In that case, if the opposing player wants to conduct detection either with submarines or recon planes, he must choose which undetected fleet among those present he is targeting.
9.14.5 Fleets are not forced to stop upon entering a sea area occupied by one or more enemy undetected fleets. If the enemy fleet is detected, the player chooses whether to attack the detected fleet or move past without fighting. If a fleet engages in combat, whether victorious or not, its move is done for the turn.
9.13.7 Fleets may move to engage enemy fleets in combat or to transport troops and supplies. To transport troops, a fleet must start its move in a friendly port and unload at another friendly port or an enemy port he wants to capture (see amphibious landings). The Germans launched an invasion in the first days, loading troops on battleships. In the game, from the 11th on, troops and supplies must be transported on transport points rather than combat points. Transport fleets cannot contain more than 8 naval transport points.
9.13.8 A detected fleet with its naval combat and transport points revealed can be bombed by enemy air units within range.
9.14 NAVAL COMBAT: there are two possible naval combat situations:
9.14.1 Phasing player's fleets entering a naval box containing enemy fleets already detected or just detected by friendly submarine units in the same turn, may, but are not forced to, attack those detected enemy fleets. Naval combat cannot be conducted nor supported against detected enemy fleets in adjacent naval boxes.
9.14.2 An attacking undetected fleet is automatically detected.
9.14.3 Fleets that start their move in a naval box containing detected, enemy fleets, may attack them or move to another naval box.
9.14.4 Enemy detected fleets entering a naval box containing friendly undetected fleets may be attacked by the inactive player. Fleets entering a naval box containing undetected enemy fleets cannot attack.
9.14.5 Naval Combat Procedure: Each naval combat is conducted in a maximum of three combat rounds per player turn, each one following the same procedure. Both detected fleets compare their naval combat rating and check the ratings differential value with 1d6 on the Naval Interception Table to determine if the attacked fleet manages to evade combat (if it so wishes). If so, there is no combat, and both fleets remain detected and sharing the same sea box. If there is no avoidance, each side rolls another 1d6 in the Naval Combat Table (with all the applicable modifiers) to check for losses in combat. If any losses are incurred, they are removed from those naval points of each side involved in battle and from the combat or transport record track, as required. The winning player must decide if he wants to go on with another combat round and if so, he rolls 1d6 in the Naval Combat Continuation Table. If the combat goes on for another round, the procedure is the same as for the first round, except the Naval Interception Table is not consulted, and the round proceeds to the combat roll.
9.14.5.1 At the end of the second round, the winning player may choose to go for a third round, with the same procedure, above, repeated. But, whatever the results, the involved fleets cannot conduct any further combat this turn and remain unengaged but detected. In case of ties, the attacker has the option to continue the ongoing combat.
9.14.5.2 If there are more naval combat present than there are transports, losses must first be taken from combat points. Transport points are ignored for combat rating considerations. If a fleet intercepts a transport-only enemy fleet, the latter will fight with a "0" combat rating (see 9.11), no matter how many transport points are present in the fleet. A fleet can only be attacked once per turn per naval phase.
Example (see naval combat table): An undetected German fleet occupies the naval box west of Stavanger. In his player turn, the Allied moves an undetected fleet from the naval box NW of the German fleet's, and deploys a submarine marker to try to detect the Germans. He rolls 1d6 and rolls "6", just what he needs to successfully detect the enemy fleet. The German player reveals the composition of his fleet: 6 naval combat points and 4 transport points loaded with supplies. The Allied player decides to attack and reveals his fleet: 10 combat points +1 to account for the submarine, for a total of 11 points. The size differential is 5 in the Allied player's favour. The German player rolls to evade combat and fails with a 4. Now, each side rolls on the naval combat table; the Allied rolls "3", which would yield 1 hit but, as he has 5 combat points more than his opponent, he adds +2 to his roll, for a "5", which yields 2 hits on the German fleet. The German player rolls "6", for 3 hits. The German player is the winner and must decide if the combat is to continue, but he chooses to go on with his move, now as a detected fleet, until he reaches a friendly port in his next move. The hits inflicted are deducted from each side's involved naval combat points.
9.15 Port Attacks: When a fleet enters a port containing an undetected enemy fleet, both fleets (attacker and defender) become immediately detected.
9.15.1 When the Germans reached their target ports in Norway, they found out some enemy ships were anchored there. In most cases, those ships were rendered inoperative and the German troops could land unopposed. To recreate this, only on the Invasion Turn (9 April), the following rules apply:
9.15.2 The German came in poor light, even foggy visibility condition, and enemy ships were not, in most cases, combat ready, so 1d6 is rolled for each group of anchored naval combat points, on a 1-2 result they can fight without restrictions, on a 3-6 they cannot fight back (the attacking fleet must have avoided detection by coastal batteries, see tables).
9.15.3 If all naval points from an anchored fleet are useless or sunk in combat, the remaining ships in the fleet are immediately captured and added to the German naval points record track.
9.15.4 If the anchored player loses the combat and has also lost half or more of his naval combat points, the surviving ships may surrender. Roll 1d6 and on a 1-3 result, they surrender, on a 4-6, they escape one box within the same naval area, marked as "detected fleet". The winning fleet enters port and becomes undetected and, if the attacker, an amphibious landing may be conducted (see Amphibious Landings).
9.15.5 If the amphibious landing is successful, the fleet is marked as undetected in port, but if the amphibious landing fails, it is detected as it couldn't anchor at port.
9.15.6 In case of ties, both fleets remain detected in the port box, but the transported land units may unload from the attacking fleet.
