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Second Front

Second Front Rulebook

Table of Contents

Table of Contents

  • Rule 1 – Introduction
  • Rule 2 – Game Components
  • Rule 3 – Basic Game Concepts
    • A. Units.
    • B. Sides.
    • C. Game Mechanics.
    • D. Ownership.
    • E. Geography.
    • F. Theaters.
    • G. Isolation.
  • Rule 4 – Sequence of Play
    • A. Player Turn Sequence.
    • B. Phasing.
    • C. Restrictions.
  • Rule 5 – Zones of Control
  • Rule 6 – Movement
    • A. ZOCs.
    • B. Administrative Movement.
  • Rule 7 – Transportation Lines
    • A. Railroads.
    • B. Roads.
  • Rule 8 – Stacking
    • A. Stacking Limit.
    • B. Effects.
    • C. Corps Markers.
  • Rule 9 – Combat
    • A. Procedure.
    • B. General Restrictions.
    • C. Combat Results.
    • D. Losses.
    • E. Cadres.
    • F. Movement After Combat.
    • G. Zero Strength Units.
    • H. Terrain Effects.
    • I. Retreat Before Combat.
    • J. Required Losses.
  • Rule 10 – Armor and Antitank Effects
    • A. Categories.
    • B. Values.
    • C. Proportions.
    • D. Cumulative Effects.
    • E. Half Capability.
    • F. Neutral Restrictions.
    • G. Terrain.
    • H. Required Losses.
    • I. Infantry Antitank Weapons.
  • Rule 11 – Support
  • Rule 12 – Supply
    • A. Supply Lines.
    • B. Tracing Supply.
    • C. Supply Sources.
    • D. Supply Effects.
    • E. Resource Points.
  • Rule 13-Overruns
  • Rule 14 – Special Ground Units
    • A. Engineers.
    • B. Artillery.
    • C. Specialized Armor Units.
    • D. Headquarters.
    • E. Combination Unit Types.
    • F. Restricted Movement Units.
    • G. Political Police.
    • H. Commandos.
    • I. Mixed Units.
    • J. Movement Counters.
    • K. Amphibious Tanks.
  • Rule 15 – Unit Breakdowns
    • A. Procedure.
    • B. Game Charts.
    • C. Breakdown Combinations.
    • D. Non-Divisional Breakdowns and Assemblies.
    • E. Panzer Detachments.
  • Rule 16 – Air Rules Introduction
    • A. Air Units.
    • B. Concepts.
    • C. Air Activities Phasing.
    • D. Air Operation Sequence.
    • E. Wing Markers.
  • Rule 17 – Airbases
    • A. Capacity.
    • B. Air Unit Escape.
    • C. Airbase Capture.
    • D. Airbase Damage.
  • Rule 18 – Movement of Air Units
  • Rule 19 – Patrol Zones
  • Rule 20 – Air Missions
    • A. Transfer.
    • B. Escort.
    • C. Interception.
    • D. Patrol Attack.
    • E. Combat Air Patrol (CAP).
    • F. Transport.
    • G. Bombing.
  • Rule 21 – Air Combat
    • A. Preparation.
    • B. Resolution.
    • C. Patrol Attacks.
  • Rule 22 – Antiaircraft
    • A. Capabilities.
    • B. Resolution.
  • Rule 23 – Special Air Rules
    • A. Fighter Capabilities.
    • B. Staging.
    • C. Extended Range.
    • D. Gliders.
    • E. Bomber Capabilities.
    • F. Rocket and Jet Aircraft.
    • G. Night Air Operations.
    • H. Air Unit Codes.
    • I. Allied Special Basing.
    • J. Allied Anti-Shipping Forces.
  • Rule 24 – Airborne Landings
    • A. Disruption.
    • B. Ground Operations.
    • C. Planning and Preparation.
    • D. Air Landing/Glider Units.
    • E. Allied Airborne HQs.
  • Rule 25 – Air Replacement System
    • A. Regrouping.
    • B. Withdrawals.
    • C. Reinforcements.
    • D. Replacements.
  • Rule 26 – The Strategic Air War
    • A. Strategic Air War Effects.
    • B. German Strategic Air Assets.
    • C. Allied Strategic Air Assets.
    • D. AA Fire on Strategic Wings.
  • Rule 27 – Naval Rules Introduction
    • A. Naval Units.
    • B. Concepts.
    • C. Naval Activities Phasing.
    • D. Naval Movement Sequence.
  • Rule 28 – Movement of Naval Units
    • A. Reaction Movement.
    • B. Combat Zones.
    • C. Movement and Combat.
  • Rule 29 – Naval Combat
    • A. Preparation.
    • B. Resolution.
    • C. Disengagement.
  • Rule 30 – Ports and Beaches
    • A. Ports.
    • B. Beaches.
  • Rule 31 – Naval Transport
    • A. Transport Costs.
    • B. Beaches.
    • C. Supplies and Mines.
    • D. Transfer of Cargo at Sea.
  • Rule 32 – Amphibious Landings
    • A. Transport Costs.
    • B. Ground Operations.
    • C. Planning and Preparation.
    • D. Enemy-Reaction.
  • Rule 33 – Naval/Land Interaction
    • A. Naval Gunfire Support.
    • B. Coast Defenses.
  • Rule 34 – Special Naval Rules
    • A. Naval Movement.
    • B. Replenishment.
    • C. Ammo Depletion.
    • D. Scuttling.
    • E. Mines.
    • F. Danger Zones.
    • G. Landing Craft Damage.
    • H. Axis Fuel Oil Shortages.
    • I. Combat Naval Forces.
    • J. Landing Craft as Ferries.
    • K. Naval Supply Lines.
  • Rule 35 – Naval Repair
  • Rule 36 – Weather
    • A. Definitions.
    • B. Weather Conditions.
    • C. Sea Conditions.
    • D. Effects Between Zones/Sea Zones.
  • Rule 37 – Special Rules
    • A. Terrain.
    • B. Fortifications.
    • C. Neutrals.
    • D. The OSS.
    • E. Garrisons.
    • F. Soviet Forces.
    • G. Governments.
  • Rule 38 – Nations
    • A. Germany.
    • B. Italy.
    • C. Britain.
    • D. France.
    • E. Belgium.
    • F. The Netherlands.
  • Rule 39 – Occupation
    • A. Occupation Zones.
    • B. Occupation Forces.
    • C. Partisan Attacks.
  • Rule 40 – Reinforcements and Replacements
    • A. Reinforcements.
    • B. Replacements.
    • C. Fragile Divisions.
    • D. Special Considerations.
  • Rule 41 – Preparing for Play
    • A. Initial Deployment.
    • B. Scenarios.
  • Rule 42 – Victory
  • Rule 43 – Advanced Rules
    • A. Retreats and Overruns.
    • B. Antiaircraft Fire.
    • C. Advanced Game Mechanics.
    • D. V-Weapons.
    • E. Allied Co-Operation.
    • F. Advanced Reinforcement and Replacement System.
    • G. Advanced Replenishment.
  • Rule 44 – Optional Rules
    • A. Terrain and Weather.
    • B. Ground Mechanics.
    • C. Ground Units.
    • D. Air Mechanics.
    • E. Air Units.
    • F. Optional AA Fire Table.
    • G. Naval Mechanics.
  • Special Forces Chart
    • Allied Special Forces (except OSS)
    • OSS Special Forces
    • Axis Special Forces

Rule 1 – Introduction

Second Front is a detailed, operational-level game of the 1943-45 western Allied campaigns against the Axis in France, the Low Countries, Italy, and Germany. Using two-week turns and 16 miles per hex, the game re-creates the decisive ground, naval, and air operations that led to the destruction of Nazi Germany and Allied victory in Europe.

In the game, the Allied player, controlling the forces of the United States; the British Empire, Dominions, and Commonwealth; the Free French; and a host of other allies, must decide where and when to invade Fortress Europe. The Axis player must be on guard, attempting to defeat any invasion or, failing that, to hinder and stalemate the Allied advance.

For experienced Europa players, Second Front has a number of innovative features. The air system in particular has been revised in several aspects. Although the system is more complex to learn than in previous Europa games, in actual play it is more intuitive to use than before. The air “on demand”, for example, dispenses with the air phase, in favor of a system that allows players to fly air operations whenever they decide to do so. Players familiar with previous Europa games should pay particular attention to the air rules.

Rule 2 – Game Components

Second Front contains the following components:

  • This rule booklet – the Second Front rules.
  • The Allied Order of Battle booklet.
  • The Axis Order of Battle booklet.
  • Four Europa maps (Maps 16A, 17A, 26, and 27). The hexes on the maps are numbered, and individual hexes are identified by map and hex number. For example, 16A:1825 refers to hex 1825 on map 16A.
  • 26 Europa counter sheets (Sheets 60-73, 74A, 74B, 75A, 75B, 76A, 76B, 77A, 77B, 78A, 78B, 79A, 79B), for a total of 4,800 counters.
  • A set of charts for the play of the game. A listing of the various charts appears at the end of this rules booklet.
  • Two dice.

Note: Players may photocopy any game components for their personal use.

Rule 3 – Basic Game Concepts

A. Units.

The term units, when used by itself, refers to ground units only and does not include air or naval units. The term forces refers to ground, air, and naval units collectively.

Units are rated based on their size, type, and capabilities. Typically, a unit has a unit size, a unit type, a combat strength (or separate attack and defense strengths), a movement rating, and a unit identification. The unit identification chart displays the layout of these symbols and ratings, as well as all specialized symbols and ratings.

Some overall definitions apply to units.

1. Size. Units are divided into two general categories, based on their size:

  • Divisional Unit. Any unit with the division or divisional grouping symbol, except for headquarters. Note: A divisional grouping is a military formation that was effectively the size of a division but wasn’t officially called one.
  • Non-Divisional Unit. Any unit smaller than a divisional unit: brigades, regiments, cadres, battalions, and divisional headquarters.

2. Class. Units are divided into three general classes, based on their types:

  • Non-Motorized. All unit types listed as non-motorized on the unit identification chart. For example, an infantry unit is non-motorized.
  • Artillery. All unit types listed as artillery on the unit identification chart. For example, a rocket artillery unit is artillery. Note that for game purposes antiaircraft and antitank units are not artillery.
  • Combat/Motorized. All unit types listed as combat/motorized on the unit identification chart. For example, a panzer unit is combat/motorized. In addition, any unit type that has the motorized symbol (two wheels) used in conjunction with its unit type symbol is combat/motorized. For example, an antitank battalion that also has the motorized symbol is combat/motorized.

Note: “Combat/motorized” is abbreviated “c/m” in the rules. “Non-c/m” refers to units that are not combat/motorized (all non-motorized class units and all artillery class units except those that are combat/motorized).

3. Regimental Equivalents. A regimental equivalent (RE) measures the size of a unit. REs are also used for any marker or other item that needs its size specified. RE sizes are as follows:

  • ¼ RE: Each supply point.
  • ½ RE: Each battalion, point of position AA, or 1-RE capacity movement counter.
  • 1 RE: Each brigade, regiment, cadre, port fortification unit, divisional headquarters, transport counter, resource point, mine point, or 3-RE capacity movement counter.
  • 3 REs: Each divisional unit. Cavalry and c/m units count double their RE size for transport purposes: rail movement (Rule 7A) and naval transport (Rule 31). For example, a tank brigade (1 RE) that moves by rail or sea counts as 2 REs for transport purposes.

4. Heavy Equipment. Some rules make a distinction as to whether or not a unit has heavy equipment. The unit identification chart lists the unit types that have heavy equipment. In addition, all units that have supporting arms (Rule 11) have heavy equipment.

B. Sides.

1. Axis. The Axis player controls all German forces. In addition, the Axis player controls all Italian forces while Italy is a member of the Axis, all RSI Italian forces if Italy surrenders to the Allies, and all other Axis forces.

German refers to all German forces: Army, Air Force (Luftwaffe), Navy (Kriegsmarine), OKW, Waffen-SS, SS-Police, Hitler Youth, Foreign and Special Contingents, and Eastern Troops. (Note: Foreign and special contingents comprise formations of foreign nationals or mixed German/foreign nationals directly under German control.)

Italian refers to all forces of Italy.

RSI Italian refers to all forces of the RSI Italian government. (Note: After the legitimate government of Italy surrendered to the Allies and then declared war on Germany, the Axis organized the Italian Social Republic (RSI) in the portion of Italy still under Axis control. Thus, the Axis player will have either Italian or RSI Italian units in play, but not both at the same time.)

Other Axis refers to all other forces of the Axis: Belgian, Czech, French, Dutch, and Norwegian. These forces were troops of puppet Axis governments or pro-Nazi political parties. All were effectively under German control.

2. Allied. The Allied player controls all Allied forces: American, British, French, and other Allied forces. In addition, the Allied player controls all Italian forces if Italy joins the Allies.

American refers to all forces of the United States of America: US Army, US Army Air Force, US Navy, US Marine Corps, OSS, and joint US/Canadian.

British refers to all forces of the British Empire and Commonwealth: British Army, Royal Air Force, Royal Navy, Fleet Air Arm, Royal Marine, Canadian, New Zealander, South African, Indian, Indian State Forces, Colonial, Empire, and Inter-Allied. Note that British refers to the entire British Empire and Commonwealth forces, and not just those of Great Britain. When a rule refers to a specific British national force, and not the rest of the Empire or Commonwealth, it will clearly make this distinction.

French refers to all Allied forces of France: Metropolitan, African, Colonial, and Foreign Legion.

Italian refers to all forces of Italy.

Other Allied refers to all other Allied forces: Belgian, Brazilian, Czechoslovakian, Dutch, Greek, Norwegian, Polish, and Yugoslavian forces.

3. Neutral. Andorra, Spain, and Switzerland are neutral and are controlled by neither player.

C. Game Mechanics.

1. Fractions. Unless stated otherwise, always retain fractions. For example, half of 7 is 3½.

2. Cumulative Effects. Unless stated otherwise, all effects to units’ strengths and all modifications to die rolls are cumulative. For example, a unit halved in strength twice is quartered in strength.

3. Die Rolls. All rolls requiring two dice are identified as such in the rules. All other rolls require only one die.

4. Accumulation. Players receive various abilities on a turn-by-turn basis. A player may not accumulate these abilities from turn to turn unless specifically allowed by the rules. For example, a player may move 10 REs of units by rail per turn (per Rule 7A) on the rail net in Sicily. The player cannot accumulate this ability from turn to turn. If the player does not move any units by rail in a turn, he cannot move 20 REs in the following turn.

D. Ownership.

A player owns a hex if: 1) his units occupy the hex, 2) his units exert an uncontested zone of control into the hex, or 3) his units were the last to occupy or exert an uncontested zone of control (ZOC) into the hex. (Zones of control are defined in Rule 5. A unit with a ZOC has an uncontested ZOC in a hex if the hex is neither occupied by nor in the ZOC of an enemy unit.)

For the Axis, the rules on occasion make a distinction as to whether a hex is German-owned or Italian-owned. As long as Italy has not surrendered, all Axis-owned hexes in Italy and Corsica are Italian-owned, and all other Axis-owned hexes are German-owned. When Italy surrenders, all Axis-owned hexes become German-owned.

E. Geography.

The game map shows the international borders as they existed at the start of World War II (1 September 1939).

1. Terms. The following terms are defined:

  • Benelux: Belgium, the Netherlands, and Luxembourg.
  • Britain: All territory of the island of Great Britain (including the Isle of Wight), plus the Channel Islands of Jersey, Guernsey, and Alderney. Note that the Channel Islands start the game occupied by Germany.
  • France: All territory within the 1939 French borders. The island of Corsica is part of France. Mainland France excludes Corsica. Occupied France excludes the portion of France annexed into Greater Germany. France is divided into military regions (MRs).
  • Germany consists of all territory within the 1939 German borders. Greater Germany consists of 1939 Germany and all territory officially or effectively annexed by Germany during the war. Greater Germany is divided into military districts (Wehrkreise, WKs). Annexed into Greater Germany are: 1) the southeastern portion of Belgium (into WK VI), 2) Luxembourg (into WK XII), 3) Alsace-Lorraine (into WK V and XII), and 4) northwestern Yugoslavia (into WK XVIII). Also, the northeastern portion of Italy is annexed into WK XVIII if Italy surrenders.
  • Italy: All territory within the 1939 Italian borders. The islands of Sicily, Sardinia, Elba, Pantelleria, Lampedusa, the Liparis, and Lagosta are part of Italy, as is the enclave of Zara. Mainland Italy excludes these islands and enclave. Italy is divided into provinces. (Italy annexed portions of Yugoslavia during the war; for game purposes these are not part of Italy.)
  • North Africa: Tunisia and Algeria.

2. Cities. References to cities include all cities except point cities. Point cities are for historical interest only and are ignored unless specifically indicated. Other cities include reference cities, dot cities, partial hex cities, and full hex cities. The following terms are used:

  • A multi-hex city is any combination of adjacent partial and full city hexes. For example, Paris (circa 17A:1604) is a multi-hex city consisting of one full and three partial city hexes. Note that, for game purposes, a multi-hex city may consist of a conurbation of several adjacent cities. For example, the Ruhr area of Germany (circa 16A:1418) is a single multi-hex city in the game, even though it is actually made up of several separate cities.
  • A major city is any partial hex, full hex, or multi-hex city.
  • A major city hex is any hex of a major city.

3. Districts. The land area of the map is divided into districts. Countries with a small on-map area, such as Belgium or the Netherlands, consist of a single district: the country itself. Larger countries consist of several districts:

  • France: Corsica and each of the French military regions (MR) are districts. (Algeria and Tunisia in French North Africa are also districts.)
  • Germany: Each German Wehrkreis (WK) is a district.
  • Italy: Each Italian province is a district. (Note that the islands of Sicily and Sardinia are provinces.)

The concept of districts is used in various rules.

4. Islands. The map depicts several islands, which belong to various countries. Unless indicated otherwise, any island that is connected by narrow straits to a country, or to an island owned by a country, belongs to that country. Further, an island connected in this manner is part of the MR, WK, or province to which it is connected. For example, the island of Borkum (16A:0414) is part of Germany and is in WK X. All other islands have the names of their owning countries next to their names and are part of the MR, WK, or province to which they are closest. For example, the island of Elba (26:0829 and 26:0830) is part of the province of Toscana.

5. Off-Map Areas. Only portions of North Africa and the island of Great Britain are shown on the maps, and they have off-map areas that the Allied player may use. For convenience, the Allied player may place any or all of his forces in Britain in his Britain holding box and those in North Africa in his North Africa holding box. During his initial phase, he may transfer forces between a holding box and any hexes of its associated on-map area. He may fly air units to and from these boxes, as explained in the air rules. He may use the ports of these boxes for naval purposes, as explained in the naval rules.

F. Theaters.

The territory on the maps and the orders of battle (OBs) are divided into theaters.