9.15.8 In the turns following the Invasion Turn, only amphibious landings and thus port attacks may be conducted in the port boxes shown on the map, but any enemy fleets present will be free from any special rolls and will fight normally.
9.15.9 A player may form a fleet marker in port by placing an undetected fleet marker in the port box. A decoy may be deployed in this fashion.
9.16 Amphibious Landings: It is just a type of land combat, since embarked land troops unload in an enemy port and try to dislodge enemy land units. But even if it is a land combat, it is conducted in the Naval Phase, even if resolved in the Land Combat Phase. Amphibious landings can only be conducted against ports marked on the map (grey for the German, red for the Allies). Note that, in the Orders of Battle tables, the units and their assigned landing zones are clearly defined.
9.16.1 In any turn following the invasion turn, other transported land units may be used for amphibious landings. On those marked in grey (for the German) or in red (for the Allied), up to the equivalent of 6 naval transport points may land. On secondary ports (displaying an anchor), up to the equivalent of 3 naval transport points may land.
9.16.1.1 If the area where the landing is conducted is free of enemy units, the landing is successful and the units unload in the area.
9.16.1.2 If the area is occupied, a land combat is conducted in the Land Combat Phase. If the enemy units are removed from the area or neither side is forced to retreat, the landing is successful, but if the defender forces the attacker to retreat, the landing fails and the land units must reembark on their ships. A fleet that fails to land remains detected in the port box until the next naval movement phase, when it may try again to land or move away to any naval box within the sea area where the port is located. If moving to a naval box, 1d6 is rolled; on 1-3, the fleet remains detected; on 4-6, the fleet becomes undetected.
9.16.2 Units conducting amphibious landing are automatically supplied for the turn they land. If a port where a landing is conducted contains enemy naval units, the landing cannot proceed until all enemy naval units there are sunk, captured, flee or a tie is obtained in naval combat (see Port Attacks).
10. Land Phase
10.1 This phase is subdivided into 2 steps: movement and combat. The phasing player can move his units and engage in combat with enemy units.
10.2 LAND UNITS: there are different types, most of them are two-sided, showing a full-strength side and a reduced-strength side to show a step lost in combat. A reduced unit has a worse modifier to the combat roll. A unit is eliminated when it loses 2 steps in combat. A unit with one step is eliminated if further reduced in combat (Exception: see HQs). Each counter is defined by type, size, ID, combat modifier and movement factor.
Example: The counter above is the 159 Regiment from the 69th German Division. Its combat modifier is +2 and its movement factor is 2.
10.2.1 Usually, units are regiment sized, but some of them are battalion sized. When resolving combat, a regiment sized land unit rolls 1d6, while a battalion sized one rolls 1d3 (as do German company sized parachute units). British units are usually Brigade sized, but this is the equivalent of a German Regiment. Regiments cannot be broken down into battalions. The quality of a given unit (elite, normal or green) is dependent on the combat modifier. The different land unit types are:
10.2.2 The different unit sizes in the game are:
10.2.4 Brigade and Regiment sized units roll 1d6 in combat (exception: regimental artillery units), while Battalion and Company sized units and all Artillery (except for AA artillery) roll 1d3.
10.2.3 INFANTRY: Identified by a soldier silhouette. They have no special characteristics, except for the Mountain units, which fare better in bad weather (see Weather Table). Mountain units are identified by a skier silhouette.
10.2.4 ARMOUR: they have a tank silhouette depicted. They contribute to the combined arms modifier.
10.2.5 ARTILLERY: they have a gun depicted and contribute to the combined arms modifier. One battalion sized artillery unit may stack in an area already containing 2 regimental infantry, armour or cavalry units, without counting against stacking limits. Any artillery unit present above the free stacking limit would count against stacking limits as usual. An artillery unit cannot attack unless accompanied by infantry, cavalry or armour units. Artillery units roll 1d3, no matter their size. The size (regiment or battalion) determines the combat modifier.
10.2.6 AA ARTILLERY: they have an anti-aircraft gun depicted. They do not contribute to the combined arms modifier. The AA units don't roll any dice in combat, but give +1-combat bonus to friendly units in their area. If AA units are attacked while on their own, they defend with a combat strength of 1. Each AA units voids the combined arms benefit provided by one land support air unit. One battalion sized artillery unit may stack in an area already containing 2 regimental infantry, armour or cavalry units, without counting against stacking limits. Any artillery unit present above the free stacking limit would count against stacking limits as usual. An AA unit cannot attack unless accompanied by infantry, cavalry or armour units.
Example: The German uses two bombers for land support for a land combat in Oslo. The Allied player has an AA unit there. One bomber is ignored and only the other bomber would be effective.
10.2.7 CAVALRY: They have a horse silhouette depicted.
10.2.8 ENGINEERS: These are valuable assets. They have a soldier silhouette depicted with an "E" attached. They add +1 to the combat roll when attacking enemy strongpoints and cities with a defence factor (whether fortified or not). They can also repair coastal batteries that were rendered inoperative, if they spend a full turn without attacking nor being attacked. One engineer unit can be stacked in an area already containing 2 regimental infantry, armour or cavalry units, without counting against stacking limits, but can only add 1d3 in combat. If another engineer is present, it would count for stacking limits and both units combined would roll 1d6 in combat. Even if two engineers are present, the modifier against strongpoints and cities is limited to +1 (not +2). They are usually battalion sized.