Allied theaters are:

  • ETO (European Theater of Operations): Land: Britain, mainland France, Belgium, the Netherlands, Denmark, Switzerland, and Greater Germany (as defined in Rule 3E). Sea Zones: The Atlantic Ocean and Baltic Sea.
  • MTO (Mediterranean Theater of Operations): Land. North Africa, Italy, Malta, Corsica, and Spain. Sea Zone: The Mediterranean Sea.

Axis theaters are:

  • Greater Germany: Land: Greater Germany, as defined in Rule 3E, plus Denmark and Slovakia. Sea Zone: The Baltic Sea.
  • West: Land: Britain, mainland France, Belgium, the Netherlands, and Switzerland. Sea Zone: The Atlantic Ocean.
  • South: Land. North Africa, Italy, Malta, Corsica, and Spain. Sea Zone: The Mediterranean Sea.
  • North: Norway (off-map).
  • Southeast: Hungary, Yugoslavia, Albania, and Greece. Only part of the theater is on-map.
  • East: The German eastern front (off-map).

The scenarios (Rule 41B) list which theaters the players control. The Allied player will control the ETO, the MTO, or both. The Axis player will control some combination of the Greater Germany, West, and South theaters. He does not control the North, Southeast, or East theaters. (The North and Southeast theaters are listed in the Axis OB for Europa purposes outside the scope of Second Front.)

A player treats all theaters under his control as a unified command. He uses his forces there as he wishes, without regard to their historical theater assignments. The orders of battle (OBs) divide forces by theater for historical interest and for theater- specific scenarios. When the OBs denote that forces transfer between theaters under the player’s control, the player simply ignores these transfers.

A player must, however, transfer forces to or from theaters he does not control, as specified by the OBs. For example, if the Axis OB requires forces to transfer to the Southeast Theater, the Axis player must transfer those forces there.

A player’s forces may not voluntary enter or attack any hex outside the theaters that player controls. A unit forced to enter such a hex (such as due to retreat after combat) is eliminated from play instead.

G. Isolation.

A unit or hex is isolated if the owning player cannot trace an overland supply line of any length from the item to any of his regular sources of supply. (Supply lines and sources are covered in Rule 12.) Players determine the isolation status of all units and relevant hexes twice per player turn, at the start of each initial phase and combat phase. Once judged isolated, an item remains isolated until isolation status is checked again.

Rule 4 – Sequence of Play

The game is played in a series of game turns. Each game turn consists of an Axis player turn followed by an Allied player turn.

A. Player Turn Sequence.

Each player turn consists of the following phases.

1. Initial Phase. The phasing player receives reinforcements and performs replacement, repair, and other activities. Both players determine the supply and isolation status of their units and hexes. Both players may fly air missions.

2. Movement Phase. The phasing player moves his naval units, and the other player may move naval units in reaction. The phasing player moves his ground units. Both players may fly air missions.

3. Combat Phase. Both players determine the isolation status of their units and hexes. Both players may fly air missions. The phasing player resolves attacks made by his units.

4. Exploitation Phase. The phasing player moves his naval units, and the other player may move naval units in reaction. The phasing player moves his c/m units. Both players may fly air missions.

The master sequence of play summary shows the sequence of play in detail.

B. Phasing.

During the Axis player turn, the Axis player is the phasing player and the Allied player is the non- phasing player. During the Allied player turn, these roles are reversed.

C. Restrictions.

Unless noted otherwise, players may not conduct the above activities outside this sequence. These activities are explained in the following rules.

Rule 5 – Zones of Control

The zone of control (ZOC) of a unit represents the control a unit exerts over surrounding terrain. ZOCs affect many activities in the game, as covered in the appropriate rules.

A unit exerts a ZOC through the six hexsides of the hex the unit occupies into the six surrounding, adjacent hexes. A unit prohibited from entering a specific terrain type or crossing a specific type of hexside does not exert a ZOC into that hex or through that hexside. For example, a unit prohibited from crossing a high mountain hexside does not exert a ZOC through any high mountain hexside. (Rule 6 covers prohibited terrain in detail.)

Every divisional unit has a ZOC. Non-divisional units do not have ZOCs. For example, an infantry division has a ZOC, but an infantry brigade does not.

Under certain conditions, units with a ZOC may have reduced ZOCs. Reduced ZOCs are the same as standard ZOCs, except for their effects on the movement of enemy units (Rule 6A).

A unit with a ZOC may temporarily lose its ZOC, depending upon certain activities. For example, a unit which uses administrative movement (Rule 6B) loses its ZOC. When a unit undertakes such an activity, it loses its ZOC as specified in the rule. A unit which loses its ZOC does not have a ZOC for any game purpose until it regains its ZOC.

Rule 6 – Movement

All phasing units may move during the movement phase. All phasing c/m units may move during the exploitation phase. The phasing player may move any or all of his units in the appropriate phases, but he is never required to move any unit.

A unit’s movement rating is the number of movement points (MPs) the unit may normally spend in a movement or exploitation phase. A unit may move up to the limit of its movement rating, as restricted by terrain, ZOCs, and supply. A unit spends MPs as it moves from hex to hex. For each hex entered, the unit spends a varying amount of MPs, depending upon the type of terrain in the hex being entered. The terrain effects chart lists the movement effects of hexes: c/m and artillery units use one set of costs, other units use a second set of costs, and exceptions are shown in a third set of costs. Example: Units entering a mountain hex during clear weather would spend: 6 MPs for an artillery unit, 3 MPs for an infantry unit, and 2 MPs for a mountain unit.

A unit must spend MPs to cross hexsides that have MP costs listed on the terrain effects chart. The MP cost to cross a hexside is in addition to the cost to enter a hex, as shown by the plus sign (+) in front of the cost. For example, it costs a unit 2 MPs to cross a narrow straits hexside, in addition to the cost of the hex it is entering.

A unit may not enter a prohibited hex or cross a prohibited hexside. Prohibited terrain is listed as such on the terrain effects chart. For example, no unit may cross an all-sea hexside.

In general, a unit may not enter a hex occupied by an enemy unit. Exceptions to this are covered in the appropriate rules.

A unit may always move a single hex (except into or across prohibited terrain) in a phase in which it may move. To do so, the unit spends all of its MPS and enters an adjacent hex, even if the cost to do so exceeds the number of MPs the unit has available that phase. It may move through enemy ZOCs when using this one-hex movement ability. A unit may not spend MPs for any other purpose (such as breaking a rail line) when using this ability.

A unit with a movement rating of 0 cannot move from the hex it occupies.

Overruns (Rule 13) may occur during movement. Special forms of movement, such as rail movement, are covered in separate rules.

Weather affects movement, per Rule 36 and the terrain effects chart.

A. ZOCs.

When a unit exits a hex that is in an enemy ZOC, it must spend a number of MPs to leave the hex, in addition to the terrain costs of movement. The ZOC costs are given on the ZOC movement costs table.

B. Administrative Movement.

During the movement phase (only), a unit may use administrative (admin) movement. Admin movement allows a unit to move faster than regular movement, but imposes restrictions on the unit.

A unit may use admin movement in the following types of terrain:

  • Roads: When moving on a road, any type of terrain. (Road movement is covered in Rule 7B.)
  • Hexes: When not moving on a road, any type of terrain except mountain and prohibited terrain.
  • Hexsides: When not moving on a road, any type of terrain except mountain, major river, and prohibited terrain.

A unit pays half the regular MP cost of terrain when using admin movement. For example, a unit using admin movement to enter a clear terrain hex in clear weather pays ½ MP per hex. A unit using admin movement is restricted:

  • It may not spend MPs for any purpose except admin movement, operational rail movement (Rule 7A1), or naval transport (Rule 31). Example: An Allied 8-8 infantry division at a port in Italy embarks on a naval transport (spending 1 MP), disembarks at a port in southern France (1 MP), and then moves north, first by operational rail movement (2 MPs), and then by admin movement (remaining 4 MPs).
  • If it has a ZOC, it loses its ZOC for the entire movement phase.
  • It may not start or move adjacent to an enemy unit during the entire movement phase in which it uses admin movement.
  • It may not enter enemy-owned hexes.

Rule 7 – Transportation Lines

There are two types of transportation lines: railroads and roads. A unit may use the transportation line movement rate only when moving in hexes directly connected to one another by the line.

A. Railroads.

Units may move by rail on rail lines. There are two types of rail lines: high-volume and low-volume. For rail movement, the only difference between the lines is their effect on rail capacity.

Units of the phasing player may use rail movement only in the movement phase. A unit moving by rail moves at an accelerated rate, ignoring regular terrain costs. To use rail movement, a unit must be on a rail line.

When using rail movement, a unit is under the following restrictions:

  • It may not enter or leave a hex in an enemy ZOC. However, an enemy ZOC in a hex is negated for rail movement purposes (only) if a friendly unit with a defense strength greater than zero occupies the hex throughout the movement phase. This unit must start in the hex and may not leave the hex during the movement phase.
  • It may move by rail only in friendly-owned rail hexes.
  • If it has a ZOC, it loses its ZOC from the instant it starts to move by rail to the end of its rail movement.

All adjacent city hexes of a multi-hex city are connected by high-volume rail lines.

Each dot city, major city hex, and each standard, major, or great port (regardless of city size) is a rail marshaling yard if the city or port is on a rail line. Minor ports on rail lines in Sardinia and Corsica are also rail marshaling yards. Rail marshaling yards are used for the purposes of rail nets (Rule 7A4) and bombing (Rule 20G).

Some rules require two rail marshaling yards or cities to be connected to one another. They are connected if a rail line of any length can be traced between them; this line is traced in the same manner as the rail element of a supply line (per Rule 12).

1. Operational Rail Movement. A unit may use operational rail movement, moving several hexes for each MP spent, as given on the rail movement rates table. The unit may mix both rail movement and regular movement in a movement phase. For example, a unit could move overland to a rail line, move by rail, and then continue moving overland.

2. Strategic Rail Movement. A unit may use strategic rail movement, moving up to 200 hexes by rail. The unit must start and end its movement on a rail line and may not otherwise move in the movement phase. During the player turn it uses strategic rail movement, it may not attack during the combat phase and may not move during the exploitation phase. (Note: If you find it helpful, use a marker of your choice to indicate which units have used strategic rail movement in a player turn.)

3. Capacity. For each rail net (see below), each player has a rail capacity, which is the maximum number of REs that he may move by rail in a turn on that net. Cavalry and c/m units count double their RE size against rail capacity. For example, an infantry regiment moving by rail counts as 1 RE, while a panzer regiment counts as 2 REs.

If a unit uses a low-volume rail line at any time during its rail movement, it counts double its RE size against rail capacity that turn. Note that the size of c/m and cavalry units is doubled twice, once for being c/m or cavalry and once for using a low- volume rail line.

On each rail net, a unit only counts against rail capacity once per turn, even if it makes separate rail moves during its turn. Example: An infantry division moves by rail, then moves overland to another rail line, and then moves by rail again. It uses high volume lines at all times, and thus counts as 3 REs against the player’s rail capacity for that net.

4. Rail Nets. The rail lines on the map are divided into eight different rail nets, as shown on the rail net capacity summary. The chart lists the following information:

  • Rail Net. A rail net consists of all rail hexes within the listed territory (as displayed on the map and defined in Rule 3E).
  • Allied Capacity/Axis Capacity: This lists the indicated player’s starting capacity on the net, in REs, at the start of the Jul I 43 and Apr I 44 scenarios.

A unit using rail movement on a net, counts against the owning player’s capacity for that net. If a unit uses rail movement on more than one net in a turn, it counts against the player’s capacity of each net used. Example: A German infantry division (3 REs) moves from Germany to a destination in France. Thus, the division uses 3 REs on the Greater Germany net and 3 REs on the Mainland France/Benelux net.

a. Capacity Increase. A player may spend resource points to temporarily increase his rail capacity on a rail net. To do so, he must own at least two connected, un-isolated rail marshaling yards on the net, with the resource points to be spent at any of these yards.

The player spends resource points as he moves units during his movement phase to increase his capacity on a rail net that player turn (only). He may increase the capacity for a net by up to a maximum of half his current capacity for the net. For each resource point spent, the net’s capacity is increased by 10 REs (or fraction thereof) that player turn.

Example: The Axis player has a capacity of 50 Res on the Mainland France/Benelux rail net. He may increase its capacity by up to 25 REs, and he does so, spending 3 resource points.

b. Capacity Building. A player may spend resource points to permanently build up his rail capacity on a rail net. To do so, he must own at least two connected, un-isolated rail marshaling yards on the net, with the resource points to be spent at any of these yards.

The player spends the resource points in his initial phase. For each net, the player may spend up to 12 resource points in his initial phase. For every 3 resource points spent, his capacity on the net is permanently increased by one.

Example: The Allied player has invaded France and now owns two connected, un-isolated rail marshaling yards on the Mainland France/Benelux net. He previously had no capacity on this net, but now can start building up his capacity.

c. Capacity Loss. If a player loses ownership of all rail marshaling yards on a rail net, his rail capacity on that net immediately is destroyed: his rail capacity on the net goes to zero.

Keep track of rail capacities and any gains or losses on paper.

5. Rail Breaks. A unit may break a rail line in a hex by spending 2 MPs in the hex. Bombing (Rule 20G) and partisan attacks (Rule 39C) may also break rail lines. A unit may not use rail movement to enter or leave a hex in which the rail line is broken. Breaks may be repaired (Rule 14A), and a rail line may be used in the turn it is repaired.

Use a hit marker to mark a broken rail line in a hex. Use line cut markers to mark a broken stretch of rail line. For example, if the rail line in each hex from (and including) Le Mans (17A:1612) to (and including) Chartres (17A:1608) is broken, then place a line cut marker, pointing east, at Le Mans and another one, pointing northwest, at Chartres.

B. Roads.

A unit moving along a road pays the MP cost for clear terrain for each hex it enters; the actual terrain costs for hexes entered and hexsides crossed are ignored.

Road movement has the same limitations as regular movement. For example, a unit moving along a road must spend additional MPs to exit a hex in an enemy ZOC.

A unit may always use a road. Roads may be used in both the movement and exploitation phases.

In addition to the roads printed on the map, each rail line is also a road. Even when a unit is prohibited from using a railroad in a hex, it may still use the rail line there as a road.

Note: Roads may not be broken.

Rule 8 – Stacking

A. Stacking Limit.

Only a limited number of units may stack in a hex.

1. Regular. The maximum regular stacking limit for a hex is:

  • Three units of any unit size and unit type, plus
  • Three REs of non-divisional units of any unit type, plus
  • Two REs of artillery units or one artillery divisional unit.

Examples: Each of the following combinations could stack in a hex: a) Three divisions, three brigades, and two artillery regiments; b) two divisions, three brigades, and three artillery regiments; c) one division, one cadre, three brigades, two battalions, and two artillery brigades.

2. Mountain. The maximum stacking limit for a mountain hex is:

  • Two units of any unit size and unit type, plus
  • Two REs of non-divisional units of any unit type, plus
  • One RE of artillery units.

B. Effects.

The stacking limit is in force at the end of each movement, combat, and exploitation phase. A player may not move his units so that they violate the stacking limit in any hex at the end of these phases. If, as a result of combat, a unit must retreat in violation of stacking, it must continue to retreat until the stacking limit is no longer violated. If it cannot do so, it is eliminated instead.

The stacking limit of a hex is also the limit on the number of units that may attack or overrun that hex from an adjacent hex. Example: Units in two clear terrain hexes attack enemy units in a mountain hex. Since the hex under attack is a mountain hex, only units up to the mountain stacking limit may attack the hex from each of the two clear hexes, even though more units may be stacked in these hexes.

The stacking limit is not in force in the initial phase, when reinforcements and replacements enter play. Reinforcements and replacements may enter play in violation of the stacking limit during the initial phase, but only if the stacking limit will not be violated at the end of the following movement phase.

C. Corps Markers.

Players may use corps markers to help with stacking in congested portions of the map. To use a corps marker, place a corps marker in the hex, place the units there in a box on a copy of the Europa corps/wing marker display, and write the identification of the marker on the box. All units in a corps marker’s box are treated for all game purposes as being in the hex occupied by the marker.

Note: Players should make multiple copies of the corps/wing marker display for their use in the game. The original should be saved, since it will be written on when used.

Rule 9 – Combat

During the combat phase, the phasing player’s units may attack adjacent enemy units. In this phase, the phasing player is the attacker and the non-phasing player is the defender.

A. Procedure.

An attack consists of one or more phasing units attacking a hex that contains enemy units. In a combat phase, the attacking player may make a series of attacks, one after another, in any order. Attacking is voluntary; units are not required to attack. The attacker does not have to announce all of his attacks before resolving any attack.

For each attack, follow this procedure:

  • Total the modified attack strengths of all units attacking an adjacent enemy-occupied hex. Terrain, supply, and support, as explained in later rules, can modify the attack strengths of units. To this total, add the strength of any ground support bombing and naval gunfire support in the hex.
  • Total the modified defense strengths of all units in the attacked hex. Terrain, supply, and support can modify the defense strengths of units. To this total, add the strength of any defensive air support bombing and naval gunfire support in the hex.
  • Calculate the combat odds ratio. Compare the total attack strength to the total defense strength in the form attacker: defender. Round this ratio down in favor of the defender to correspond to a combat odds ratio on the ground combat results table. For example, an attack strength of 34 attacking a defense strength of 9 is 34:9, which rounds down to 3:1.
  • Determine the combat result. Roll one die, and modify the number rolled by all appropriate terrain, armor/antitank, and special effects. Cross-index the adjusted die roll with the odds column to get the combat result. The combat result affects the units involved in the combat; implement it immediately.

B. General Restrictions.

The following general restrictions apply to combat:

  • No unit may attack or be attacked more than once per combat phase.
  • No unit may attack into a prohibited terrain hex or across a prohibited terrain hexside.
  • All units defending in a hex must be attacked collectively, with their defense strengths combined. Units in a hex may not be attacked individually.
  • Each attack must be against the units occupying a single hex. Two or more enemy-occupied hexes may not be attacked in a single attack. Note that units in the same hex may attack into different hexes, but even in this case each attacked hex requires a separate attack.
  • A unit may not split its attack strength so as to attack more than one hex.
  • The stacking limit of the attacked hex limits the number of units that may attack the hex from adjacent hexes (see Rule 8B).
  • Any attack at odds higher than 9:1 is resolved at 9:1 odds. Any attack at odds less than 1:4 is an automatic AE (attacker eliminated) result.

C. Combat Results.

Combat results may affect the attacking units, the defending units, both sides, or neither side. When a combat result occurs, the owning players immediately apply it to their affected units.

AE: Attacker Eliminated/DE: Defender Eliminated. Eliminate all affected units: reduce any unit with a cadre to its cadre strength; remove from play all other units. Retreat units reduced to cadre.

AH: Attacker Half Eliminated/DH: Defender Half Eliminated. Eliminate units so that at least half of the total strength (attack strength for the attacker, defense strength for the defender) of the affected units is eliminated. All surviving affected units must retreat.

AR: Attacker Retreats/DR: Defender Retreats. Retreat all affected units.