10.2.9 HQs: This units do not count for stacking limits. If stacked with friendly units, they roll no dice, but add +1 to the combat dice roll. No more than one HQ may be present in a land area. These units are never permanently eliminated. If an HQ is eliminated, it returns to a friendly supply source, of the controller's choosing, in its own country, two turns after being eliminated.
10.3 LAND MOVEMENT: During his player turn, a player moves his units from area to adjacent area. A unit can move cross-country (through areas not connected by road) or by following roads. Road movement adds +1 to the moving unit's basic movement factor.
Example: the 159 regiment from the 69th German Infantry Division from the previous example has a 2-movement rating, i.e.: it may move 2 areas cross-country or up to 3 areas by road (if free of enemy units; exception: see interdiction and weather).
10.3.1 Cross-country movement may be combined with road movement, if the unit has enough movement points.
10.3.2 A unit must stop moving upon entering an area occupied by enemy units and its movement phase is done for the turn. Units entering an area occupied by enemy units must attack all present enemy units (Exception: see parachute units).
10.3.3 A unit can always move at least one area, whatever its movement rating, terrain effects or interdiction status.
10.3.4 Units conducting a successful amphibious landing cannot move beyond the landing zone in the same turn. They can normally move to any adjacent area in the following turns.
10.3.5 Straits Crossing: there are some places in the map connected by red dots. The movement is permitted through these points, but it costs 2 movement points to do so. Islands that are not connected by red dots cannot be entered.
10.3.6 Interdiction: a unit moving by road or railroad must stop its movement upon entering an area containing an interdiction marker. Interdiction occurs when a bomber unit successfully conducts this mission. One interdiction marker is removed in the next reorganization/supply phase (if, for example, there are 3 markers on a road, 1 is removed and 2 would remain to be removed in subsequent turns).
10.3.7 Railroad Movement: the map shows the railroad network for each country. At the start of the game, Allied units may freely move through their entire rail net. A unit in an area with a railroad may move an unlimited amount of friendly railroad connected areas free of enemy CZs and interdiction markers.
10.3.7.1 As the campaign proceeds, the German player may achieve control and use of the Allied railroad net, if connected by a continuous railroad to the railroad net in Germany; or, for Norway, if Oslo is German controlled and the railroad is linked to the capital. The movement falls within the restrictions of 10.3.7.
10.3.7.2 Up to 4 German units and 6 Allied units may use railroad movement each turn, but they must start and end their move in an area containing a railroad depiction and free of enemy units. They cannot use any other type of movement in the same turn. When a unit conducts railroad movement, mark it accordingly.
10.3.7.3 Railroad Control: railhead markers are used to show which nation controls which railroad sections. As the original owner of the railroad network is the Allied player, the railhead markers are used to mark the extent of German control. These markers are advanced at the end of the German player turn to an area containing a German unit, if the railroad path is not cut by Allied units or their CZs or enemy controlled cities, and it may be traced back to German territory or Oslo. The railroad control marker shows the point up to which German units may use railroad movement in the next turn, provided the path is not cut in the meantime.
10.4 REINFORCEMENTS AND SUPPLY MOVEMENT: the German player can move his reinforcements and supplies by air or naval transport. The Franco-British can only move their troops and supply by ship to Norway, and can only land on the spots marked accordingly on the map (exception: see optional rules).
10.4.1 To conduct naval transport, the player picks the units/supplies to be shipped from the reserve, second wave or turn record track boxes, and uses naval transport to ship them to destination. Place an Undetected Fleet marker and move to any naval box within the departing port's sea area. Before landing at the destination port, the transport fleet and the transported unit must spend a turn in a naval box within the destination port's sea area.
Example: a German fleet starting in the South Sea area cannot land at Trondheim right away; it must move first to a naval box within the Central Sea area and wait for the next turn to reach Trondheim.
10.4.2 The German player picks the units to be transported by air from the reserve or second wave, take off from any eligible airfield and land at their destination airfield, where the transport plane is placed and the transported unit is landed. Those units or supplies being transported from the second wave must start at airfield or ports inside Germany.
10.5 LAND COMBAT: Once all movement is completed, the phasing player resolves all his combats. The phasing player's units that entered an area containing enemy units must attack. Adjacent units cannot be attacked nor supported.
10.5.1 Units starting their Movement Phase sharing an area with enemy units may attack or move to another area (Exception: see Parachute units and First Game Turn) where the unit wouldn't be out of supply.
10.5.2 If any phasing player's units move in their Movement Phase to an area containing enemy units, all phasing player's units (those that move and those already in the area) must attack.
10.5.3 All units have a combat roll modifier printed, which may be positive, negative or zero. This modifier is added to the die roll. 1d6 or 1d3 (depending on the unit size) is rolled per unit, tabulating separate totals for each side. The higher roller is the winner. The combat losses for the loser are tabulated from the total combat rolls differential.
COMBAT TABLE TIES OR DIFFERENTIAL 1-2: NO EFFECT. BOTH SIDE'S UNITS STAY IN THE AREA DIFFERENTIAL 3-4: RETREAT 1 AREA DIFFERENTIAL 5-6: RETREAT 1 AREA + 1 STEP LOSS DIFFERENTIAL 7-8: RETREAT 1 AREA + 1 STEP LOSSES DIFFERENTIAL 9-10: RETREAT 1 AREA + 3 STEP LOSSES DIFFERENTIAL 11+: ALL UNITS ELIMINATED
10.5.4 Combined Arms Modifiers: A Combined Arms modifier can be added to the regular unit's combat modifier if different army branches are involved, thus increasing the combat effectivity. Each side may be entitled to this modifier, if applicable, per the following table:
[Combined Arms modifier table (not reproduced in text layer; see page 21 of the rulebook).]