AS: Attacker Stopped. The attack is inconclusive; neither side takes losses or retreats.

HX: Half Exchange. Eliminate the side with the lower printed combat strength (or the defender if both sides are equal in strength). Retreat units reduced to cadre because of this result. From the other side, eliminate units so that the total strength loss equals at least half the total strength loss of the eliminated side. Example: An attack of 15 attacking strength points against 6 defending strength points results in an HX result. The defender, being the weaker side, eliminates his 6 strength points. The attacker must eliminate at least 3 strength points.

EX: Exchange. Eliminate the side with the lower printed combat strength (or the defender if both sides are equal in strength). Retreat units reduced to cadre because of this result. From the other side, eliminate units so that the total strength loss at least equals the total strength loss of the eliminated side. Example: An attack of 15 attacking strength points against 6 defending strength points results in an EX result. The defender, being the weaker side, eliminates his 6 strength points. The attacker must eliminate at least 6 strength points.

D. Losses.

Calculate all combat losses using the printed strengths of the involved units. Terrain, supply, and support may modify strengths for combat resolution, but these factors are not considered for losses. When determining losses, always use the attacker’s attack strengths and the defender’s defense strengths.

Air units and naval gunfire may aid units in combat (Rules 20G and 33A). However, the bombing strengths of air units and the gunnery strengths of naval units are not included when determining losses. Air and naval units are never eliminated due to ground combat resolution.

E. Cadres.

Various divisional units can take losses in combat and remain in play at reduced strengths. These units have cadres printed on the backs of their counters. When such a unit is eliminated in combat, it is reduced to its cadre instead of being removed from play. When calculating the total strength loss in a combat, the strength of a divisional unit reduced to cadre is counted fully. Example: An 8 strength point division reduced to a 3 strength point cadre is counted as a strength loss of 8, not 5.

F. Movement After Combat.

1. Retreats. When a unit must retreat, the owning player moves it one hex away from the hex it occupied during combat, in accordance with the following priorities:

  1. to a hex not in any enemy ZOC and not in violation of stacking.

  2. to a hex not in an enemy ZOC but in violation of stacking.

  3. to a hex in an enemy ZOC (regardless of stacking). A unit that retreats to a hex in an enemy ZOC is reduced to a cadre if it has a cadre. If it does not have a cadre (or already is a cadre) it is eliminated.

When a unit violates the stacking limit, it must continue to retreat, per the above priorities, until it reaches a hex where it does not violate the stacking limit. If it cannot do this, it is eliminated.

A unit with no retreat route except into or across prohibited terrain or into enemy-occupied hexes is totally eliminated, even if it has a cadre.

Defending units retreating to a friendly occupied hex that is subsequently attacked in the same combat phase contribute nothing to the defense of the hex: Their defense (combat) strengths are ignored during the attack and for all exchange purposes, and they are ignored for armor/antitank effects, support, AA, or anything else called into play during the attack. These units do, however, suffer all adverse effects of the subsequent attack.

German c/m units (only) may ignore enemy ZOCs when retreating if they retreat to a friendly-occupied hex. If they retreat to a hex unoccupied by friendly units, they are affected by enemy ZOCs as normal. Note: Only German c/m units have this special retreat ability. All other units, including units stacked with German c/m units, do not have this ability.

2. Advances. Attacking units may advance after combat into the attacked hex, up to the stacking limit, if the attack clears the hex of enemy units. Advance after combat is voluntary. The units must advance immediately upon resolution of the attack, before any other attack is resolved.

Defending units may not advance after combat.

G. Zero Strength Units.

A unit with an attack strength of 0 may not attack by itself. It may participate in an attack made by other units, whereupon it is affected by the results of the attack (including advance after combat).

A unit with a defense strength of 0 is automatically eliminated when attacked, unless it is stacked with at least one unit with a defense strength greater than 0.

A unit with a combat strength of 0 is subject to all limitations of this rule.

H. Terrain Effects.

The terrain of the defender’s hex and the terrain of the hexsides across which an attack is made may affect combat resolution. The combat effects column on the terrain effects chart summarizes these effects. AEC refers to armor capabilities, as explained in Rule 10. In general, terrain may affect combat by halving or quartering some or all of the attacking units or by applying modifications (such as -1) to the die roll used to resolve the attack.

I. Retreat Before Combat.

Certain units (as specified in later rules) have the ability to retreat before combat. When resolving an attack against a hex containing any defending units that may retreat before combat, the attacking player must indicate all forces that are attacking the hex. The defending player may then retreat before combat any of his units with this ability, at his option. Only units with the retreat before combat ability may do so; other units in the hex must remain. The regular rules of retreat (Rule 9F1 above) are followed for retreat before combat.

Once allocated to an attack, the attacking forces may not be reallocated to a different attack or withheld from attacking, even if all defending units in the attacked hex retreat before combat. If any defending units remain in the attacked hex, the attack is resolved. If all defending units in the hex retreat before combat, the attacking units may advance into the hex, the same as for advance after combat (Rule 9F2 above).

J. Required Losses.

Certain units with special combat abilities are required to take losses under some circumstances if their special abilities are used. (The special abilities and whether required losses are incurred are covered in later rules.) If such units use their special abilities in a combat that results in losses to their side, at least half of all losses must be taken from these units, if possible.

Example: In an attack, the attacker used full AECA to modify the attack and obtained an EX. The defender lost 8 strength points; the attacker loses the same amount. Since required losses are incurred when ½ or more AECA is used (per Rule 10H), half of the losses (4 strength points) must be taken from units capable of ½ or more AECA that participated in the attack.

Rule 10 – Armor and Antitank Effects

Various unit types have armor and antitank capabilities as shown on the unit identification chart.

A. Categories.

1. AECA: Armor Effects Capability in the Attack. AECA expresses the ability of an attacking unit to use armor effects.

2. AECD: Armor Effects Capability in the Defense. AECD expresses the ability of an attacking unit to use armor effects.

3. ATEC: Antitank Effects Capability. ATEC expresses the ability of a defending unit to use antitank effects when the attacker has armor effects.

B. Values.

Armor and antitank effects are calculated on a proportional basis, using regimental equivalents. To calculate the proportion, a player must know the value of each of his involved REs. A unit may have one of four possible values.

1. Full. Each RE of the unit is counted as fully capable. For example, a German panzer division (3 REs) has 3 REs of AECA.

2. Half. Each RE of the unit is counted as one half capable. For example, a German panzergrenadier division (3 REs) is counted as 1½ REs of AECA; its remaining 1½ REs are counted as having no AECA.

3. Neutral. The REs of the unit are not counted when determining the proportion. For example, the 1 RE of an Allied artillery brigade is not counted when determining ATEC.

4. None. All REs of the unit are counted in the proportion as having no capability.

C. Proportions.

To calculate the proportion in a category, total the number of REs that have a capability. Divide this number by the number of non-neutral REs involved. Express the resulting proportion as a fraction. For example, if two German infantry divisions (6 REs, no AECA), one panzer division (3 REs, full AECA), and one motorized infantry regiment (1 RE, neutral and hence not counted) are attacking, then three out of a total of nine REs have AECA, for a fraction of 1/3.

Use the proportion to determine the die roll modification to combat. If the proportion is less than one seventh (1/7), there is no die roll modification. AEC and ATEC die roll modifications are listed below and on the armor/antitank summary.

Weather affects AEC, but not ATEC, as listed on the terrain effects chart. There is no AEC at all in mud weather. AEC is reduced in winter and snow weather.

1. AECA. When the AECA proportion of the attacking units is at least 1/7 but less than ½, the die roll modification is +1 (0 for reduced AECA). When the AECA proportion is at least ½ but less than one, the die roll modification is +2 (+1 for reduced AECA). When the AECA proportion is one, the die roll modification is +3 W for reduced AECA).

2. AECD. When the AECD proportion of the defending units is at least one seventh but less than one half, the die roll modification is -1 (0 for reduced AECID). When the AECD proportion is one half or greater, the die roll modification is -2 (-1 for reduced AECD). The defender may not use AECD in a combat if the attacking units have (or are capable of) one half or more AECA. In this situation, the defender must use ATEC, and not AECD.

3. ATEC. ATEC is used only when the attacking units have (or are capable of) ½ or more AECA. Note that ATEC is used if the attacking units are capable of ½ or more AECA, even if the attacking units do not (or cannot) use AECA. When the ATEC proportion is at least 1/7 but less than ½, the die roll modification is -1. When the ATEC proportion is at least ½ but less than one, the die roll modification is -2. When the ATEC proportion is one, the die roil modification is -4.

Example 1: A panzer division, two infantry divisions, and three artillery regiments are attacking in clear weather. The artillery units are AECA neutral and are not counted. Of the nine REs for the proportion, three are AECA. The proportion is 1/3, which is over 1/7 but less than ½; thus, 1 is added to the die roll.

Example 2: One mechanized cadre (1 RE) and one infantry cadre (1 RE) are defending in clear weather. The mechanized cadre is ½ AECD, giving a total of ½ RE of AECD. There are two REs for the proportion, ½ RE of which is AECD. The proportion is ¼; thus, 1 is subtracted from the die roll.

D. Cumulative Effects.

In an attack where the attacker has AECA and the defender has AECD or ATEC, the modifications to the die roll are cumulative. For example, if the attacker is full AECA (+3) and the defender is full ATEC (-4), the net modification is -1.

E. Half Capability.

Any unit listed as half capable in a category may be treated as neutral in that category, at the owning player’s option. Example: An armored division (full AECA) and a mechanized division (half AECA) are attacking together in clear weather. By treating the mechanized unit as neutral, its REs are not counted. The attack has 3 REs of AECA out of total of 3 REs, for an AECA modification of +3. Otherwise, the attack would have 4 ½ REs of AECA out of 6 REs total, for an AECA modification of +2.

F. Neutral Restrictions.

A player may have up to twice the number of neutral REs as he has of full and half-capable units. Neutral units in excess of this limit are treated as having no capability instead of being neutral.

Example: One panzer division, one motorized division, three motorized heavy AA regiments, and three artillery brigades are attacking. Of the total of twelve REs, three are AECA and the remaining nine are neutral. However, only six (twice three) of these are counted as neutral; the remaining three are counted as having no capability. Thus, there are six REs for the proportion, of which three are AECA. The proportion is ½.

Note that for this rule, all REs of half-capable units are counted. For example, 2 REs of neutral units may be used without penalty to armor effects in conjunction with a 1 RE unit having half AECA.

G. Terrain.

The terrain effects chart lists several terrain types as no AEC. This means that AECA may not be used by a unit attacking into suck a hex or across such a hexside; AECD may not be used by a unit when defending in such a hex. ATEC is unaffected and is used in such a hex if the attackers are capable of one half or more AECA, even though AECA may not be used due to the terrain.

Example: An Allied tank brigade is attacking a German heavy antiaircraft regiment in a dot city. Due to the dot city, the attacking unit may not use AECA. Since the tank brigade is capable of one half or more AECA, the defender uses ATEC. Thus, the die roll is modified by -4, due to the full ATEC capability of the defending unit.

H. Required Losses.

If the attacker used ½ or more AECA in an attack, at least half of all losses to the attacker as a result of the attack must be taken from units capable of at least ½ AECA. If the defender used ½ or more AECD or ATEC defending against an attack, at least half of all losses to the defender as a result of the attack must be taken from units capable of at least ½ AECD or ATEC, respectively.

I. Infantry Antitank Weapons.

Due to widespread availability of infantry antitank weapons, all German units listed on the unit identification chart as having no ATEC ability are ATEC neutral on and after the Jul I turn. Allied units also receive this ability on and after the Sep I 44 turn.

Rule 11 – Support

All units possess an intrinsic combat ability as given by their printed combat strengths. However, certain units are unable to use their strengths fully by themselves, due to a lack of supporting arms. These units are unsupported units.

The following are supported units:

  • All divisional units.
  • All artillery units.
  • All divisional headquarters.
  • All units with the self-supported indicator (a dot) in the upper left area of their counters.

All other units are unsupported. An unsupported unit has its combat strength halved as long as it remains unsupported. A supported unit provides support to all unsupported units in its hex, unless the supported unit has the self-supported indicator.

A unit with the self-supported indicator supports itself but no other units. Note that some divisions have self-supported indicators and thus cannot support other units.

When defending, a unit providing support to other units must be stacked in the same hex with the units it is supporting. When attacking, a unit providing support must participate in the same attack as the units it is supporting, as well as being stacked in the same hex with them.

Rule 12 – Supply

Supply affects the abilities of units in movement and combat. Units operate to their full extent if they are in supply; they operate less effectively if they are out of supply.

A. Supply Lines.

The supply conditions of units depend upon the tracing of supply lines. A supply line may not be traced into a hex occupied by an enemy unit, into a hex in an enemy ZOC unless the hex is occupied by a friendly unit, into a prohibited terrain hex, or across a prohibited terrain hexside.

B. Tracing Supply.

Both sides check the supply status of their units during the initial phase of each player turn. Units out of supply at this time are out of supply throughout the entire player turn.

A unit is in supply if a supply line can be traced from the unit to a supply source. Supply lines may have up to four elements: overland, road, railroad (using both high and low volume railroads), and naval. The elements must be traced in the following order: overland, road, railroad/naval. A naval element may be traced in any combination with a railroad element.

The supply line summary lists the maximum lengths, in hexes, of the different elements.

1. Overland. The overland element of a supply line must be traced to a road, a railroad, a port, or a supply source. An overland supply line may be traced through both friendly and enemy-owned hexes.

2. Road. The road element of a supply line may be traced to a railroad, a port, or a supply source. A road supply line may only be traced along roads through friendly-owned hexes.

3. Railroad. The railroad element of a supply line may be traced to a port or supply source. It may only be traced through friendly-owned hexes, and only along rail lines which may be used for rail movement by that player. It may be traced an unlimited length along high-volume rail hexes, but it may be traced through only a maximum of 7 low-volume rail hexes. Rail breaks do not block the tracing of the rail element.

If a player has less than 10 REs of capacity on a rail net (see Rule 7A4), he may trace a rail element supply line on that net only by tracing the line onto another rail net where the player has at least 10 REs of capacity.

4. Naval. The naval element of a supply line is traced through sea hexes in a single sea zone. It may start at any functioning, friendly-owned major or great port and be traced through any number of hexes to any other functioning, friendly-owned major or great port in the same sea zone. (Ports are covered in Rule 30A.) Various naval considerations may affect the tracing of a naval-element supply line. These considerations are defined in the naval rules, and their impact on naval-element supply lines is summarized in Rule 34K.

C. Supply Sources.

Each side has its own supply sources, as listed below. A supply source may be used only by its own side and only if that side owns it. Supply sources are divided into the following categories:

  • Regular Supply Sources: All full or limited supply sources.
  • Special Supply Sources: All other supply sources.

Note: Some rules specify that units must be “in regular supply” for various purposes. This means the unit must draw supply from a regular supply source (full or limited) and not from a special supply source.

1. Full Supply Sources. Any and all units of the appropriate forces (as listed below) may use a full supply source, without restriction.

a. Axis. Any Axis units may use Axis full supply sources. They are:

  • Any rail hex on the east edge of the map in Greater Germany.
  • Any two connected major cities inside 1939 Germany. Once a German city has been owned by the Allies, it may no longer be used in this manner, even if the Axis player regains ownership of the city.

b. Axis Italian. In addition to the above Axis supply sources, Axis Italian and RSI Italian units may use Axis Italian full supply sources. They are:

  • Any two connected major cities in Italy. Once an Italian city has been owned by the Allies, it may no longer be used in this manner, even if the Axis player regains ownership of the city.

c. Allied. Any Allied units may use Allied full supply sources. They are:

  • Any major or great port in North Africa or Britain.
  • Any city hex in Britain.

2. Limited Supply Sources. Only a limited number of units may use a limited supply source:

  • Standard Port: Up to 30 REs of units.
  • Minor Port: Up to 15 REs of units.

To use a minor or standard port as a limited source of supply, it must be friendly-owned and functioning, and a naval-element supply line must be traced from the port to a functioning port or ports of equal size or greater in the same sea zone, then via a railroad/naval element of supply to a full supply source. For limited supply (only), the naval-element supply line may be traced from a minor or standard port.

3. Special Supply Sources. A unit drawing supply from a special supply source is treated as being in supply for the entire player turn. However, use of these sources does not negate or defer the number of turns a unit has been out of supply. Example: A German unit has been out of supply for three turns, and would now be starting its fourth turn out of supply. However, the unit draws supply from a port fortification (per below): it is in supply for the current player turn but still has started its fourth turn out of supply for regular supply purposes. If isolated, it would not be checked for elimination, as it is in supply.

a. Air and Naval Supply. Transport air units may fly supplies to airbases and may air drop supplies, as covered in Rule 20F. Naval units may deliver supplies to ports and beaches, as covered in Rule 31. When supplies arrive at a hex by these methods, note the amount of supplies delivered in the hex by placing a status marker equal to the number of supply points there. Supplies delivered to a hex in this fashion remain there for the next two initial phases; they are removed at the end of the second initial phase. For example, if Allied naval transports deliver supplies to a hex in the Allied movement phase of Aug II 44, the supplies remain in the hex throughout the Axis initial phase and player turn of Sep I 44 and to the end of the Allied initial phase of Sep I 44.

A unit may use friendly supply points if it can trace an overland supply line to them. Each supply point provides supply for 1 RE of units. For example, 2 supply points in a hex provides supply for up to 2 REs of units.

If an enemy unit gains ownership of a hex containing friendly supply points, these supply points are immediately eliminated.

b. Axis Port Fortifications. All Axis units in a hex containing an Axis port fortification may use that fortification as a special source of supply. Note that the units must be in the fortification’s hex in order to use this special supply source.

D. Supply Effects.

A unit out of supply has its abilities restricted, depending upon the number of consecutive turns the unit is out of supply. A turn out of supply consists of two player turns. (Example: An Allied unit is first judged to be out of supply in the Axis initial phase of the Dec I 44 game turn. Its first turn out of supply consists of the Dec I 44 Allied game turn and the Dec II 44 Axis game turn.) Use supply status markers to mark the turns units are out of supply.

On the first turn out of supply, a unit has its attack strength halved if (and only if) the unit is isolated. On the first turn out of supply, a c/m unit (regardless of isolation status) has its movement rating halved. A unit’s defense and AA strengths, armor/antitank capabilities, and (for a non-c/m unit) movement rating are unaffected.

On the second and subsequent turns out of supply, a unit (whether isolated or not) has its attack strength, defense strength, AA strength, and movement rating halved. A unit with a ZOC has a reduced ZOC. The unit is no longer capable of armor/antitank effects; it is treated as having no capability for AEC and ATEC calculations.

During each initial phase starting with the fourth turn out of supply, the unit is checked for elimination if it is both out of supply and isolated at that time. (It need not have been isolated in preceding turns.) For each unit, roll one die and modify the die roll as follows:

  • +3 if the unit is in a major city hex or improved fortress.
  • -1 during frost, winter, or snow weather. (This modifier is not used if the unit is in a major city hex or improved fortress).

Using the modified die roll, consult the success table:

  • Success means the unit survives the check and remains in play.
  • Failure means the unit is eliminated.

E. Resource Points.

Resource points are used for various purposes, such as construction of forts and airfields and to increase a player’s rail capacity. A resource point counter is used as a marker for resource points. Resource points do not count against stacking, do not have combat strengths, and do not have ZOCs. The owning player may freely build up or break down his resource point counters at any time, as long as the total number of resource points in each hex does not change. For example, a player may break a 5-point resource point counter down to five 1-point counters. Friendly-owned resource points in a hex captured by the enemy are automatically destroyed.

A resource point counter may move by rail by itself, moving the same as a rail-only unit. A resource point counter may not move overland by itself. Instead, it must be carried by a ground unit. A ground unit may carry up to twice its RE size in resource points (e.g., a division may carry 6 resource points). A unit carrying resource points up to its RE size has 1 MP deducted from its movement rating. A unit carrying resource points greater than its RE size has 2 MPs deducted from its movement rating. When a movement rating is to be halved, these MPs are deducted first. Note that a unit can carry a resource point and use admin movement.

When retreating, units may carry resource points up to their maximum limits.

Rule 13-Overruns

Phasing units may overrun enemy units in the movement and exploitation phases. The phasing player performs an overrun by moving units into a single hex adjacent to the enemy units to be overrun; the overrunning units may not exceed the stacking limit of the hex being overrun. All overrunning units must be able to enter the hex being overrun. The overrunning units must have a total attack strength sufficient to achieve at least 10:1 odds against the enemy units. Overrun odds are computed in the same way that combat odds are, taking all terrain, supply, stacking, and support modifications into account.

Units being overrun lose their ZOCs at the instant of overrun. Each overrunning unit must then spend MPs sufficient to enter the hex being overrun, paying all terrain, ZOC, and overrun MP costs. (Note that ZOC costs are not paid due to units in the hex being overrun, but are paid due to enemy units in adjacent hexes.) Each unit participating in an overrun must pay overrun MP costs, as given on the overrun movement costs table. A unit with insufficient MPs to pay the full MP costs for an overrun may not participate in the overrun, even if it has not moved at all in the phase.

Overrunning units may use the road movement rate when executing an overrun if all other considerations for road movement are met.

The units in the hex being overrun are completely eliminated and removed from play (even if they have cadres), and the overrunning units may advance into the hex. This advance is optional, but each overrunning unit must spend the required MPs to enter the hex even if it does not advance. After executing an overrun, the units may continue moving if they have sufficient MPs remaining.

A unit with a defense strength of 0 may be overrun at 12:1 odds by any unit with an attack strength greater than zero.

A unit that may retreat before combat (Rule 9I) may use this ability when enemy units overrun the hex it occupies. When the overrun is announced, these units may immediately retreat, using the retreat before combat rule, at the owning player’s option. The overrun odds are then recalculated (if necessary), and the overrun resolved. If all units in a hex being overrun retreat before combat, then the overrunning units do not pay the overrun MP cost for the overrun attempt.

Rule 14 – Special Ground Units

A. Engineers.

1. Construction. Construction engineers and other construction units have a variety of construction abilities, as described below.

A construction unit may build a fort in any hex except prohibited terrain or a hex already containing a fort, port fortification, fortress, Westwall Hex, or ouvrage. The unit begins building a fort during its initial phase and must be in supply. (Place a fort under construction marker on the unit to show the construction.) It takes one game turn to build a fort in clear or rough terrain and two game turns in any other terrain. For example, if a fort in a woods hex is begun during the Axis initial phase of the Jul I 44 turn, then it will be completed in the Axis initial phase of the Aug I 44 turn. (When completed, flip the fort marker to its completed side.) If the construction unit leaves the hex at any time before the fort is built, the fort counter is removed from the map.

A construction unit may build a 3-capacity permanent airfield in any hex except mountain, forest, prohibited terrain, or a hex already containing a permanent airfield. (Rule 17 covers airfields in detail.) The airfield is built in the same manner as a fort, taking one game turn to build in a clear or rough hex and two game turns in any other terrain.

A construction unit may augment (increase) the capacity of an existing permanent airfield by 3. The unit must be in the same hex as the permanent airfield and follow the same procedure as building a permanent airfield. When complete, the permanent airfield has its capacity increased by 3. A permanent airfield may have its capacity augmented several times, as long as the maximum air basing capacity in the hex never exceeds 12. Example: A construction unit augments the capacity of a 3-capacity permanent airfield in a hex. When complete, the capacity of the airfield increases to 6. If the hex contained a full hex city (with its own airbase capacity of 6), then total capacity of the hex is 12, and the airfield could not be augmented further.

The owning player must spend one resource point for each fort he builds, for each 3-capacity permanent airfield he builds, and for each time he augments the capacity of a permanent airfield by 3. To begin construction, the player must trace an overland supply line from the construction unit to the resource point being used for construction. The resource point is spent when the unit begins construction. If construction is not completed, for any reason, the resource point is not recovered.

During the movement phase, a construction unit may build a temporary airfield anywhere a permanent airfield may be built, except in a hex already containing a temporary or permanent airfield. The unit must be in supply, and the airfield costs 6 MPs to build in clear or rough terrain; 12 MPs in any other terrain. Unlike a permanent airfield, a temporary airfield remains on the map only if there is a construction unit in its hex at all times. (The unit need not be the one that built the airfield.) If there is no construction unit in the hex, the airfield is removed from play. Note that a permanent airfield may be built in a hex containing a temporary airfield. In this case, the temporary airfield is removed from the map when the permanent one is completed.

A construction unit may demolish the capacity of a port. For every 3 MPs the unit spends in the port’s hex, one hit of damage is applied to the port.

A construction unit may repair damaged ports, airbases, and rail lines. In all cases, the general procedure is the same: the unit must spend a number of MPs in the hex of the item to be repaired. It costs a construction unit 2 MPs to remove one hit from an airbase, 4 MPs to remove one hit from a port, and 4 MPs to remove a hit from a broken rail line.

a. Weather. Poor weather (mud, frost, winter, and snow) affects construction abilities. All MP construction costs are doubled. For example, 4 MPs are required to repair a hit on an airbase in poor weather. All construction costs based on turns are doubled. For example, 2 turns are required to build a permanent airfield in clear terrain during poor weather.

Temporary airfields may not be built or repaired during mud weather.

b. Quick Construction. A player may use two construction units in conjunction in order to speed construction. The construction units must be stacked together at the time when their construction abilities are to be used together. In this case, each construction unit pays half the construction cost. For example, when two construction units are used to repair a rail line, each spends 2 MPs (half of 4) during good weather or 4 MPs (half of 8) in poor weather. When two construction units are used to build an item requiring one turn to build, then each unit spends one half its movement allowance for the construction. For example, if two German 0-1-5 construction regiments are used to build a fort in a rough hex during clear weather, then each unit spends 2 ½ MPs for the construction.

Construction costs cannot be further decreased, even if the player uses three or more construction units in conjunction, two construction units plus civilian labor (see below), or any other combination of construction abilities.

A construction or a port construction brigade (i.e., a brigade with the construction or port construction symbol) that has a defense strength or 2 or greater is treated as two construction units for the purpose of quick construction.

Note: Construction of forts and permanent airfields must always be begun in the initial phase, even if quick construction is used.

c. Civilian Labor. If a German construction unit can trace a line no more than 4 hexes in length to a German-owned major city in Greater Germany, then the unit may use the quick construction rule (above) without a second construction unit being present. This 4-hex line is traced the same as an overland supply line.

Only one construction unit may use this ability per major city hex. For example, only one construction units may use Stuttgart’s civilian labor ability.

d. Motorized Limit. A c/m construction unit may not use its construction abilities in the exploitation phase.

2. Combat Engineers, Combat engineers are construction units. Combat engineers also have the following ability.

When at least 1/7 of the REs attacking a major city or any fortification with a combat die roll modifier of -1, -2, or -3 (per the fortifications effects chart) are combat engineers, the combat resolution die roll is modified by +1. The REs of attacking artillery units are not counted in this calculation. If this special ability is used, then required losses (Rule 9J) are incurred for the combat engineers.

3. Assault Engineers. Assault engineers are not construction units. They have the combat abilities of combat engineers. In addition, an assault engineer attacking into or defending in a major city or improved fortress has its combat strength doubled and has its RE size doubled for the purposes of calculating the engineer proportion. For example, a 1-10 assault engineer battalion attacking an improved fortress would have an attack strength of 2 and would be counted as 1 RE for the engineer proportion.

4. Railroad Engineers. A railroad engineer may repair a rail line in the same manner as a construction engineer. A railroad engineer has no other construction abilities.

5. Port Construction Engineers. A port Construction unit has the abilities of a construction unit plus the ability to rebuild destroyed ports. (The Axis player may destroy ports as he loses ownership of them, per Rule 30A3.) A destroyed port does not function as a port for any game purpose, and its hits of damage may not be repaired until the port itself is rebuilt. The Allied player may use a port construction unit to rebuild a destroyed port. A port construction unit rebuilds a port in the same manner that a construction unit builds a fort (start in the initial phase, be in supply, spend a resource point, etc.), except that it takes two game turns to rebuild a port, regardless of terrain. Quick construction may not be used to rebuild a port. When a port is rebuilt, it may function as a port again, and its hits of damage may be repaired.

B. Artillery.

Artillery units do not defend with their full strength unless the number of non-artillery REs in their hex at least equals the number of artillery REs there. All artillery units in excess of this number defend with a total strength of 1.

Example: A player has three 2-3-8 artillery regiments and one 2-8 combat engineer regiment defending in a hex. Since only one non-artillery RE is in the hex, only one artillery regiment may defend using its full defense strength. The other two artillery units defend with a total strength of 1. Thus, the defense strength of the hex is 6.

Artillery units do not attack with their full strength unless the number of non-artillery REs participating in the attack at least equals the number of artillery REs. All artillery units in excess of this number attack with a total strength of 1.

1. Siege Artillery Units. A siege artillery unit has its attack strength doubled when attacking a major city hex or when attacking certain types of fortifications, as listed on the fortifications effects chart.

2. Long-Range Siege Artillery. A long-range siege artillery unit is a siege artillery unit (per above), with an attack range of two hexes. When firing at two- hex range, it is not subject to any combat results, may not advance after combat, and may not be included in exchange calculations. Long-range siege artillery may not attack by itself when firing at two- hex range; it may attack only if units adjacent to the defending hex are attacking the hex as well. When firing at one hex range (i.e., adjacent to the defending hex), long-range siege artillery is subject to combat results.

C. Specialized Armor Units.

Flamethrower tank, engineer tank, assault engineer tank, and sturmpanzer units are specialized armor units. When attacking a major city or any fortification with a combat die roll modifier of -1, -2, or -3 (per the fortifications effects chart), a specialized armor unit is treated in all respects the same as a combat engineer unit attacking such a hex. Exception: Assault engineer tank units are treated as assault engineers, not combat engineers.

D. Headquarters.

A headquarters unit has only a movement rating; its combat strength is 0. A headquarters unit is 1 RE in size, has heavy equipment, and does not have a ZOC. A headquarters is c/m if its unit type symbol is a c/m one. A headquarters is automatically AEC and ATEC neutral, regardless of the AECA, AECD, and ATEC capabilities of its unit type symbol.

E. Combination Unit Types.

Certain units combine two different unit type symbols and have the abilities of both.

1. Mountain and Ski Units. Any unit with the mountain symbol as part of its unit type symbol is a mountain unit. Mountain units have movement and combat advantages in certain types of terrain, as summarized on the terrain effects chart. These abilities are in addition to any other abilities of the unit.

Any unit with the ski symbol as part of its unit type symbol is a ski unit. Ski units have certain movement advantages in snow, as summarized on the terrain effects chart. In addition, Italian ski units are also considered to be mountain units; all other ski units are also considered to be light infantry units.

2. Motorized Units. Units of other types that have the supplementary motorized symbol are combat/motorized. For such units, any AEC/ATEC capability listed as none (-) for the non-motorized unit becomes neutral when the unit is combat/motorized, and the unit has heavy equipment.

A motorized unit always uses the c/m movement costs, regardless of its unit type. Except for motorized artillery units, a motorized unit also uses the c/m combat effects of terrain.

3. Training, Reserve, and Replacement Units. Any unit with the training, reserve, or replacement symbol as part of its unit type symbol is a training, reserve, or replacement unit, respectively. It has the abilities of both unit symbols. For example, an engineer training unit is both an engineer unit and a training unit.

F. Restricted Movement Units.

1. Rail-Only Units. A unit with a printed movement rating of ‘R’ may not move except by rail movement. In combat, it may attack an adjacent hex per the standard rules; however, it may not advance after combat. A rail-only unit required to retreat may retreat only to a hex it could enter using rail movement. If there is no such hex available, the unit is eliminated instead. Note that if a rail-only unit is in a hex when the rail line there is broken, the unit may not leave the hex until after the line is repaired. If required to retreat from such a hex due to combat, the rail-only unit is eliminated instead.

2. Zero Movement Units. A unit with a movement rating of 0 cannot move from the hex it occupies. It cannot be transported by air or naval transport. It cannot retreat and is eliminated if required to do so.

G. Political Police.

In combat (attacking or defending), all Axis units which start the combat phase stacked in a hex with a German political police unit ignore retreats arising from any combat result except DE. For example, if Axis units stacked with a German political police unit are attacked and receive a DH result, the survivors do not retreat from the hex. (If the result was DE, however, the survivors would be required to retreat.) A combat result of AR becomes AS for Axis units attacking from a hex containing a German political police unit.

In addition to the preceding, a combat result of DR becomes EX for Axis units defending in a hex containing a German political-police unit.

Notes: This rule applies only to those units with the political police unit type symbol. Other police units do not have this special ability.

H. Commandos.

Any unit with the commando symbol as part of its unit type symbol is a commando unit. For example, a unit with the parachute-commando symbol is a commando unit. Commando units may attempt commando operations, as described below.

When a commando unit attempts a commando operation, consult the success table. Roll one die, modify the roll by all appropriate modifiers, and consult the table for a result.

1. ZOCs. All commando units are eligible to use this ZOC ability except Allied marine commando units (all Allied units with the marine commando symbol).

Eligible commando units may attempt to leave or move through enemy ZOCs without paying ZOC movement costs. Each time the unit leaves a hex in an enemy ZOC (whether or not it enters another hex in an enemy ZOC) without paying the ZOC costs, consult the success table. If the attempt does not succeed, the unit must pay normal ZOC costs to leave the hex; if it does not have sufficient MPs to meet this cost then it must end its movement in the hex it currently occupies.

An eligible commando unit may attempt to retreat through enemy ZOCs to a friendly-occupied hex. Consult the success table. If the attempt succeeds, the unit is not eliminated due to retreating through enemy ZOCs.

An eligible commando unit may attempt to help other units in its hex retreat through enemy ZOCs. The commando unit must successfully retreat to a friendly-occupied hex, and each unit to be helped must retreat to the same hex. Consult the success table for each unit retreating in this manner. If the attempt succeeds, the unit retreats to the hex, ignoring enemy ZOCs. If the attempt fails, the unit is subject to regular ZOC effects. Example: Allied units attack a German-occupied hex from five adjacent hexes. The sixth hex is occupied by German units but is in Allied ZOCs. In the attacked hex are a parachute commando unit and three 5-7-6 infantry divisions. The result of the attack is a DR. The commando unit attempts to retreat to the adjacent friendly-occupied hex and succeeds. Thus, the other retreating units may attempt to retreat through the Allied ZOCs without loss. One division succeeds and thus retreats at its 5-7-6 strength. The other two divisions fail and thus are reduced to their 2-3-6 cadre strengths due to retreating through enemy ZOCs.

2. Retreat before Combat. All commando units may retreat before combat. (See Rule 9I.)

3. Surprise Attack. Only German commando units with a printed combat (attack) strength of 1 or greater are eligible to use this surprise attack ability.

An eligible commando unit may attempt to make a surprise attack, attacking alone or in conjunction with other units. The owning player declares the surprise attack immediately before rolling the die to resolve the attack, after calculating the odds of the attack. Consult the success table. If the surprise attack succeeds, modify the combat resolution die roll for the attack by +1. If the surprise attack falls, the commando unit may be eliminated (as explained on the success table). If the commando unit is eliminated, then the attack odds must be recalculated, excluding the commando unit’s strength from the attack. Only one commando unit may attempt a surprise attack in any single attack.

4. Coastal Raid. All marine commando units are eligible to use this coastal raid ability to make surprise attacks on coastal defenses.

In a coastal raid, an eligible unit attempts to damage enemy coastal defenses (see Rule 33B) in a hex. Up to one eligible unit per level of coast defenses in the hex may attempt a coastal raid in the hex. For example, if a hex has a coast defense level of 3, then up to three eligible units may raid the hex.

Immediately when a raiding unit lands in the hex, resolve the effects of the raid. Roll one die and consult the success table. If the raid succeeds, two hits of damage are inflicted on the coast defenses in the hex. If the raid fails, the commando unit may be eliminated (as explained on the success table).

I. Mixed Units.

Mixed units (units with the mixed unit type symbol) are non-motorized (and thus, may not move during the exploitation phase), but use the c/m movement costs when moving. For armor and antitank purposes treat a mixed unit’s REs as follows: 1/3 as armor, 2/3 as infantry.

J. Movement Counters.

The Allied player has various special counters that enhance the movement abilities of his units: transport, LVT, and APC counters. These movement counters, in place of the unit size symbol, list the maximum number of REs they may carry. For example, a 3-RE capacity transport counter may carry up to 3 REs of units.

The units to be carried by a movement counter in a phase must start the phase stacked with the counter. The counter and all units being carried are then treated as a single unit during the phase. (The phases in which a counter may carry units are listed below, for each type of counter.)

Special movement counters have movement ratings, which are used in place of the movement ratings of the units being carried. The units being carried cannot use their own movement ratings.

A movement counter does not have to carry units and may move independently of any unit. It does not count against the stacking limit. For rail capacity, supply, and naval transport purposes, movement counters have heavy equipment and have the following RE sizes: A 1 RE-capacity counter is ½ RE in size, and a 3 RE-capacity counter is 1 RE in size. Note that the counter’s size, for all transport purposes, is always in addition to the size of any units it may be carrying.

Movement counters may have other special abilities, as listed below.

1. Transport Counters. A transport counter may carry non-motorized and artillery units. A transport counter is combat/motorized itself and may carry units in the movement and exploitation phases.

For combat purposes, a transport counter is a zero-strength unit.

2. LVT Counters. An LVT counter may carry non-motorized units that do not have heavy equipment. An LVT counter is both combat/motorized and amphibious. It may carry units in the movement, combat, and exploitation phases. During the combat phase, any unit carried by an LVT counter is motorized for AEC and ATEC calculations.