When air units are present, each bomber conducting a land combat support adds one extra +1 (up to a maximum of +3). For the German, only 2 3-strength bomber units can occupy an area, but only one of them can conduct land support for a +3 modifier (as they represent 3 bomber units). Each enemy AA voids the benefit of combined arms from one air unit conducting land support.
10.5.5 Attacks across straits: Any unit attacking enemy units across a strait must deduct 2 from its combat roll.
10.5.6 Retreats after combat: the owner always chooses how to distribute his combat losses. In case of retreat, the attacking player chooses where the losing units are to retreat. A retreat must be conducted towards the closest supply source. A retreating unit can never enter a sea area (exception: it is permitted to retreat through land areas separated by red dots) or an enemy CZ. If units cannot abide by these restrictions, they remain in the area and each retreating unit loses a step, this is in addition to any losses already incurred by combat results. Units conducting an unsuccessful amphibious landing are not eliminated if forced to retreat, they instead reembark on their ships. If units involved in a retreat were stacked with supplies, those are lost upon retreat. If unable to retreat or the combat results ask only for step losses, the supplies are not eliminated.
10.5.7 Over stacking situations caused by retreat are allowed.
10.5.8 Exception: Strongpoints, Fortified Cities and Paratroopers: units occupying strongpoints or Fortified Cities or parachute units are never forced to retreat; they may ignore any retreat results from combat at the owner's choosing. They are also not forced to retreat to an adjacent area in their movement phase, even if their area is enemy occupied.
Example: the 69th German Division, 159 infantry regiment (modifier +2) and an artillery regiment from the same division (modifier +2) attack the Norwegian 6th Infantry Division, 14th Regt. (modifier 0) near Egersund (it is not defending inside the city). The Germans roll 5 in 1d6 for the 159th Regt. +2 (combat modifier) = 7. They roll 1d3 for the artillery, and they get 2, +2 (combat modifier) = 4. The Norwegian regiment rolls 6 with no modifiers. The total score for the German is 7+4+1 (the last +1-modifier comes from the combined arms modifier; infantry + artillery) =12, while the Norwegian has 6 with no further modifiers. The differential is 6 in German's favour (12-6=6) which results in 1 step loss for the Norwegian regiment and a retreat from the area. The Norwegian regiment retreats to Evje.
11. Stacking Limits and Controlled Zones (CZs)
11.1 STACKING LIMITS
11.1.1 All the involved armies had their units organized in a similar way. Actually, British units were organized somewhat differently, but this is simplified and stays the same for game purposes. One division was usually formed by 3 or 4 infantry regiments plus an artillery or cavalry regiment. A regiment was usually composed by 3 battalions.
[Component illustration: Division and Battalion counters.]
11.1.2 No more than 7 battalions or equivalents may end the movement phase in a land area, per player, with the following considerations:
- Any combination of regiment and battalion sized units is allowed as long as the stacking limit is complied with.
- Engineer and Artillery regimental units are considered as a regular regiment.
- A British Brigade is equivalent to 1 regiment.
- Air units, HQs and Parachute units are ignored for stacking purposes.
- Land units landing at port are ignored for stacking purposes if they remain embarked. Units that land through air transport do count for stacking limits.
For example: in a single area, one side may have:
- 2 regiment sized units (infantry, cavalry or armour).
- 1 battalion sized unit (infantry, artillery, cavalry or armour).
- An unlimited number of paratroopers, HQs and/or Air units.
11.1.3 At the end of the Naval Movement Phase, no more than 4 friendly fleets (detected or not) may occupy the same sea box.
11.1.4 For combat purposes, each side can stack in an area up to its maximum (Exception: Allied Side Disorganization).
11.1.5 If, at the end of any player movement phase, the stacking limit is violated, the owning player must eliminate enough units of his choosing to bring the stack back to legal size.
11.2 CONTROLLED ZONES
11.2.1 All land units control the area they are in and exert a CZ upon the area. A land unit must stop moving when entering an area occupied by an enemy unit and is forced to attack.
11.2.2 Air units exert no CZ.
11.2.3 In sea boxes, naval units (fleets), detected or not, never exert a CZ in land or sea areas.
12. Victory Conditions
12.1 There are three different paths to victory:
- Victory Points Victory.
- Decisive Victory.
- Sudden Death Victory.
12.2 Victory by Points: at the end of the last turn, both Allied and German Victory Points are tallied, he who has the most wins. If tied, the Allied wins.
12.2.1 In Norway, there are some cities and strongpoints rated with a victory point value. These are the German targets for victory.
12.2.2 A city/strongpoint is conquered when a land combat unit moves through it. There is no need to keep a garrison (i.e.: no unit is required to remain stationed there). If the Germans take control of a location, place a German control marker.
12.2.3 Even if some areas contain no cities or aren't worth any victory points, it is recommended to put control markers anyway to show control status, as this affects enemy retreats.
12.2.4 The 14th May, the German invade France and the British decide to abandon Norway on the 24th. On 8th July, the last Allied troops embark to the UK. That's why, if the game lasts until the turn 21, 2 VPs must be subtracted from the Allied total to account for the Allied retreat.
12.2.4.1 On the turn 19, the Allied player must embark at least half the total of British troops (excluding French units).
12.2.4.2 On the turn 20, the remaining Allied troops must be embarked and headed to the UK.
12.2.4.3 For each Allied regiment/brigade sized unit still in Norway at the end of the game, subtract 1 additional VP from the Allied total victory points.
12.3 Decisive Victory: When a side controls all its target locations:
12.3.1 If the German player controls all his target locations (grey coloured) for two full turns, the game ends in a German Decisive Victory.
12.3.2 If, from the turn 10 on, the Allied player controls all the German target locations (grey coloured) for two full turns, the game ends in an Allied Decisive Victory.
12.4 Sudden Death: on turns 11, 14 and 17, in the reorganization phase, the German player must check for Sudden Death conditions. If the German fails to comply with the required conditions, the Allied player wins automatically:
12.4.1 Turn 11: the German player must control at least 8 victory points.
12.4.2 Turn 14: The German player must control Oslo and at least 8 victory points (not including Oslo).
12.4.3 Turn 17: The German player must control Oslo and at least 10 victory points (not including Oslo).
13. Strongpoints and Fieldworks
13.1 The strongpoints are installations that already existed on Norway when the campaign started. The fieldworks were temporary constructions built to improve the defensive capabilities of a given position, and were built during the campaign.
13.2 Strongpoints:
13.2.1 A strongpoint adds +2 to the total dice roll. Units in strongpoints are not forced to attack enemy units in the same area, nor have they to retreat to an adjacent area if so called by combat results if, at the end of the turn, there are enemy units in the same area. Losses, if required, are applied normally. A unit in a stronghold that chooses to retreat to an adjacent area as a combat result, losses the bonus to the combat roll.
13.2.2 A captured strongpoint is not destroyed and the conquering side may reutilize it if repaired. To repair a captured strongpoint, an infantry unit (any infantry; an engineer is not required) must stay in the area for two full turns without conducting any other activity (including not being attacked during the repair period).
[Component illustrations: Strongpoint, Strongpoint under Repair, Fieldwork, Fieldwork under Repair.]
13.3 Fieldworks:
13.3.1 A supplied infantry unit may spend two full turns without conducting any other activity (including not being attacked during the construction period) to build a Fieldwork. Half a supply point is spent to build a fieldwork for the German player. The Allied may build fieldworks free of charge.
13.3.2 Units in fieldworks are not forced to attack enemy units in the same area, nor have they to retreat to an adjacent area if so called by combat results if, at the end of the turn, there are enemy units in the same area. Losses, if required, are applied normally. A unit in a fieldwork that chooses to retreat to an adjacent area as a combat result, losses the bonus to the combat roll.
13.3.3 Fieldworks provide a +1 bonus to the defender combat die.
13.3.4 A captured Fieldwork is removed from play. Another one can be built in the same location by the regular procedure. An abandoned fieldwork is, also, eliminated.
13.3.5 Parachute units cannot build Fieldworks.
13.3.6 If an area contains two fortifications (a fortified city and a fieldwork) with several defending units, all the units must defend in a single fortification (the fortified city or the fieldwork). The defender is free to choose which one to pick.
14. Cities
14.1 Some map areas contain cities or towns that were critical in the campaign, and determine (along with strongpoints) the amount of victory points the German player has scored at the end of the game. Cities are rated +1 or +2 (or unrated). This modifier applies to the defender holding the city. If, after a successful amphibious landing, combat units of both sides remain in a city, both may claim the city bonus, but only when defending.
14.2 A city may be fortified by building fieldworks inside, with all the benefits of a regular fieldwork. Fieldworks in a city improve the city's defensive strength by +1 (e.g.: Narvik, inherently rated with a +2-defensive bonus, will provide +3 if fortified).
14.3 A city can only be reinforced once with a fieldwork; i.e.: no more than +1 can be applied as a fieldwork improvement to its original defensive rating.
14.4 A supplied infantry unit may fortify a city by spending two full turns without conducting any other activity, just as for a fieldwork (including not being attacked during the construction period and paying ½ supply point if German).
14.5 A captured fortified city loses any fieldwork improvement and recovers its original defence rating. A city may be fortified again by following the regular procedure. An improved city loses its improvement if abandoned.
[Component illustrations: Fortified City, Fortified City under Construction.]
15. Coastal Batteries
[Component illustration: Coastal Battery.]
15.1 Coastal Batteries: Coastal Batteries (CB) are emplaced, at the start of the game, approximately in their historical emplacements at the campaign onset.
15.2 Invasion Turn: On the 4th game turn, the landing turn, as the Allied were surprised, before firing, the CBs must roll 1d6 to try to detect the enemy fleets and get to fire (Historical Note: The Germans came at dawn, in most cases under cover of fog, with low visibility).
15.2.1 Fleet Detection Phase, 1d6 rolled:
- 1-4 the fleets go undetected.
- 5-6 the fleets are successfully detected.
If an enemy fleet is detected, the coastal batteries immediately open fire against the invading fleet, firing 3 times per battery.
15.2.2 Fire Phase: Hits are resolved by rolling 1d6 and hit on a 6. If the CBs score two or more hits on the attacking fleet, the fleet will be unable to conduct any planned amphibious landings for the turn being (the devastating fire delivered by the CBs paralyses the invader's initiative), nor can it land any supply points (if at all present). The fleet would be stuck as undetected in the port box, unable to move until the next game turn.
15.2.3 If there are still enemy fleets in CB range in the CB owner's turn or any following turn, they can keep firing in the Naval Combat Phase.
15.3 A Coastal Battery is rendered inoperative:
15.3.1 By air bombing. It takes one hit to render the CB inoperative for the full length of the game.
15.3.2 An engineer unit may repair an inoperative CB by spending two full turns in the area without conducting any other activity (including being attacked during the repair period).