An LVT counter is amphibious. It (and the units it carries) may:

  • Treat lake and major river hexsides as river hexsides for movement and combat purposes.
  • Make amphibious landings, by being transported to the landing site by naval transport. (Amphibious landings are detailed in Rule 32.)

3. APC Counters. An APC counter may carry non- motorized units that do not have heavy equipment. An APC counter is combat/motorized and mechanized. It may carry units in the movement, combat, and exploitation phases. During the combat phase, all units carried by an APC counter are mechanized units for the purposes of AEC and ATEC calculations.

During the combat phase, if units carried by an APC counter participate in an attack, their total combat strength is increased by 1, due to the combat capabilities of the APC counter itself.

Example: A 1 RE-capacity APC counter carries a British 3-8 infantry brigade. During the combat phase, the combined unit attacks as a 1-RE mechanized unit with an attack strength of 4.

K. Amphibious Tanks.

An amphibious tank unit may:

  • Treat lake and major river hexsides as river hexsides for movement and combat purposes**.**
  • Make amphibious landings (per Rule 32), by being transported to the landing site by naval transport.

When an amphibious tank unit makes an amphibious landing, the Allied player must check to see if the landing is successful. Consult the success table for each unit: roll one die, modify the die roll as and implement the result.

Success means the unit gets ashore successfully**.**

Failure means the unit is eliminated.

Rule 15 – Unit Breakdowns

Various divisional units may break down into component units. These component units may subsequently reassemble to form the divisional unit.

A. Procedure.

A phasing divisional unit may break down into its component units at the start of any movement or exploitation phase. There is no MP cost to break down. Remove the unit from the map and place its breakdown components in its hex. The stacking limit may be violated when a unit breaks down, as long as the limit will not be violated at the end of the phase.

A phasing divisional unit may be assembled at the end of any movement or exploitation phase, if its components are stacked in the same hex at that time. Remove the component units from the map and place the unit in the hex. If a unit is assembled from components at different supply states (Rule 12D), the assembled unit assumes the supply state of the most-out-of-supply component. Similarly, if an airborne unit is assembled with one or more disrupted components (Rule 24A), the assembled unit is disrupted.

Note that phasing divisional units may break down and assemble during the exploitation phase, even if they are not c/m.

B. Game Charts.

Each player’s game chart shows which divisional units may break down and lists their component units. The charts detail, by nationality, unit type, and unit ratings, all allowed breakdowns. Divisional units not listed on this chart may not break down. A player may not break down more units than there are breakdown counters provided in the game.

A divisional unit may break down into supported components or into a headquarters and unsupported components. For instance, a Canadian 10-8 infantry division may break down into three 3-8* infantry brigades, with all three brigades being supported, or into the same units – flipped to their unsupported sides – and an infantry division headquarters. Exception: Battalion-sized break down components are never supported.

Each chart has a number of labeled boxes. When a unit is broken down, place its counter in the appropriate box on the game charts.

C. Breakdown Combinations.

1. General. Most divisional units do not have specific breakdown counters. Instead, the lettered breakdown counters of the appropriate nationality and unit type are used. Each specifically lettered set of breakdown counters may be used to break down one divisional unit at a time, and the unit broken down is placed in the corresponding lettered box on the chart.

2. Specific. Certain divisional units have specific breakdown counters; these units are identified on the unit breakdown charts. Such a unit may break down using only its specific breakdown counters, and these breakdown counters may not be used to break down any other unit.

D. Non-Divisional Breakdowns and Assemblies.

Certain non-divisional units, such as certain Luftwaffe antiaircraft regiments may break down. These units are listed on the players’ game charts. Certain units, such as American armored and tank destroyer brigades, may be assembled from other units in play. These units are listed on the OBs and on the unit breakdown charts.

These units may break down and assemble in the same manner as divisional units. They may use any appropriate units available in the counter mix, and the breakdowns and assemblies are not kept track of on the unit breakdown chart.

Example: The Allied player assembles three American 2-1-10 tank battalions into a 5-3- 10 armored brigade, per the chart. Later, he decides he should spread out his armor, so he breaks down the tank brigade into three tank battalions again.

E. Panzer Detachments.

The Axis player can detach Panther battalions from panzer divisions (one per division) and attach them to other panzer divisions or operate them as independent units. The Axis player can detach Panther battalions when he can break down divisions; he can attach Panther battalions when he can assemble divisions.

For each division that detaches a battalion, place a (-4 PzG) marker on it: thereafter, for all game purposes (including when at cadre strength and for replacement purposes) its combat strength (both attack and defense) is reduced by 4 and it is treated as a panzergrenadier division. To represent the detached battalion, place a (4-2-10) Pz II in the hex of the detaching division**.**

A detached Panther battalion can operate independently, the same as a non-divisional unit, or can be attached to a panzer division (maximum one per division). If a detached battalion is in the same hex as a panzer division, it may be attached to that the division. While attached, the battalion is considered part of the division: it contributes its strength to the division but neither counts against stacking nor increases the RE size of the division.

Examples: A 15-10 panzer division with an attached (4-2-10) battalion is treated as a 19- 10 panzer division. A 16-10 panzer division that detached a Panther battalion has a (-4 PzG) marker and is treated as a 12-10 panzergrenadier division.

A division that detaches a battalion and then has a battalion attached to it (or vice versa) resumes its original strength and status. For example, an 16-10 panzer division with a (-4 PzG) marker that subsequently has a (4-2-10) battalion attached to it resumes being an 16-10 panzer division again.

Only German Army panzer divisions with a combat strength of 15-10 or greater can detach Panther battalions. A detached battalion may only be attached to German Army panzer divisions, but the division may be at any strength.

Note: In some cases, the Axis player may be required to detach a Panther battalion, in order to meet OB requirements.

There is one detached Panzer IV battalion, a (2-1-10) Pz II, in the game. This unit can operate independently or be attached to a panzer division (maximum one battalion attached, either Panzer IV or Panther, not one of each).

Rule 16 – Air Rules Introduction

A. Air Units.

Air units are illustrated on the unit identification chart.

  1. Types. There are three basic categories of air units: fighters, bombers, and transports. Each category contains several specific air unit types, as shown on the unit identification chart. For example, the fighter category contains both fighters (type F) and heavy fighters (type HF).

Unless otherwise noted in the rules, rules about “fighter”, “bomber”, and “transport” pertain to all air unit types within their respective categories. For example, a rule describing the abilities of fighters applies to all fighter types.

2. Prefixes. Air unit types may have one or more prefixes, as listed on the unit identification chart. For example, a type JF is a jet fighter: type F (fighter) and prefix J (jet propelled). A prefix modifies, but does not change, the category of an air unit. For instance, a jet fighter (type JF) is still a fighter. Unless indicated otherwise in the rules, any ability of a category in general or a type in specific includes all prefixes for that type or category. For example, a rule applying to type F air units applies to F, NF, JF, RF and NJF.

3. Codes. Air units may have one or more codes, as listed on the unit identification chart. Codes define certain specific or special capabilities of air units. For example, a type HB with a code M is a heavy bomber that carries anti-shipping missiles.

B. Concepts.

1. Operational Status. An air unit may be at one of four operational statuses:

  • Operative: The air unit is capable of flying a mission during the current player turn. An operative air unit will be “face up” (ratings side up) at an airbase.
  • Inoperative: The air unit cannot fly a mission. It has flown a harassment mission in the previous player turn, has already flown a mission during the current player turn, or cannot fly a mission due to airbase capacity limits. An inoperative air unit will be “face down” (with “Inop.” displayed) at an airbase. An inoperative air unit will usually become operative in the next initial phase.
  • Aborted: The air unit has been aborted (due to damage from such causes as air combat or antiaircraft fire) and cannot become operative again until regrouped or repaired. An aborted air unit will be placed off-map in the aborted box on the owning player’s air chart.
  • Eliminated: The air unit has been eliminated (due to extensive damage from such causes as air combat or antiaircraft fire) and cannot become operative again until replaced. An eliminated air unit will be placed off-map in the eliminated box on the air chart.

Note: Unlike previous Europa games, “inoperative” and “aborted” are separate statuses for air units.

2. Terms. The following general terms are used:

  • Target Hex. The target hex of an air unit is the hex in which it is to perform its mission. For example, the target hex of a bomber flying the ground support mission is the hex occupied by the enemy units to be bombed.
  • Movement Group: A movement group consists of one or more air units flying missions to a target hex in an air operation.
  • Escort: An escort is a fighter flying an escort mission.
  • Interceptor. An interceptor is a fighter flying an interception mission.
  • Air Operation: An air operation consists of one player flying one or more missions to a particular target hex, together with all activities that may occur when resolving the air operation: patrol attacks and interception by the enemy player, air combat, antiaircraft fire, mission resolution, and air units returning to base.
  • Mission Force: A mission force consists of all air units flying missions in a target hex other than those flying escort (the escorts) or interception (the interceptors).

3. Air Orders of Battle. The air OBs organize air units by theater, tactical/strategic assignment, and organization.

a. Theaters. The air OBs list air units by specific theaters (see Rule 3F) and by ‘combined’ theaters. A player will use a particular OB based on what scenario is being played, as listed per scenario (Rule 41B). Note that the players use the combined OBs for the grand campaign scenarios (in which they control more than one theater). When using the combined OBs, players deploy and operate air units wherever they wish in their controlled theaters.

b. Assignment. The air OBs divide players’ air units among tactical (tac air), strategic (strat air), and anti-shipping (antiship) assignments.

The air OBs do not cover all strategic assignments, which are mostly outside the scope of this game. Instead, the strategic air war is covered abstractly, and players have limited abilities to call upon their strategic air assets (Rule 26).

c. Organization. For each theater and assignment, the air OBs define a specific organization, consisting of air units from one or more forces. Organizations typically follow national and armed forces distinctions (for example, the American USAAF is a distinct organization in the MTO Tac Air OB), but the antiship air OBs merge several forces into one organization. Organizations are used as described in the following rules, typically for air replacement purposes (Rule 25).

4. Air Charts. The players have air charts to help administer their air units. Each air chart is divided into a number of sections as described below.

a. Strategic Assets Boxes. This holds air assets currently engaged in the strategic air war.

b. Eliminated Air Units Box. Each theater has a box, which holds the theater’s eliminated air units. (When using the combined air OBs, use any eliminated box.)

c. Aborted Air Units Box. Each theater has a box, which holds the theater’s aborted air units. (When using the combined air OBs, use any aborted box.)

d. The Air Track. This section tracks the player’s current air situation. Various markers are placed in the numbered boxes to show such things as the status of the strategic air war.

5. Garrison and Holding Boxes. These boxes hold various air units.

C. Air Activities Phasing.

Unlike previous Europa games, air missions occur “on demand” in individual air operations, and not grouped together in a separate air phase. The air missions rule (Rule 20) lists, by individual mission, which missions are eligible to be flown in air operations that can occur in the various phases of the player turn.

Air operations occur in each player turn, as follows:

1. Initial Phase. The following occurs in the initial phase of each player turn, in this sequence:

  1. The phasing player performs all air replacement actions: regrouping, reinforcements, withdrawals, and replacements (Rule 25).

  2. After permanent airfields are built or augmented (see Rule 14A), all inoperative air units (of both players) become operative. Exception: Air units that flew harassment bombing missions in the previous player turn do not become operative; see Rule 20G2d.

  3. For each airbase, the owning player checks its current capacity. If the number of air units present at the base exceeds its current capacity, the player immediately makes inoperative sufficient air units so that the base’s capacity is not exceeded. For example, if an airbase currently has a capacity of 4**,** and there are 6 air units there, the owning player makes 2 air units there inoperative.

  4. Both players may fly CAP air operations. The non-phasing player may fly harassment bombing air operations. Both players may assign air units to naval patrol air operations.

2. Movement Phase. Players fly any eligible air operations during this phase “on demand”: at any time during the phase they wish.

3. Combat Phase. Before any ground combat is resolved, the following occurs in the combat phase, in this sequence:

  1. The non-phasing player flies DAS air operations.

  2. The phasing player flies GS air operations. Ground combat is resolved after all DAS and GS air operations are initiated. As players resolve ground combat, GS and DAS air units resolve their missions and return to base.

4. Exploitation Phase. Players fly any eligible air operations during this phase “on demand”: at any time during the phase they wish. At the end of this phase (which is the end of the player turn), both players return to base all of their fighters still flying CAP air operations.

D. Air Operation Sequence.

Unless otherwise stated for a particular mission, air operations are resolved as they are initiated, in the following air operation sequence. In general, one player, the initiating player, initiates an air operation and flies one or more missions to a target hex, and the other player, the reacting player, will fly patrol attack and interception missions. The following general restrictions govern air operations:

  • One player, the initiating player, announces that he is initiating a specific air operation. The air operation consists of the player flying one or more missions to a particular target hex. Until the initiating player’s air units reach the target hex, the player is not required to reveal the target hex to the opposing player.
  • The initiating player flies one or more missions to the air operation’s target hex and may fly escort missions for his movement groups. The player may not fly missions to any other target hex during this air operation. The particular missions the player may fly in an air operation are restricted by mission type and phase. For example, in the combat phase, the phasing player may fly ground support air operations (only). In a GS air operation, only air units flying the GS bombing mission and fighters flying the escort mission may fly.
  • The other player, the reacting player, may fly patrol attack and interception missions against the initiating player’s air units. The reacting player may also have eligible fighters already flying combat air patrol missions to patrol attack or intercept the initiating player’s air units. The reacting player may not fly any other missions during this air operation.
  • After the missions are resolved and air units return to base (see below), the air operation is over. Once the operation is over, a player may initiate a new air operation. (Note that the same player could initiate a new air operation, and could even select the same target hex as the previous operation.)
  • Unless specifically stated otherwise in a rule below, the following conditions apply to air operations: 1) Only one air operation can occur at the same time. 2) Once an air operation is initiated, all other game activities are paused until the air operation is resolved.

An air operation is resolved in the following sequence.

1. Mission Movement Step. The initiating player initiates the air operation and flies all air units that will fly missions in the air operation. In general, these air units will fly to the operation’s target hex. (Escorts do not necessarily fly all the way to the target hex, as explained in the escort mission, Rule 20B.) The reacting player may fly patrol attack missions and resolve patrol attacks against the initiating player’s air units.

2. Interceptor Movement Step. The reacting player may fly interception missions to the operation’s target hex.

3. Air Combat Resolution Step. Players resolve air combat between their air units.

4. AA Fire Step. The reacting player resolves any antiaircraft (AA) fire against the initiating player’s air units.

5. Mission Resolution Step. The initiating player resolves transport and bombing missions.

6. Air Unit Return Step. Both players return to base all air units flying missions. Air units returning to base immediately become inoperative (unless stated otherwise in the rules for specific missions).

E. Wing Markers.

Wing markers are similar to corps markers (Rule 8C). Use wing markers when many air units fly to the same target hex. Place a wing marker in the hex, place the air units there in a box on a copy of the Europa corps/wing marker display, and write the identification of the marker on the box. For all game purposes, the air units are treated as being in the hex occupied by the marker.

Rule 17 – Airbases

Air units take off from and land at airbases. When not flying a mission, an air unit must be on the ground at a friendly-owned airbase.

A. Capacity.

The capacity of an airbase is the number of air units that may become operative at that airbase in each initial phase (see Rule 16C1). There is no limit to the number of operative air units that may take off from an airbase. There is no limit to the number of air units that may land or be present at an airbase. Exception: Air units may not operate (take off from, land at, or otherwise use) an airbase if its capacity is currently 0.

Airbase capacities are shown on the airbase summary. The total airbase capacity of a hex is the sum of the capacities of all the features in the hex. For instance, the capacity of a hex containing an improved fortress, a reference city, and a 3-capacity permanent airfield is 5.

B. Air Unit Escape.

When an enemy ground unit gains ownership of an airbase hex, each air unit there (whether operative or inoperative) attempts to escape. Roll a die for each air unit attempting to escape:

  • On a roll of 1, 2, or 3, the air unit escapes, flying a transfer mission (see below).
  • On a roll of 4, 5, or 6 the air unit does not escape. The air unit is eliminated; place it in the eliminated box on its air chart.

After rolling for all air units at the airbase, the owning player immediately conducts a series of air operations for the escaping air units. Each escaping air unit may have its own air operation, or several may fly in the same operation (if they all have the same target hex). The air operation follows the standard air operation sequence (Rule 16D), with the escaping air units flying transfer missions (Rule 20A).

An operative air unit which escapes becomes inoperative upon landing during the air return step. An inoperative air unit which escapes becomes aborted upon landing during the air return step; place it in the aborted box on its air chart.

If there is no friendly-owned airbase within transfer range, an escaping air unit is automatically eliminated.

C. Airbase Capture.

All enemy airbases (except temporary airfields) may be captured and used. An enemy airbase is captured when a friendly ground unit gains ownership of the hex. A captured airbase immediately becomes a friendly airbase and may be used from the instant of its capture.

A temporary airfield is immediately destroyed when an enemy unit gains ownership of its hex.

D. Airbase Damage.

Airbases may be damaged due to a variety of causes. Use hit markers to show airbase damage. Each hit of damage on an airbase reduces its capacity by 1. No airbase may be damaged beyond its capacity. Damaged airbases may be repaired (Rule 14A).

Ground units may damage the capacity of an airbase by spending MPs to do so in the airbase’s hex. For every 2 MPs spent by a ground unit, the airbase takes one hit of damage.

Airbases may also be damaged due to bombing (Rule 20G) or partisan attacks (Rule 39C).

At any time during his player turn, the phasing player may abandon any airfield (permanent or temporary) at zero capacity, removing it from play.

Rule 18 – Movement of Air Units

Air units fly to their target hexes using movement points. An air unit’s movement rating is the basic number of MPs the air unit has. The air unit’s movement rating may be modified, depending on its mission. This modified movement rating is the air unit’s range for the mission: the maximum number of MPs the air unit may use when flying to its target hex.

An air unit always spends 1 MP for each hex it enters.

Air units flying missions fly in movement groups. A group can consist of one or more air units. As a group moves to its target hex, other movement groups (which are flying missions to the same target hex) can merge with the group. In any hexes along the path to the target hex, movement groups may join with or split off from the movement group. All air units flying in a movement group move together as a stack. Air units may fly to their target hex in any number of movement groups; it is not required that all air units flying to the same target hex fly in a single group.

Note that air units may have spent differing amounts of MPs when they join a particular movement group. If necessary (although it should rarely be needed), use status markers to keep track of MPs for individual air units in a movement group.

Air units flying missions return to base during the air unit return step of the air mission sequence. Unless stated otherwise, an air unit has the same range (modified movement rating) when returning to base as it did when flying to its target hex. If for any reason there is no friendly-owned airbase within range when an air unit must return to base, the air unit is immediately eliminated.

Rule 19 – Patrol Zones

Each operative fighter air unit at an airbase has a patrol zone. The patrol zone covers every hex within one half the printed movement rating (rounded down) of the exerting fighter. For example, an Me 109G6 fighter (movement rating of 9) has a patrol zone extending out to 4 hexes.