15.3.3 When an enemy fleet lands at a port under CB protection, roll 1d6 per battery:
- 1-3: the BC is captured by the attacker.
- 4-5: the BC is rendered inoperative.
- 6: BC destroyed.
[Component illustrations: Coastal Battery Captured, CB Inoperative, CB under repair, Destroyed CB.]
15.3.4 Inoperative BCs can be repaired by engineers. Destroyed batteries remain destroyed for the full game and cannot be repaired.
16. Optional Rules
16.1 Amphibious Landings
16.1.1 If both players agree, the amphibious landings can be conducted at any port of their choosing, with the following considerations:
[Component illustrations: Major Port, Minor Port.]
16.1.1.1 The German target and Allied landing ports could harbour a great amount of material and troops; thus, their port capacity is the equivalent of 6 naval transport points per turn.
16.1.1.2 Minor ports, marked with a small anchor in the map, can only land 3 naval transport points equivalents per turn.
16.1.2 Amphibious landings are, otherwise, conducted as per the regular rules.
16.2 Ground Elevation
16.2.1 The basic rules do not take into consideration if a unit holds a position on higher ground, neither for movement nor combat. This optional rule enhances realism for those willing to apply terrain elevation on game terms.
16.2.2 Most areas contain more than an elevation level. As holding higher ground is beneficial, units entering or occupying an area must spend 1 additional movement point to occupy the higher present level. To indicate a unit is, in fact, holding higher ground within its area, rotate the unit to distinguish it from the other units in the area which are not holding higher ground. Mountain units do not have to pay the movement point cost to move to higher ground.
16.2.3 If the area is entered through road/railroad, there is no penalty to move to higher ground.
16.2.4 A unit attacking enemy unit(s) on higher ground is penalized with -1 to the combat roll. Mountain units are not so penalized.
16.3 Chain of Command Integrity
16.3.1 The units participating in the campaign had yet to acquire the cohesion and coordination necessary to conduct multi-division combined attacks. So, to represent the unseasoned status of the armies, the following rules may be used:
16.3.1.1 Units from different divisions attacking together are penalized with -1 to the combat roll.
16.3.1.2 Units from different divisions defending together are penalized with -1 to the combat roll.
16.3.1.3 If a HQ is present in any of the two previous cases, the penalty is voided.
16.4 Capture of Norwegian Equipment
16.4.1 The Germans captured key locations and used captured equipment to their advantage.
16.4.1.1 The Norwegian player has 6 "Depot" markers available, 3 are real depots, while the remaining 3 are just decoys.
16.4.1.2 The six markers are randomly placed at game start, without any side knowing the true markers' identity. The six starting locations are: Voss, Bang, Stjordal, Alvdol, Mosjoen and Elvegardsmoen.
16.4.1.3 When the German captures one of the above locations, he flips the marker there. A decoy is removed from the game. A depot is indicated by a +1 on the back of the counter; that is the combat modifier to be used by the unit that flipped the marker in any combat of its choosing.
16.4.1.4 Once the modifier is used in combat, the depot marker is removed from the game.
16.5 Narvik Emergency Air Supply
16.5.1 While they control both Trondheim and the airfield east of Stjordal and weather permitting, the German may try to conduct emergency air supply at Narvik.
16.5.2 No more than ½ supply unit may be landed by this rule, and it counts towards the maximum of 2 supply units per turn.
16.5.3 Roll 1d6. On 1-3, the supplies are lost. On 4-6, the attempt is successful and ½ supply unit is placed with the Narvik garrison.
16.6 Special Air Units
16.6.1 Both sides may include special air units to enhance realism.
16.6.2 Germans: even though they were not the main bombers used in the campaign, an Attack Bomber Group was formed containing Ju87R Dive Bombers, or "Stukas". They were particularly feared for their unprecedented diving attack.
16.6.2.1 With this optional rule, one of the regular bomber markers is removed and the 3 Stuka individual markers are added.
16.6.2.2 Stukas hit on a 5 or 6 on 1d6.
16.6.3 British: Naval bomber units (Torpedo-armed Swordfish biplanes) were specialized in naval combat. When they attack German NCPs, the hit on 5 or 6 on 1d6.
17. Norwegian Setup
The Norwegian units set up on the map at the listed locations:
17.1 Land Units
- Fredristak: 1st Inf. Regt. / 1st Inf. Div.
- Kongstinger: 1st Art. Regt. / 1st Inf. Div.
- Oslo: 2nd Inf. Regt. / 1st Inf. Div. + AA Bn.
- Bang: 4th Inf. Regt. / 2nd Inf. Div.
- Tretten: 1DR Cav. / 1st Div.
- SO Bang: 2nd Art. Regt. / 2nd Inf Div.
- Hamar: HQ South + 2DR Cav. / 2nd Div.
- Elverum: 5th Inf. Regt. / 2nd Inf. Div.
- Honefoss: 6th Inf. Regt. / 2nd Inf. Div.
- Larvik: 3rd Inf. Regt. / 1st Inf. Div.
- Evje: 1st Art. Bn. / 3rd Inf. Div.
- Kristiandsand: 7th Inf. Regt. / 3rd Inf. Div.
- Stavanger: 8th Inf. Regt. / 3rd Inf. Div.
- Bergen: 9th Inf. Regt. / 4th Inf. Div.
- Voss: 10th Inf. Regt. / 4th Inf. Div. + 2nd Art. Bn. / 4th Inf. Div.
- Aandalsnes: 11th Inf. Regt. / 5th Inf. Div.
- Trondheim: Eng. Bn. / 5th Div.