A patrol zone may not exceed 8 hexes. For instance, a P-38L (movement rating of 25) has a patrol zone of 8, not 12, hexes.

Rule 20 – Air Missions

Operative air units may fly any of several missions, depending upon their air unit types. The missions are described in detail below. Each mission lists which air unit types may fly the mission, what their ranges are, when the mission may be flown, and what the effects of the mission are. An air unit may fly only one mission per player turn.

A player announces the mission of each of his air units when it takes off. For a transport or bombing mission, the player simply announces that the mission is transport or bombing; he does not have to announce (or even decide upon) the specific type of bombing or transport mission at this time. He decides (and announces) which specific bombing and transport mission is being flown as he resolves the air operation.

A. Transfer.

Any air units may fly transfer missions during the movement and exploitation phases. An air unit’s transfer range is three times its printed movement rating.

An air transfer mission is flown in a series of legs from airbase to airbase, until the final destination is reached.

Each leg has its own target hex and is resolved using the air operation sequence (Rule 16D). The target hex of a leg is a friendly-owned airbase within transfer range. In the air return step of a leg, transferring air units land at the airbase in the target hex, and may immediately fly another leg. The air units continue to fly legs until the final destination is reached, whereupon the air units land there and become inoperative in the air return step.

B. Escort.

Fighters may fly escort missions during any air operation initiated by their owning player. A fighter’s escort range is its printed movement rating.

During an air operation, the initiating player may fly escort missions. Escorts (fighters flying this mission) guard friendly air units flying other missions in the operation from patrol attack and interception.

An escort flies to any hex within its escort range. It may fly by itself or by joining a movement group. While flying with a movement group, it guards the group against patrol attacks.

An escort does not have to fly to the target hex of the air operation (and the target hex may be outside its escort range). If it does not fly to the target hex, it immediately returns to base and becomes inoperative when it reaches the limit of its range. If it does flies to the target hex of the operation, it participates in the rest of the air operation sequence, guarding friendly air units there.

C. Interception.

Fighters may fly interception missions during any air operation initiated by the enemy player. A fighter’s interception range is one half its printed movement rating (round fractions down).

During an air operation, the reacting player may fly interception missions. Interceptors (fighters flying this mission) fly to the air operation’s target hex, to engage enemy air units in air combat.

D. Patrol Attack.

Fighters may fly patrol attack missions during any enemy air operation. A fighter’s patrol attack range is half its printed movement rating (round fractions down), the same as its patrol zone (Rule 19).

During an air operation, the reacting player may announce that he is making a patrol attack whenever an enemy movement group takes off from or enters any hex in any patrol zone of the reacting player’s operative fighters. The movement of the group is temporarily halted until the patrol attack is resolved. The reacting player then flies one or more fighters on patrol attack missions to the hex.

Once all patrol attack fighters have flown to the hex, the players immediately resolve the patrol attack, as explained in Rule 21C.

After the patrol attack is resolved, the reacting player’s fighters immediately return to base (within their patrol attack range) and become inoperative. The movement group then resumes its movement. If the group subsequently enters another hex in an operative fighter’s patrol zone, the reacting player may make another patrol attack against the group.

E. Combat Air Patrol (CAP).

Fighters may fly combat air patrol missions during any initial, movement, or exploitation phase. A fighter’s CAP range is its printed movement rating. The target hex of a CAP mission can be any hex within CAP range of the fighter.

For fighters flying CAP missions, follow the standard air operation sequence (Rule 16D) until the mission resolution step is reached. At this time, the air operation is suspended. The CAP fighter remains in its target hex, and the owning player may assign it to another air operation later in the same player turn. During the mission movement step of a subsequent air operation, the owning player may (but is not required to):

  • Switch the CAP fighter to the escort mission (Rule 20B), if the fighter’s hex is the target hex of an air operation by the owning player. Example: During the initial phase of a player turn, the Allied player flies a CAP fighter to Caen (17A:1010), which is currently owned by the Axis player. During the exploitation phase of the same player turn, the Allied player initiates an bombing air operation, with Caen as the target hex. He may thus switch the fighter in Caen’s hex from CAP to escort.
  • Switch the CAP fighter to the interception mission (Rule 20C), if the fighter’s hex is the target hex of an air operation by the enemy player.
  • Switch the CAP fighter to the patrol attack mission (Rule 20D), if during an air operation by the enemy player an enemy movement group takes off in or enters the fighter’s hex.

Once a CAP fighter switches missions (per above), it participates in the rest of the air operation using the appropriate mission rules. Exception: When returning to base, the fighter uses its CAP range.

If a CAP fighter is in the target hex of an air operation, and the owning player does not switch it to escort or interception (per above), then the CAP fighter is ignored for all purposes for the rest of the air operation.

At the end of each player turn, the players return to base all of their fighters still flying CAP missions.

F. Transport.

Transport air units may fly transport missions, during their phasing player’s movement and exploitation phases. Exception: The air drop transport mission may only be flown during friendly movement phases.

An air unit’s transport range is its printed movement rating.

Transports may carry ground units, resource points, supplies, and mine points as their cargo. Transports cannot, however, carry any ground unit which has heavy equipment. Transports have the following cargo capacities:

  • A type T air unit has a cargo capacity of 1 RE.
  • A type HT air unit has a cargo capacity of 2 REs. Weather affects transports’ cargo capacities. When flying in mud, winter, or snow weather, a transport has its cargo capacity halved.

The cargo to be carried must be present at the transport’s airbase when the transport mission is initiated. Supplies and mines are present at an airbase if a supply line could be traced from the airbase to a regular (not special) source of supply at the start of the initial phase of the player-turn in which the mission is flown.

Since transport missions can occur in the movement phase, note that the cargo may move to the airbase prior to its air transport in that phase. Once an item of cargo is air transported in a player turn, however, it may not move for the remainder of that player turn.

All air combat, patrol attacks, and antiaircraft fire that affects a transport also affect its cargo. If a transport is eliminated, its cargo also is eliminated. If a transport is aborted or turned back, its cargo returns to base with the transport.

Two or more transports may combine to carry an item of cargo. When doing so, a result to any one of the transports also affects the cargo. Always use the most severe result to the transports as the effect upon the cargo. For example, if one transport is turned back and the other eliminated, then the cargo is eliminated.

There are three types of transport missions.

1. Regular Transport. The target hex of a regular transport mission can be any friendly-owned airbase within transport range. The mission is resolved per the standard air operation sequence. The transport lands its cargo at the target hex during the mission resolution step. It returns to base in the air return step, and cannot carry cargo at this time.

Alternately, a transport may fly a one-way regular transport mission, with a range twice its printed movement rating. In this case, the target hex of the mission can be any friendly-owned airbase within the one-way transport range. During the mission resolution step, the transport ends it mission at the airbase, landing there with its cargo. It cannot fly during the air return step.

2. Air Drop. Transports may air drop supplies and air-droppable units (air-droppable units and airborne landings in general are covered in Rule 24). Note: Resource points cannot be air dropped; and mines are dropped via aerial minelaying (Rule 20F3 below).

The target hex of an airdrop involving a ground unit may be any hex within transport range except for the following terrain types, prohibited terrain, mountain, wooded-swamp, or forest. The target hex may be in enemy ZOCs or occupied by enemy units.

The target hex of an airdrop involving supply points may be any hex within transport range except all-sea or all-lake hexes.

Ground units, but not supply points, count at double their RE size for this mission. Thus, two type T transports are required to carry a 1-RE unit on an airdrop.

A transport airdrops its cargo during the mission resolution step of the air operations sequence.

3. Aerial Minelaying. Transports may air transport mines but may not lay them. Instead, type B and HB air units (only) may lay mines by air. (Mines are covered in detail in Rule 34E.) When flying an aerial minelaying mission, a type B or HB air unit operates similar to a transport, with a cargo capacity of 1 RE and a transport range equal to its printed movement rating.

The target hex of an aerial minelaying mission may be any sea hex (coastal or all-sea) within transport range. The transporting air unit lays its mines (its cargo) during the mission resolution step of the air operations sequence.

G. Bombing.

Any air unit with a bombing strength greater than 0 may fly bombing missions. Air units may fly bombing missions as follows:

  • During their phasing player’s movement and exploitation phases: any bombing mission except ground support (GS), defensive air support (DAS), or harassment.
  • During their phasing player’s combat phase: GS bombing missions.
  • During the enemy player’s initial phase: harassment bombing missions.
  • During the enemy player’s combat phase: DAS bombing missions.

Unless stated otherwise, an air unit’s bombing range is its printed movement rating.

The target hex of a bombing mission is any hex within bombing range that contains a bombing target. Bombing targets vary by bombing mission, as explained below.

Air units bombing a target in a hex may bomb it individually, or some (up to all) may combine their bombing strengths to make a single bombing attack. Exceptions to this general case are given in the specific bombing missions.

Unless otherwise stated below, bombing missions are resolved during the mission resolution step, after air combat and antiaircraft fire in the hex is resolved. Immediately before resolving each bombing attack, the phasing player announces the specific bombing mission, specifying the target and bombing air unit (or air units). Note that a player announces bombing attacks in a hex one at a time as they are resolved, and is not required to announce all his attacks before resolving any.

Several bombing missions require the use of the bombing table to resolve bombing attacks. For each such attack, use the bombing strength column that most closely matches (without exceeding) the bombing strength of the attacking air units. (If the bombing strength is less than 1, the attack automatically misses.) For example, a bombing attack with a strength of 8 points would use the 5 column. Roll one die and modify the number rolled with the appropriate modifiers on the bombing table. Cross-index the bombing strength column with the modified die roll to obtain a result. There are two possible results: M (miss) and H (hit). A miss has no effect on the target. A hit affects the target, as described in each bombing mission.

Weather (Rule 36), terrain, and bombing mission type may affect bombing strengths. In mud, winter, and snow weather, air units bombing land targets have their bombing strengths (tactical and strategic) halved. In rough and stormy sea conditions, air units bombing naval targets have their bombing strengths (tactical and strategic) halved.

1. Strategic Bombing. The following missions may be flown by air units with strategic bombing strengths greater than 0.

a. Rail Marshaling Yards. The target of this mission is an enemy-owned, functioning rail marshaling yard (rail marshaling yards are defined in Rule 7A). A yard is functioning if a rail-element supply line can be traced from the yard to a supply source of the owning player at the time the mission is flown.

Consult the bombing table for each bombing attack made against the target. Each hit reduces by 2 the rail capacity of the enemy rail net containing the yard, for the enemy player’s next player turn. Also, a hit on a yard breaks the rail line in the hex, if it is not already broken.

The rail-capacity decrease is only for the enemy player’s next player turn; it is not permanent. The rail break, however, is permanent until repaired (Rule 14A).

Only a limited number of hits are allowed per yard in a player turn: 1 per dot city and 2 per major-city hex. Hits in excess of a yard’s limit have no effect.

b. Ports. The target of this mission is any enemy- owned port. Consult the bombing table for each bombing attack made against the target. Each hit damages the port. Mark each hit achieved on the port with a hit marker. (Ports are covered in detail in Rule 30A.)

2. Tactical Bombing. The following missions may be flown by air units with tactical bombing strengths greater than 0.

a. Airbases. The target of this mission is any enemy-owned airbase. A fighter’s tactical bombing strength is increased by 1 (prior to any other modifications) when flying this mission. For example, a fighter with a tactical bombing strength of 0 would have a strength of 1 when flying this mission.

Consult the bombing table for each bombing attack made against the target. Each hit hits both the airbase and any one air unit (bombing player’s choice) on the ground there.

A hit on the airbase decreases the capacity of the airbase by 1. When the capacity of an airbase is reduced to 0, all further hits against the airbase (but not air units at that airbase) are ignored. Mark each hit achieved on the airbase with a hit marker.

A hit on an air unit aborts it; place it in the aborted box on its air chart.

b. Ground Support (GS). Air units, except type HB, may fly GS bombing missions to aid attacks made by friendly ground units. The target of this mission is the hex containing the enemy units the player intends to attack.

The phasing player initiates and flies GS air operations in his combat phase, after the enemy player flies DAS missions and before any ground combat is resolved. Each GS operation follows the standard air sequence, until the mission resolution step is reached. At this point, the mission is suspended until the players resolve the ground combat in the hex.

When the players are to resolve ground combat in a hex containing a GS operation, the remainder of the air operation occurs in conjunction with the ground combat, in this sequence:

  1. When ready to resolve the combat, the attacking player declares the attack, indicating the attacking units.

  2. The GS mission resolution step occurs. Total the bombing strength delivered to the target hex by effective GS bombing (see below). GS bombing strengths may be modified due to terrain or fortifications, as shown on the terrain effects chart and the fortifications effects chart. (if there is a DAS air operation in the hex, the DAS mission resolution step also occurs at this time.)

  3. Resolve the ground combat, adding the modified GS bombing strength to the total attack strength in the combat. Implement the combat result.

  4. The air return step occurs. All air units involved in the GS operation return to base. (if there is a DAS air operation also in the hex, the DAS air return step occurs first.)

Only a limited number of air units may effectively provide GS bombing in a combat. For each RE of attacking units, excluding artillery, one air unit (owning player’s choice) may provide GS bombing. For example, if 7 REs, including 2 REs of artillery, are attacking a hex, up to 5 GS air units are effective in the attack. GS air units in excess of this limit have no effect; ignore their bombing strengths.

It is possible that the phasing player will fly a GS operation to a hex during the combat phase, intending to attack the units there, and then subsequently decide not to make the attack. In this case, the GS air units do not bomb, and the air units in the GS operation return to base at the end of the combat phase. c. Defensive Air Support (DAS). Air units, except type HB, may fly DAS missions to aid friendly units that may be attacked. The standard bombing range is used for the flying air units, except for Types B, T, and HT. The DAS bombing range of a Type S, T, or HT air unit is one half its printed movement rating (round fractions down).

The target hex of the mission is any hex containing friendly ground units which the enemy player might attack in the combat phase. (Note that when the player flies DAS, he will not know which, if any, of his units the enemy player will attack.)

The non-phasing player initiates and flies DAS air operations in the phasing player’s combat phase, before the phasing player flies GS missions and before any ground combat is resolved. Each DAS operation follows the standard air sequence, until the mission resolution step is reached. At this point, the mission is suspended until the players are to resolve the ground combat in the hex.

When the players are to resolve ground combat in a hex containing a DAS operation, the remainder of the air operation occurs in conjunction with the ground combat, in this sequence:

  1. When ready to resolve the combat, the attacking player declares the attack, indicating the attacking units.

  2. The AA fire step occurs, per Rule 22B1.

  3. The DAS mission resolution step occurs. Total the bombing strength delivered to the target hex by effective DAS bombing (see below). The tactical bombing strengths of all air units flying DAS are halved. Unlike GS, however, terrain and fortifications do not further modify DAS bombing strengths. (If there is a GS air operation in the hex, the GS mission resolution step also occurs at this time.)

  4. Resolve the ground combat, adding the modified DAS bombing strength to the total defense strength in the combat. Implement the combat result.

  5. The air return step occurs. All air units involved in the DAS operation return to base. (If there is a GS air operation also in the hex, the DAS air return step occurs first.)

As with GS bombing, only a limited number of air units may effectively provide DAS bombing in a combat. For each RE of defending units, excluding artillery, one air unit (owning player’s choice) may provide DAS bombing. For example, if 9 ½ REs, including 2 REs of artillery, are defending in a hex, up to 7 DAS air units are effective in the attack. DAS air units in excess of this limit have no effect; ignore their bombing strengths.

It is possible that the non-phasing player will fly a DAS operation to a hex which the phasing player does not attack. In this case, the DAS air units do not bomb, and the air units in the DAS operation return to base at the end of the combat phase.

d. Harassment. The target hex of a harassment bombing mission is any land hex. A player flies harassment missions during the enemy player’s initial phase.

During the mission resolution step, determine the effects of the mission by totaling the number of bombing points delivered in the hex for harassment bombing:

  • Less than 2 bombing points: No effect.
  • At least 2, but less than 4: Place a level-1 harassment hit marker in the hex; the hex has one harassment hit.
  • At least 4, but less than 10: Place a level-2 harassment hit marker in the hex; the hex has two harassment hits.
  • At least 10, but less than 20: Place a level-3 harassment hit marker in the hex. The hex has two harassment hits, and each adjacent land hex has one harassment hit.
  • 20 or more bombing points: Place a level-4 harassment hit marker in the hex. The hex and each adjacent land hex has two harassment hits.

A player marks the harassment hits his air units achieve as they achieve them. The harassment hits last until the start of the player’s next initial phase; the markers are removed from the map at this time.

A hex can have a maximum of 2 harassment hits; ignore any hits in excess of 2. Harassment hits affect the movement of enemy ground units during the enemy player’s movement and exploitation phases:

  • Each unit using regular, admin, or operational rail movement to leave a hex with harassment hits must spend 1 MP for each harassment hit in the hex.
  • Each enemy ground unit that starts a phase in hex with harassment hits and does not move from that hex also must spend 1 MP for each harassment hit in the hex. (Note that this can affect actions various units can take, such as spending MPs to break a rail line in the hex.)
  • Each enemy ground unit using strategic rail movement to leave a hex with harassment hits loses 20 hexes of its rail movement ability for each harassment hit in the hex.
  • Each enemy ‘R’ movement unit using operational rail movement to leave a hex with harassment hits loses 7 hexes of its rail movement allowance.

An air unit which flies a harassment mission during a player turn does not become operative at the start of the next player turn (and thus cannot fly a mission in that player turn). Place a marker of your choice on such an air unit when it returns to base at the end of its harassment air operation. During the next player turn when air units become operative, remove the marker from the air unit but do not flip the air unit to its operative side.

e. Rail Lines. The target of this mission is any enemy-owned rail line hex. Consult the bombing table for each bombing attack on the target. A hit breaks the line in the target hex. Once a rail line in a hex is broken, any further rail line hits in the hex are ignored.

f. Ports. The target of this mission is any enemy- owned port. Consult the bombing table for each bombing attack made against the target. Each hit damages the port. Mark each hit achieved on the port with a hit marker. (Ports are covered in detail in Rule 30A.)

g. Naval Units in Port. The target hex of this mission is any hex containing enemy naval units in port (but not naval units at sea). The actual bombing targets are the enemy naval units in port in the hex (any naval units at sea in the same hex are ignored).

During the mission resolution step, each bombing air unit makes a number of 1-point bombing attacks equal to its bombing strength (round fractions down). For example, if a bombing air unit has a bombing strength of 2, it may make two bombing attacks.

For each bombing attack, consult the bombing table, using the ‘1’ bombing strength column. Each hit does one hit of damage to a naval unit in port in the hex.

For each air operation, resolve all bombing attacks of air units flying this mission before applying any hits achieved. (Keep track of the total number of hits achieved.) Apply the hits after all air units on this mission have finished bombing. Since several naval concepts are used when applying hits, the method of applying hits and the effects of the hits are described in the naval rules (see Rule 27A3).

h. Naval Patrol. The target of this mission is any hex containing enemy naval units at sea (but not naval units in port).

In each initial phase, both players may assign air units to naval patrol missions. Air units are assigned this mission at this time, but do not actually fly the mission until later, if at all. Once assigned, they may not fly any other mission in the player turn, even if they do not fly the naval patrol mission. Indicate air units assigned to this mission in an agreed-upon manner, such as marking them with a hit marker.

An air unit assigned to this mission has a naval patrol zone, which covers every all-sea and partial- sea hex within the air unit’s bombing range. For example, a Ju 88A4 (movement rating of 26) assigned to this mission has a naval patrol zone extending out to 26 hexes.

When an enemy naval group (naval groups are covered in Rule 27B2) begins a movement step in, or enters, any hex within an air unit’s naval patrol zone, the owning player may announce an air operation against the enemy naval group. The movement of the naval group is temporarily suspended while the air operation is resolved.

The air operation consists of one or more air units, all taking off from the same airbase, flying the naval patrol mission in a single movement group to the naval group (the target hex). Operative fighters from the same airbase may fly escort missions in the operation. Friendly air units at other airbases cannot participate in this operation.

Upon reaching the target hex during the mission movement step, the movement group attempts to contact the enemy naval group. Consult the success table for the contact attempt; roll one die, modify the roll as appropriate, and find the result.

Only one attack force from any given airbase may attempt contact per hex. Note: Attack forces from different airbases may attempt contact in the same hex. One die is rolled for each attack force and the success table is consulted. Results are:

  • Failure: The movement group fails to contact the enemy naval group. The air operation immediately proceeds to the air return step, with air units returning to base and becoming inoperative.
  • Success: The movement group contacts the enemy naval group. The air operation sequence continues as normal.

During the mission resolution step, air units on this mission bomb the naval units in the enemy naval group. Bombing is resolved the same as for bombing naval units in port (Rule 2OG2g above).

At the end of a naval patrol operation, the player may immediately initiate another naval patrol operation against the same enemy naval group in the same hex, if he has any naval patrol air units capable of doing so. Once the player stops initiating these naval patrol operations, the enemy naval group resumes its movement. i. Coast Defenses. The target hex of this mission is any hex containing enemy coast defenses. The tactical bombing strength of an air unit flying this mission is halved. Consult the bombing table for each coast defenses bombing attack. For every two bombing hits against the coast defenses in the hex mark the coast defenses with a hit marker. (Coast defenses and the effects of hits on them are covered in Rule 33B.)

Rule 21 – Air Combat

Air combat occurs when fighters fly interception missions to hexes containing enemy air units flying missions. (Patrol attacks, which are similar to air combat, are described at the end of this rule.)

In each air operation, air combat in the target hex is resolved during the air combat resolution step. There are two stages to air combat: preparation and resolution.

A. Preparation.

Follow these steps to prepare for air combat:

1. Mission Force and Screen Preparation. The initiating player separates his air units into two groupings: the escort screen and the mission force. All escorts are placed in the screen. Fighters flying bombing missions may jettison their bombs at this point but remain as part of the mission force.

2. Interceptor Preparation. The reacting player then separates his air units into two groupings: those that will attack the screen (the engaging group) and those that will try to bypass the screen to attack the mission force (the bypassing group). The player divides his interceptors between these two groups as he wishes.

B. Resolution.

In air combat, opposing air units fire upon one another. An air unit with a printed air attack strength of 0, however, may never fire in air combat.

1. Sequence. Follow these steps to resolve air combat.

a) Screen Allocation Step. Interceptors allocated to attack the escort screen engage the screen in air combat. (Ignore all other air units in the hex during this step.) The intercepting player randomly selects one escort in the screen and randomly allocates one interceptor against it. (“Randomly selects’ and randomly allocates” do indeed mean the player chooses at random, such as putting the air units in a cup and drawing them out without looking.) Repeat this procedure, allocating an interceptor against each escort, to the extent possible.

If one side has more air units than the other, the owning player allocates these extra air units against enemy air units, distributing them as evenly as possible. (For example, no enemy air unit can have three air units allocated against it until each enemy air unit has two air units allocated against it.) To allocate extra air units, the owning player chooses (not at random) one enemy air unit and then randomly selects one of his extra air units, allocating it against the enemy air unit. Repeat this procedure until all extra air units are allocated.

If there are more escorts than interceptors, the owning player need not allocate them against the interceptors attacking the screen. Instead, he may have these unengaged escorts attack the bypassing group of interceptors (step c below).

b) Firing Step. Resolve air combat between the allocated air units.

When one air unit is allocated against one air unit, each air unit fires once upon the other air unit. Implement the combat results after both air units have fired.

When several air units engage a single air unit, the engagement is conducted in a series of firing rounds. Randomly select the order in which the several air units, one per round, engage the single air unit. Resolve each round in order; the two air units in the round fire upon one another. Implement the combat results after both air units have fired. The owner of the several air units may voluntarily end an engagement at the end of any firing round. The engagement automatically ends when:

  • The first combat result (return, abort, or elimination) is achieved against the single air unit, even if all the several air units have not fired.
  • All of the several air units have engaged the single air unit.

Example: Three interceptors engage one escort. The first interceptor fires on the escort, for a result of no effect; the escort returns fire against the first interceptor and achieves an eliminated result against it. The owner of the interceptors elects to continue the engagement. The second interceptor fires on the escort and achieves an abort result against it; the escort returns fire but to no effect. The engagement automatically ends at this point, before the third interceptor fires. In the engagement, one interceptor was eliminated, and the escort was aborted.

When this firing step is completed, all air units involved in air combat during this step have finished air combat and are ignored for the rest of the air combat resolution in the hex. c) Bypass Allocation Step. Resolve air combat between the unengaged escorts and the interceptors attempting to bypass the screen. The owning player randomly allocates his escorts against the interceptors as in step a.

d) Firing Step. Resolve air combat as in step b, except the interceptors may not fire. Interceptors that survive this step attack the mission force. Example: Three interceptors attempt to bypass the screen, and there are two unengaged escorts. The owning player randomly allocates his escorts against the interceptors. Each escort attacks, one turning back an interceptor and the other achieving no effect. The interceptors may not attack the escorts. One interceptor is turned back and two get through.

e) Mission Force Allocation Step. Interceptors successfully bypassing the escort screen attack the mission force. The owning player randomly allocates his interceptors against air units in the mission force as in step a. Mission force air units not attacked by interceptors are ignored; they neither attack nor are attacked.

f) Firing Step. Resolve air combat as in step b. Exception: When several interceptors are allocated against one air unit of the mission force, follow the procedure in step b. However, the air unit of the mission force may only fire once during the engagement; if the air unit has not fired at the start of a round, the owning player decides whether or not it will fire in the round.

2. Combat Results. Air combat results are:

-: No Effect. The fire had no effect.

R: Turn Back. A turned back air unit immediately returns to base and becomes inoperative.

A: Abort. An aborted air unit immediately returns to base and then becomes aborted; remove the air unit from play and place it in the aborted box on its air chart.

K: Eliminated. An eliminated air unit is immediately removed from play. Place it in the eliminated box on its air chart.

Air units returning to base due to combat results follow the same procedure as returning to base in the air return step.

3. Differentials. When an air unit fires on an opposing air unit, calculate the attack differential by subtracting the air defense strength of the air unit being fired upon from the air attack strength of the firing unit. Example: In an exchange of fire between a P- 51D5 (SF8) and a Ju 87D (3A4), the P-51D5 would have an attack differential of +4 (the P-51D5’s 8 attack strength minus the Ju 87D’s 4 defense strength) and the Ju 87D would have an attack differential of -5. The attack differential determines the column used on the air combat results table. For each attack, roll two dice and modify the roll as indicated on the table. Cross-index the modified roll with the correct column to obtain the air combat result.

Air Combat Example: One German Me 109G6 fighter (8F6) and one Fw 190A2 fighter (9F7) intercept an American force of two B-25D bombers (4B5) escorted by one P-40N fighter (6F6), one P-38J fighter (7F8), and one P-51D5 fighter (8F8).

Step a: The Axis player allocates the Me 109G6 against one of the American fighters; it is randomly allocated against the P-40N. The Fw 190A2 tries to bypass the screen. The Allied player elects to send both remaining escorts against the bypassing Fw 190A2.

Step b: The P-40N fires with a differential of 0; a 9 is rolled, for no effect. The Me 109G6 fires at +2; a 6 is rolled, aborting the P-40N.

Step c: The American player randomly selects the order in which his unengaged escorts will engage the bypassing interceptor. The first escort to engage is the P-38J.

Step d: In the first round, the P-38J attacks the bypassing Fw 190. The differential is 0; a 7 is rolled, for a no effect. (The Fw 190 may not fire.) Since there was no result from the first round, the P-51 fires, in the second round. The differential is +1; an 8 is rolled for no effect. (As before, the Fw 190 may not fire.)

Step e: The Axis player randomly allocates the successfully bypassing Fw 190A2 against one of the B-25Ds in the mission force. The other B-25D is ignored.

Step f: The Fw 190A2 fires at +4; a 5 is rolled and modified to 4 (due to type F attacking type B), eliminating the B-25D. The B-25D fires at -3; a 7 is rolled and is modified to an 8 (due to type B attacking type F), for a no effect result.

C. Patrol Attacks.

Fighters fly patrol attack missions, as covered in Rule 20D. Patrolling fighters make patrol attacks against the initiating player’s air units, in a procedure similar to air combat. Unlike air combat, however, the initiating player’s air units do not attack the patrolling fighters.

When resolving patrol attacks made by the patrolling fighters in a hex, follow this procedure.

The initiating player prepares for the patrol attack as for air combat (Rule 21A above), forming the escort screen and mission force. The reacting player, however, does not form an engaging or bypassing group. Instead, the reacting player allocates his patrolling fighters as follows:

  1. Randomly select one fighter from the screen, and then randomly allocate one patrolling fighter against it. Repeat this step, until each fighter in the screen has a patrolling fighter allocated against it, or until either player runs out of air units to allocate.

  2. If the reacting player has any unallocated fighters remaining, randomly select one air unit from the mission force, and randomly allocate one patrolling fighter against it. Repeat this step, until each air unit in the mission force has a patrolling fighter allocated against it, or until either player runs out of air units to allocate.

  3. If the reacting player has any unallocated fighters remaining, he allocates these extra fighters against enemy air units, distributing them as evenly as possible. (For example, no enemy air unit can have three fighters allocated against it until each enemy air unit has two fighters allocated against it.) To allocate extra fighters, the reacting player chooses (not at random) one enemy air unit and then randomly selects one of his extra fighters, allocating it against the enemy air unit. Repeat this procedure until all extra fighters are allocated.

The reacting player resolves the individual patrol attacks. Calculate the attack differential (per Rule 21B3, above) of the patrolling fighter against its target. Roll one die and consult the patrol attack table for a result. Results are identical to those of air combat (per Rule 21B2) and are implemented immediately.

Example: An Me 109G6 fighter (BF6) patrol attacks a B-25D bomber (4B5). The attack differential is +3; the reacting player rolls a 4, turning back the B-25D.

Rule 22 – Antiaircraft

Air units may undergo enemy antiaircraft (AA) fire when they fly certain missions. Various ground units, naval units, and map features have AA strengths.

There are two types of AA: heavy and light. This distinction is used for AA purposes, as detailed in the rules and on the charts. (Also, heavy AA combat units have ATEC; light AA combat units do not.)

A. Capabilities.

1. Combat AA Units. A combat AA unit is any unit with the AA unit type symbol, a unit size, and a printed combat strength (even if that printed strength is 0). A combat AA unit has its AA strength printed in the upper left corner of its counter.

2. Position AA Units. A position AA unit has neither a printed combat strength nor a unit size; its AA strength is printed in the upper left corner of its counter. Position AA units function somewhat differently than do regular combat units:

  • Each has a combat strength of 0, regardless of the number of AA strength points it possesses.
  • Any number of these counters may be in a hex; the stacking limit does not affect them.
  • For transport purposes, each position AA strength point counts as ½ RE and has heavy equipment.
  • A position AA unit never has any ATEC capability. Position AA units are not included in AEC or ATEC calculations.

During his player turn, the phasing player may freely break down and build up his position AA units as long as the total AA strength in the hex does not change. For example, a 2-point position AA unit may break down into two 1-point position AA units.

3. Other Forces with AA. Naval units, port fortifications, and British artillery divisional groupings have light AA strengths, as printed on their counters.

Various other ground units have intrinsic light AA strengths, as listed on the intrinsic AA summary. For example, a British infantry division has 1 point of light AA.

Certain map features have intrinsic light AA strengths, as listed on the intrinsic AA summary, if they are owned by the indicated players. Note: The intrinsic AA strength of a hex is the sum of all features with intrinsic AA in it.

B. Resolution.

1) Restrictions. During the AA fire step of an air operation, the reacting player may fire AA against enemy air units flying air transport and bombing missions in the operation’s target hex. The player may not fire AA against enemy air units flying any other missions. For example, a player may not fire AA against enemy fighters flying escort missions.

In general, all AA strength in a hex, except that of naval units, may fire upon appropriate air units. The exceptions are:

  • Against Type HB: Usually, only heavy AA may fire upon type HB air units. Both light and heavy AA, however, may fire upon a type HB air unit that is flying a transport mission (such as aerial minelaying), the naval-units-in-port bombing mission, or the naval patrol bombing mission.
  • Against air units flying the naval patrol bombing mission: Only the naval unit at sea in the hex with the highest AA strength may fire. No other AA in the hex may fire. For example, if German air units fly a naval patrol bombing mission against an Allied naval group consisting of a USN task force (AA of 5) and several naval transports (AA of 2 each), the task force fires AA.
  • Against air units flying the naval-unit-in-port bombing mission: All non-naval unit AA in the hex may fire, and the naval unit in port with the highest AA strength may fire. No other naval unit may fire AA. For example, if Allied air units fly a naval-unit-in-port bombing mission against an Italian port containing 3 points of position AA, and several naval transports (AA of 2 each) in port, the position AA and one transport may fire, for a total of 5 light AA strength points.
  • Against air units flying the port bombing mission: All non-naval unit AA in the hex may fire, and the naval unit in port with the highest AA strength may fire. No other naval unit may fire AA.
  • Against air units flying DAS bombing missions: Ground units attacking an enemy hex may fire AA against enemy air units flying DAS in the hex. Only ground units participating in the attack on the hex may fire. Total the AA strengths of the attacking units and divide this total by the number of hexes containing units attacking the hex. The resulting number is the strength of the AA fire. Example: German air units are flying DAS over a hex. The Allied player is attacking German units in the hex with units in three hexes: these units have 4 AA strength points in one hex, 0 in the second hex, and 2 in the third. The Allied player’s total of 6 AA points is divided by 3 (since the attacking units occupy 3 hexes); thus, the Allied player fires on the DAS air units with an AA strength of 2.

Each AA strength point in a hex may fire upon each enemy air unit it is eligible to attack. Example: Four Allied type B air units are bombing a hex containing a 2-point Luftwaffe heavy AA battalion. The AA may fire four times, making a 2-point attack upon each air unit.

2. Procedure. For each AA attack, follow this procedure to resolve AA fire:

  • Total the AA strength eligible to fire at the target air unit.
  • Find the appropriate AA strength column on the antiaircraft fire table. Use the column that most closely matches (without exceeding) the strength of the AA attack. For example, 9 points of AA firing would use the 7 column. Note: If the firing AA strength is less than 1, the AA fire automatically has no effect.
  • Roll two dice and modify the dice roll with the modifiers given on the antiaircraft fire table.
  • Cross-index the modified dice roll with the AA strength column to obtain a result. Results are identical to those of air combat (per Rule 2lB2) and are implemented immediately.

Rule 23 – Special Air Rules

A. Fighter Capabilities.

1. Fighters-Bombers. A type F air unit flying a bombing mission has its air attack strength reduced by 2 (but never below 1). For example, a Spit 5 fighter (7F6) flying a bombing mission would have an air attack strength of 5 (its air defense strength remains unmodified at 6).

In the air combat step, a fighter flying a bombing mission may jettison its bomb load during air combat preparation, at the option of the owning player. If this is done, the fighter reverts to its printed air attack strength, but has its bombing strength reduced by 2/3rds for the rest of the air operation. (Note that a fighter jettisoning its bomb load retains a minimal bombing strength, representing its strafing ability.)

2. Scramble. If an airbase is in the target hex of an air operation, the reacting player’s fighters at that airbase may scramble during the interceptor movement step of the operation. Both operative and inoperative fighters at the base may scramble.

A scrambling fighter flies a 1-leg air transfer mission (per Rule 20A). (it cannot be patrol attacked while scrambling.) Upon arriving at its destination airbase, the air unit becomes inoperative.

B. Staging.

During the mission movement step of an air operation, the initiating player’s air units may stage before flying their missions. An air unit stages by flying a 1-leg air transfer mission (per Rule 20A). (It may be patrol attacked while staging.) Upon arriving at its staging airbase, the air unit then starts flying its mission. For example, the initiating player intends to fly a fighter on an escort mission. He first stages it to an airbase within transfer range. From that staging airbase, he then starts the escort mission. Note that: 1) a transport cannot carry cargo while staging (since it has not started its transport mission yet); 2) air units only stage in the mission movement step, and never in the interceptor movement or air return steps.

C. Extended Range.

Air units may fly at extended range on various missions:

  • Fighters may fly extended range escort and CAP missions. A fighter flying at extended range has its mission range doubled, but its attack and defense strengths are each reduced by 2 (but never below 1).
  • Bomber and transport air units may fly most bombing missions at extended range by carrying reduced bomb loads. DAS bombing missions, however, may not be flown at extended range. A bomber or transport flying an extended range bombing mission has its mission range doubled, but its bombing strengths are reduced by 2/3rds. Example: A bomber with bombing strengths of 3-6 would have its tactical strength reduced to 1 and its strategic strength reduced to 2.
  • Transports may fly extended-range transport missions. A transport flying an extended range regular transport, air drop, or aerial minelaying mission has its mission range doubled, but its cargo capacity is halved. Alternately, a transport may fly a one-way regular transport mission at extended range, with a range three times its printed movement rating, but its cargo capacity is halved.

An air unit with an asterisk after its movement rating has its range multiplied by 1.5, instead of doubling it, when flying at extended range. (Note: There is only one air unit of this kind in Second Front, the British Lanc, with a printed range of 40*. Its extended range is 60 hexes.)

An air unit flying at extended range may also return to base using its extended range.

D. Gliders.

Type GT and GHT air units are glider transports, with the same cargo capacities as types T and HT (respectively). Gliders have a printed movement rating of ‘T;’ they cannot fly by themselves but must be towed. One non-glider transport air unit may tow one glider air unit; the transport may carry a normal load of cargo when doing so. Stack the glider with its towing air unit. These two air units are treated as one for all purposes. Modify the air defense strength of towing air unit by the air defense strength of the glider. For example, a Ju 52 (1T2) towing a DFS 230 (0GT-1) has an air defense strength of 1. Any combat result (from patrol attacks, air combat, or antiaircraft fire) affects both the towing air unit and the glider equally.