- Storen: 12th Inf Regt. / 5th Div.
- Roros: 3rd Art Regt. / 5th Div.
- Stjordal: 3DR Cav. / 5th Inf. Div.
- Steinkjer: 13th Inf. Regt. / 5th Inf. Div.
- Mosjoen: HQ North + 14th Inf. Regt. / 6th Inf. Div.
- Narvik: Bn. Eng. / 6th Inf. Div.
- Harstad: 11th Art. Bn.
- Elvergardsmoen: 15th Inf. Regt. / 6th Inf. Div.
(*) Enters from turn 8 on, along the same road where the 16th Regt. from the 6th Division sets up.
The Allied cannot attack Narvik nor Trondheim until Franco-British units have landed. The 5th and 6th Infantry Division units cannot move south of Dumbas until the Allied forces' landing. Until the 6th turn, the Norwegian can only attack with one regiment sized unit plus one battalion sized unit per area, to account for the land forces unpreparedness.
17.2 Naval Forces
- Kristiandsand: 2 + 1 + 1 + 2 + 1 CNP (7 Points)
- Bergen: 2 + 1 + 1 + 1 + 1 + 1 + 1 CNP (8 Points)
- Trondheim: 1 + 1 CNP (2 Points)
- Narvik: 1 + + 1 + 2 CNP (4 Points)
The Norwegian start the game with 29 CNPs (Combat Naval Points).
18. First Game Turn
There are some special considerations to keep in mind for the first game turn.
Before the game starts, both sides had ships at sea that sailed before April 5th. No submarine is deployed at start. The British have some fleets at sea that should be marked as "undetected". The German (and this is an exception) had some transport units carrying just supplies that sailed days before the troops got to sea. These units are not assigned to fleets, and upon a successful landing, they are directly placed on the target port's supply box.
The German attack surprised the Danes. The Norwegians were not that unprepared, but were, nonetheless, suffering from an organizational chaos during the first days. In fact, at the onset, an order was given to mobilize only half the available troops. To simulate this situation, we use the following rules:
- The Norwegians cannot use any unit until invaded.
- When conducting a German landing at Trondheim and Narvik, the Norwegian player rolls 1d6 for each garrison. On 1, the unit stays put and fights. On 2-6, the unit retreats.
- The Norwegians cannot attack neither Narvik nor Trondheim until the Franco-British troops land. 5th and 6th Norwegian Infantry Divisions cannot move south of Dombas until the Allied troops land. Until the turn 6, April 13th, the Norwegians can stack and attack with one regimental unit plus one battalion unit at most, per area, to depict the land forces disorganization.
- Norwegian naval points are deployed on the board at game start at their historical locations on the onset of the invasion. The German captured Norwegian ships, as the invasion caught them unaware. The capture procedure for naval points can be found in the "Port Attacks" rule.
- After the invasion turn, Norwegian naval combat points can be used normally.
- Norwegian naval combat points are fixed at game start. German naval combat points are also fixed, as, even if they enter progressively, the Invasion Task Forces were well defined. The German can increase their total naval combat points by capturing Norwegian combat points during the invasion turn. The British have their combat naval points increased as they receive reinforcements, until they reach their full potential. The naval combat points available for each side are indicated in the corresponding Order of Battle charts.
- The Allied player cannot attack Norwegian ports controlled by the Germans until the April 11th turn.
- The first days, the British were slow to react to German movements, as they got confused by the sheer amounts of information incoming. In fact, the German could reach all their targets in an organized fashion without interference from the British Navy. In the first 4 turns of the game, the Franco-British naval units can use only half their available combat points. As a reminder, until the April 10th turn, the reduced number of fleets is displayed on the Entry Table. From the 11th on, the Allied has its full naval points allotment, raising the available strength to that truly available at that date.
- The German player cannot use his air units to transport troops until the April 11th turn, but can use them to move from airfield to airfield or to transport supplies.
- In the 9th April landing turn, the German player benefits from a "+1" to all his combat rolls. At Oslo, if the landing is successful, the German gets +3, as this landing was supported by the 163rd regiment, transported by air to the Fornebou airfield.
Designer's Notes
We took some liberties when recreating the campaign in game format to lighten up the game burden and achieve a fast and not overly complex game. The units were transported (especially at the start of the campaign) in battalion, company and even platoon sizes. Representing this would have needed a huge number of counters. The same goes for the naval and air units. So, the standard size chosen for land units was the regiment, although, sometimes (especially for artillery and engineers) we have used battalion sized units. We tried to keep this size constant in the amphibious landings, so that German and Franco-British units remained at regimental size.
For the naval units, we chose to use combat and transport points as this provided a simpler naval phase. The number of points is an accurate proportion of the naval forces involved in the campaign per side.
The same goes for the air units. Here, there was a big difference between the German and their Allied counterpart. The German alone used about 1000 planes, half of which were transport planes. We use air markers, which are deployed for missions, and we have tried to keep the proportion of forces as historically accurate as possible.
We recommend a careful reading of the rules. Note that the German player must carefully manage his reinforcements and supplies, making good use of the decoys available, as most of his forces are entering by sea. The Allied have an overwhelming naval superiority and this may prove decisive if the German doesn't properly protect his reinforcements.
All was done to provide a simpler, faster and easy game. We really hope you enjoy it.
Game Tables
Weather Table
Roll 1d6 (the unmodified roll is used for the Centre Zone; see 6.2 for the North and South zone modifiers).
| 1d6 | Weather | Effects on Land Units | Effects on Air Units | Effects on Naval Units |
|---|---|---|---|---|
| 1-3 | CLEAR | No Effect | No Effect | No Effect |
| 4 | BAD WEATHER | No Effect | Movement Halved | No Effect |
| 5 | STORM | Movement Halved (1) | Only Transports can fly (2) | (3) |
| 6 | THUNDERSTORM | Only Mountain units can move, and their movement is halved. | None Allowed | Must move to port (4) |
(1) Mountain units move their full movement allowance. (2) Transports daring to brave the storm roll 1d6. On a 6, any unit/supplies transported are lost. (3) Detected fleets moving at least 1 area become undetected, even if not returning to port. (4) Naval units in fleets must dock at the closest port. Submarines are not affected.
Coastal Batteries and Port Attacks Tables
Anchored fleets, undetected: the printed layout shows two "Anchored Fleets - 1d6 Active?" boxes under the "Undetected" heading, one reading 1-2 YES / 3-6 NO and the other 1-3 YES / 4-6 NO. The printed page does not label which box applies to which case, so both are reproduced as printed.
- Anchored Fleets, 1d6 Active?: 1-2 YES; 3-6 NO.
- Anchored Fleets, 1d6 Active?: 1-3 YES; 4-6 NO.
Anchored fleets, detected (1d6 Surrender?):
- 1-3: YES.
- 4-6: NO (flight).
Trondheim/Narvik Garrison Surrender (1d6 Surrender?):
- 1: No.
- 2-6: YES.
Coastal Batteries (detection): 1-4 the fleets go undetected; 5-6 the fleets are detected (as in 15.2.1).
Footnote, as printed: When attacking a port, coastal batteries, if any, roll to detect the enemy fleet; they are successful on a 6. If undetected, roll on the "undetected" table to check the awareness of anchored fleets.
Game Tables Page (Land and Naval Combat)
Land Combat Tables
Combat Table. Ties or differential +1: no effect, both side's units stay in the area. Differential +2: 1-area retreat. Differential +4: 1-area retreat + 1 step loss. Differential +6: 1-area retreat + 1 unit eliminated. Differential +8: 1-area retreat + 1 step loss + 1 unit eliminated. Differential +10: all units eliminated.
Note on the Combat Table: the Game Tables page above differs from the Combat Table printed in section 10.5.3 (which lists "Ties or differential 1-2: no effect", "3-4: retreat 1 area", "5-6: retreat 1 area + 1 step loss", "7-8: retreat 1 area + 1 step losses", "9-10: retreat 1 area + 3 step losses", "11+: all units eliminated"). Both are reproduced as printed; the source does not reconcile them. Check the physical game or the errata before relying on either.
Combined Arms Table.
- Only infantry, air: 0
- Only artillery, armour: -1
- Artillery + armour: 0
- Infantry + artillery, armour or air: +1
- Infantry + artillery + armour or air: +2
- Infantry + artillery + armour + air: +3
Combined Arms note (as printed): each bomber participating in combat adds an extra +1 (up to a maximum of 3). One German bomber adds +3. As German bombers have a strength of "3", only 2 such units may occupy an area, but only one of them can conduct land support, with a +3 bonus (as each unit is worth 3 bombers). Each enemy AA voids the bonus of one air unit for combined arms purposes.
Naval Combat Tables
Naval Interception Table (differential in attacking/defending fleets' naval combat points; roll 1d6):
| Differential | 1d6 Effect |
|---|---|
| +10 | Fails to evade |
| +8 | Fails to evade |
| +6 | 1 evades / 2-6 fails |
| +4 | 1-2 evades / 3-6 fails |
| +2 | 1-2 evades / 3-6 fails |
| 0 | 1-3 evades / 4-6 fails |
| -2 | 1-4 evades / 5-6 fails |
| -4 | 1-5 evades / 6 fails |
| -6 or less | 1 evades |
Naval Combat Table (*) (1d6, losses):
| 1d6 | Losses |
|---|---|
| 7+ | 4 points |
| 6 | 3 points |
| 5 | 2 points |
| 4 | 1 point |
| 3 | 1 point |
| 2 | No effect |
| 1 | No effect |
(*) Each side rolls 1d6, +1 per each 4-naval combat strength points differential.
Naval Combat Continuation Table (**) (1d6, effect):
| 1d6 | Effect |
|---|---|
| 6 | Evades |
| 5* | Evades |
| 4 | Fails to evade |
| 3 | Fails to evade |
| 2 | Fails to evade |
| 1 | Fails to evade |
(**) The winning side may choose to try to fight another round (remember: no more than 3 rounds per combat may be fought) and rolls a die. On 5-6, fleets disengage. If the Attacker's fleet has double or more combat naval points than the defender's, the fleets will disengage only on a 6. In case of ties, the attacker decides if he tries to go on for another combat round.
Note: the printed table shows "5*" in the Continuation Table, but the only printed footnote is (**); the asterisk is reproduced as printed. The table's own "(*)" footnote refers to the Naval Combat Table.
Game Turn Sequence (Game Turn Sheet)
1.0 Weather Phase
2.0 Supply and Reorganization Phase
- 2.1 Determine units' supply.
- 2.2 Hit markers removed from land units and Airfields.
3.0 Naval Phase
- 3.1 Movement Segment
- 3.1.1 Fleet Movement.
- 3.1.2 Submarines Deployment.
- 3.1.3 Amphibious Landings.
- 3.2 Combat Segment
4.0 Air Phase
- 4.1 Recon planes Deployment.
- 4.2 Missions.
5.0 Land Phase
- 5.1 Movement Segment
- 5.2 Combat Segment