A transport may not fly at extended range when towing a glider.

A glider never counts against the capacity of an airbase.

A glider air unit is eliminated (removed from play and placed in the eliminated box on its air chart) immediately following its use in an air drop mission.

When a glider is used in a regular transport mission, roll one die whenever the glider lands at an airbase. On a roll of 5 or 6, the glider is eliminated. Note: A glider may be eliminated only for transport; it may transfer without risk of elimination.

E. Bomber Capabilities.

1. Dive Bombers. When using the bombing table, type D air units have their bombing die rolls modified by +1. This die roll modification is not used if any other air unit type combines its bombing strength with these units to make a bombing attack.

2. Heavy Bombers. Type HS air units may not operate (land at or take off from) temporary airfields. They may -not stage. They may not fly ground support or defensive air support bombing missions.

F. Rocket and Jet Aircraft.

Air units with the R prefix are rocket-propelled aircraft; those with the J prefix are jet-propelled. Rocket and jet air units may not land at or take off from temporary airfields.

The interception range of a rocket fighter is its printed movement rating.

G. Night Air Operations.

An air operation occurs either during daytime or at night. (The preceding rules describe daytime air operations.) At the start of an air operation, the initiating player declares whether it is a day or night operation.

For the purposes of this rule, a night air unit is any air unit with an ‘N’ prefix before its air unit type letter (such as NB or NF); all other air units are day air units. The presence of the N prefix does not change the general abilities of an air unit. For example, a type NB air unit is treated the same as a type B air unit in air combat and for AA fire. Night air units are not restricted to night operations and may participate in day operations without penalty. Day air units may participate in night air operations, but day air units are penalized when operating at night.

The following missions may be flown at night:

  • Air units may fly transfer and transport missions at night.
  • Air units may fly strategic bombing missions at night; air units may not fly tactical bombing missions at night.
  • Night fighters (only) may fly patrol attack and interception missions at night.
  • Night fighters (only) may fly CAP missions at night. Air units flying night CAP may not interact with air units on day air operations. Similarly, air units flying day CAP may not interact with air units on night air operations.
  • Note that no fighters may fly escort missions at night.

Day air units are penalized when flying at night:

  • A day air unit has its air attack strength reduced to 0 (and thus cannot fire in air combat) at night.
  • A day air unit has its bombing strength halved when flying a night bombing mission.
  • A day air unit flying at night may crash-land whenever it lands at an airbase: Roll one die and consult the success table. A success result means the air unit lands safely. A failure result means the air unit crashes on landing and immediately becomes aborted-remove the air unit from play and place it in the aborted box on its air chart.

H. Air Unit Codes.

Air units may have one or more codes, as listed on the unit identification chart. Codes define certain specific or special capabilities of air units, and these capabilities often modify the bombing or AA fire die rolls, as listed on the appropriate table. In addition, air units with codes have the following abilities.

1. L: Low Altitude. Code L air units operate almost exclusively at low altitudes, and the effects of this are shown by the modifiers on the AA fire table.

2. T: Antitank Capable. Code T air units are equipped with special antitank weaponry. When flying the defensive air support mission in a hex, count a code T air unit as 3 REs of full ATEC. Count these REs for the ATEC part of the proportion, but not for the total RE part. Example: A code T air unit flies defensive air support to a hex containing two infantry divisions (each with 3 REs and no ATEC). When calculating the ATEC proportion for the hex, there are 3 REs of full ATEC in the hex (for the air unit) and a total of 6 REs (the two divisions) in the hex. Thus, the ATEC proportion for the hex is 112 (3/6).

3. C: Carrier Capable. Code C air units are equipped and trained to operate from aircraft carriers. Code C air units (only) may base at and fly missions from carrier groups (carrier groups are covered in Rule 27A). A code C air unit is not required to base at a carrier group; it may use any airbase.

4. F: Floatplane/Flying Boat. Code F air units are composed of floatplanes or flying boats. A code F air unit must base at an airbase in a partial-sea or partial lake hex; it may not use any other airbase.

A code F air unit flying a regular transport mission (Rule 20F1) may land its cargo in any friendly-owned partial-sea or partial lake hex. It may not, however, fly a one-way transport mission in this manner.

5. S: Anti-Shipping Capable. Code S air units are trained and specialized to attack naval units, as shown in the modifiers to the bombing table.

6. M: Anti-Shipping Missiles. Code M air units carry anti-shipping missiles to attack naval units. When a code M air unit flies the naval-units-in-port or naval patrol bombing mission, its tactical bombing strength is doubled, and the bombing attack uses the code M modifier on the bombing table.

7. V: Anti-Shipping Torpedoes. Code V air units are specially trained to attack naval units, as shown in the modifiers to the bombing table. When a code V air unit flies a naval patrol bombing mission, it may:

  • Carry a standard bomb load, operating as a code S air unit.
  • Carry torpedoes, with its tactical bombing strength doubled.

Due to port defenses (such as anti-torpedo nets), a code V air unit flying the naval-units-in-port bombing mission does not carry torpedoes. Instead, it carries a standard bomb load, operating as a code S air unit.

8. B: High-Precision Bombing. The code B air unit (the British Lane, 3HB5 2- 18/B/40*) is highly trained for precision bombing. When flying any tactical bombing mission that uses the bombing table, it uses its strategic bombing strength instead of its tactical bombing strength. For example, when flying the coast defenses bombing mission, it has a bombing strength of 18, not 2.

9. I: Dedicated Interceptors. Code I air units are dedicated, point-defense interceptors. They may only fly interception and transfer missions.

10. X: Fragile Air Units. Code X air units are especially fragile (e.g., the German ‘Mistel’ piggy- back combination bomber). A code X air unit which flies a mission automatically becomes aborted upon returning to base; remove it from play and place it in the aborted box of its air chart.

I. Allied Special Basing.

1. Holding Boxes. Due to the large numbers of Allied air units typically based in Britain and North Africa, the Allied player may use holding boxes in place of specific airbases in these areas.

For game purposes, a holding box has an unlimited airbase capacity. Air units based in Britain may use the Britain holding box as their airbase; air units based in North Africa may use the North Africa holding box as their airbase.

An air unit in a holding box may take off from any airbase or all-land clear terrain hex in the box’s area. For example, an air unit in the Britain holding box may take off from any airbase or all-land clear terrain hex in Britain.

An air unit may land at a holding box by landing at any airbase or all-land clear terrain hex in the box’s area.

2. Garrison Boxes. The Allied player is required to maintain garrisons of various areas (per Rule 37E), including some air unit garrisons. When an air unit is in garrison, place it in the appropriate garrison box on its air chart.

Two air garrisons, for Britain and North Africa, are on-map. When entering and leaving garrison in these areas, the owning player simply moves the air units between the garrison and holding boxes as appropriate. For example, when the Allied player decides to add an air unit to the Britain Home Defense garrison, he selects the air unit from the Britain holding box and places it in the Britain Home Defense garrison box.

Two air garrisons, for the Middle East and Near East, are off-map. For Second Front purposes, air units in the North Africa holding box may enter and leave these garrisons the same as for the North Africa garrison. (Two additional garrisons, for Iceland and the Balkans, have boxes on the Allied air chart. These are not used in Second Front.)

While in garrison, an air unit may not fly any mission.

J. Allied Anti-Shipping Forces.

Air units listed on the Allied antiship air OBs are dedicated anti-shipping forces. These air units may base only in the Britain and North Africa holding boxes. They may not stage to any airbase outside of Britain or North Africa. They may only fly naval patrol bombing missions.

Note: For convenience of play, keep the anti-shipping forces distinct from other air units in the holding boxes.

Rule 24 – Airborne Landings

The air drop mission (Rule 20F2) details how supply points and air-droppable units are transported to and dropped in target hexes. Ground units with the parachute, air landing/glider, or parachute commando symbols are air-droppable units. Note: Units with the parachute-infantry symbol are not air-droppable units; the term parachute in this sense is typically only an honorary designation.

Units and supplies may air drop in any land hexes, including hexes occupied by enemy units.

A. Disruption.

An air-droppable unit may suffer disruption when making an air drop. A supply point may be scattered when air dropped. During the mission resolution step, roll one die for each unit or supply point making an air drop and consult the air drop disruption table. Modify the die roll as indicated on the table, find the result, and immediately implement it. Results are:

  • No Effect: The unit or supply point lands safely.
  • Scattered: The supply point is hopelessly scattered and is removed from play.
  • Disrupted: The unit is disrupted and has its combat strength halved.
  • Badly Disrupted: The unit is disrupted. Its defense strength is halved. Its attack strength is zero.
  • Eliminated: The unit is immediately eliminated.

A unit that becomes disrupted remains so until the start of its next friendly initial phase. For example, an Allied parachute unit disrupted during the Allied player turn would remain disrupted throughout the rest of the Allied player turn and throughout the entire following Axis player turn.

B. Ground Operations.

1. Hex Ownership. An undisrupted airborne unit gains immediate ownership of the hex it dropped in, if the hex is not occupied by enemy units. A disrupted airborne unit cannot gain ownership of a hex. Example: An Allied parachute unit air drops in an unoccupied Axis-owned hex that contains an airbase. The unit becomes disrupted when dropping in the hex. Therefore, it does not gain ownership of the hex, and the Allied player is unable to use the airbase there.

2. Airborne Overrun. Units dropping in an enemy-occupied hex may overrun enemy units there, if the dropping units achieve overrun conditions (per Rule 13, ignoring all MP costs). The overrun occurs in the mission resolution step of the air operation, after all units dropping in the air operation have landed. Only units dropping in that air operation may participate in the airborne overrun of the hex; other friendly units may not join in this overrun.

3. Combat. Units dropping in an enemy-occupied hex must attack the enemy units there during the combat phase, if both sides still occupy the hex at this time. Friendly units in other hexes may also join in the attack, per the standard combat rules.

If dropping units are badly disrupted (attack strength of 0) but are required to attack, and there is no ground unit in the attack with an attack strength greater than zero, the attacking units are automatically eliminated. (Note that this occurs even if there is ground support or naval gunfire support available for the attacking units.)

When differing sides occupy the same hex, combat is resolved as normal except for AS results. On an AS result, the units which dropped in the enemy-occupied hex treat the result as an AR. All other units treat the result as an AS.

Retreating units are subject to the effects of all ZOCs they enter, including the ZOCs of enemy units in the hex from which the retreat is conducted. Example: A parachute regiment drops in a hex occupied by an enemy division. During the combat phase, the parachute regiment must attack, and the combat result requires it to retreat. Since any hex it can enter is in the ZOC of the division in the drop hex, the parachute regiment is eliminated.

4. Supply Points. A supply point may be dropped in an enemy owned hex in a player turn. However, if the hex is enemy owned at the end of that player turn, the supply point there is removed from play.

C. Planning and Preparation.

Airborne landings involving units (but not supply points) must be planned in advance: the target hex of an air drop mission and the unit to be dropped there must be planned at least one turn in advance.

During the player’s initial phase at least one game turn prior to an air drop operation, the player writes down the identity of the unit involved in the operation and the target hex of the operation. A unit may have only one operation planned for it at a time. Once planned, an operation may be canceled at the player’s option in a subsequent friendly initial phase, and a new operation for the unit may be planned at that time. A player may also cancel an operation during the phase in which it is to occur.

During an initial phase, an operation may not be planned for a unit that is in an enemy ZOC at that time. Once an operation is planned for a unit, it must be canceled if the unit is in an enemy ZOC, attacks, or is attacked at any time between the planning and the execution of the operation. If for any reason the unit is not able to participate in the operation during the phase in which it is to take place, the operation must be canceled. An air drop operation may be planned in advance to occur for a unit on the turn it arrives as a reinforcement.

D. Air Landing/Glider Units.

A unit with the air landing/glider symbol may make an air drop only if solely transported by gliders. For example, an air landing regiment would use two type GT air units to make an air drop.

E. Allied Airborne HQs.

The HQ of an Allied airborne division has two sides: an airborne HQ side and a parachute HQ side:

  • The airborne HQ can be carried in a regular transport mission, as a 1-RE unit without heavy equipment. It is not air droppable.
  • The parachute HO can be dropped in an air drop mission, as a 1-RE unit without heavy equipment. This HQ is marked with the self- supported dot, which indicates that it may only provide support to 1 RE of units. It cannot provide support at all if disrupted.

A player may freely convert the HQ between its parachute and airborne sides during his initial phase, provided the HQ can trace a supply line to a regular source of supply.

Rule 25 – Air Replacement System

During the course of the game, players regroup air units, receive reinforcements and replacements, and must withdraw air units. A player performs these air replacement activities within the framework of the air replacement cycle. A player’s air replacement cycle consists of four consecutive game turns beginning with his I player turn of each odd numbered month (Jan I, Mar I, May I, Jul I, Sep I, Nov I). All air replacement activities are performed during the player’s initial phase. The air OBs list the reinforcements and replacements in the game.

The various activities occur as detailed below. Each player follows these procedures separately for each of his organizations (per Rule 16B3c).

A. Regrouping.

During the initial phase, the phasing player may regroup pairs of aborted air units. For each pair, the air units must have identical model, type, and code ratings. Examples: A pair of 7F8 P-51B 2-1/18 may regroup. However, the following pairs could not regroup: a 5A6 B-25J 4-3/24 with a 5B6 B-25J 3-6/24 (different types), a 4A5 A-20G5 4-1/19 with a 5A6 A-20G20 5-2/19 (different models), or a 4B5 Ju88A4 3-7 S 26 with a 4B5 Ju8BA4 3-7 26 (different codes).

For each pair that is regrouped, place one in the eliminated box on its air chart and receive the other one as a reinforcement (Rule 25C below).

A player is not required to regroup any air units. Regrouping does not require the expenditure of air replacement points (ARPs; Rule 25D below).

B. Withdrawals.

The air orders of battle occasionally require the players to withdraw air units from play. Withdraw any air unit that meets the 0B’s specification, as follows:

  • If at all possible, withdraw an air unit in play (either operative or inoperative).
  • If none are in play, withdraw an aborted air unit, if possible. If an aborted air unit is withdrawn, the owning player must spend ARPs sufficient to repair it.
  • If no aborted air unit is available, withdraw an eliminated air unit. If an eliminated air unit is withdrawn, the owning player must spend ARPs sufficient to replace it.

When spending ARPs as required above, the player must spend them before spending ARPs for any other purposes. If a player has insufficient ARPS, he keeps track of his ARP obligation. Whenever he receives ARPs subsequently, tie must spend them to meet this obligation.

C. Reinforcements.

Players receive air reinforcements during the game. A player places his reinforcements on the map during his initial phase, as operative air units at any friendly-owned, un-isolated airbase with a capacity of 1 or more.

If a player has both reinforcements and withdrawals of the same air unit type in the same turn, follow this procedure: For each air unit in play that is withdrawn, place one reinforcement of the same type (if any is available) as an operative air unit at the airbase of the withdrawing air unit. Example: In the initial phase of an Allied player turn, the Allied player receives five type F air units (two P-38G, two P-47D, and one P-51B) as reinforcements and is required to withdraw three type F air units (three P-40N). Accordingly, for each of the three withdrawing P-40Ns, the Allied player must place a reinforcing type F at the P-40N’s airbase. The remaining two fighter reinforcements may be placed at the Allied player’s discretion.

Air reinforcements unable to enter play for any reason are eliminated instead.

D. Replacements.

Players receive air replacement points (ARPs) in the initial phases at the start of each air cycle. The player uses ARPs to replace eliminated air units and to repair aborted air units.

A player may spend or accumulate ARPs as follows:

  • If the player’s ARP allowance for the current air cycle is 2 or more: In an initial phase, the phasing player may spend up to half his ARP allowance for the current air cycle, if he has sufficient ARPs remaining. Example: A player receives 7 ARPs at the start of an air cycle. He may spend no more than 3.5 ARPs (half of 7) in any of his initial phases in that air cycle.
  • If the player’s ARP allowance for the current air cycle is less than 2. In an initial phase, the phasing player may spend up to all of his ARP allowance for the current air cycle, if he has sufficient ARPs remaining.
  • If a player has any unspent ARPs at the end of an air cycle, he may accumulate up to 2 ARPs for use during the next air cycle. He loses all unspent ARPs in excess of 2.

1. Replacement. A player may spend two ARPs to replace an air unit in his eliminated box. Place the replaced air unit on the map during the initial phase, as an operative air unit at any friendly-owned, un-isolated airbase with a capacity of 1 or more.

2. Repair. A player may spend one ARP to repair an aborted air unit. Place the repaired air unit on the map during the initial phase, as an operative air unit at any friendly-owned, un-isolated airbase with a capacity of 1 or more.

Rule 26 – The Strategic Air War

For most purposes, the conduct of the strategic air war is outside the scope of this game and occurs “in the background”. Various effects of the strategic air war (the destruction of German fuel supplies and transportation facilities) are represented in the game, and both players can occasionally use some of their strategic air assets directly during play.

A. Strategic Air War Effects.

Starting with the May I 44 turn, the Allied player tracks the progress of the strategic air war. Use the air track of the Allied air chart to keep track of the status of the strategic air war. This status is 0 until May I 44.

During each Allied initial phase starting with the May I 44 turn, the Allied player checks the progress of the strategic air war. Roll one die, and consult the strategic air war status table, applying all applicable modifiers. Implement the result, which may increase the strategic air war status.

The strategic air war has effects when the status number reaches various levels, as shown on the strategic air war effects chart. When an effect is achieved, it affects play immediately. Once an effect is achieved, it remains in force for the rest of the game. The following effects are possible.

1. Extended Range Limits. The Axis player may fly a maximum of one extended range air operation per Axis theater per player turn. Axis air units may not fly at extended range except in an extended range operation. In such an operation, Axis air units may (but are not required to) fly at extended range (per the standard rules, Rule 23C).

2. Aviation Fuel at Percentage. Low fuel limits the number of Axis air units that may fly missions during a turn:

  • 75%: Only 75% (3 out of 4) of operative Axis air units may fly missions. Implement this as Axis air units begin missions. Count air units as they begin missions: whenever the third air unit begins a mission, one operative air unit immediately becomes inoperative, without flying a mission. When this happens, start the count over again. (in this way, no more than 3 out of every four air units can fly missions.)
  • 67%: Only 67% (2 out of 3) of operative Axis air units may fly missions. Implement this as above, having one air unit become inoperative when the second air unit begins a mission.
  • 50%: Only 50% (1 out of 2) of operative Axis air units may fly missions. Implement this as above, having one air unit become inoperative when one air unit begins a mission.
  • 33%: Only 33% (1 out of 3) of operative Axis air units may fly missions. Implement this as above, having two air units become inoperative when one air unit begins a mission.
  • 25%: Only 25% (1 out of 4) of operative Axis air units may fly missions. Implement this as above, having three air units become inoperative when one air unit begins a mission.

Keep track of the low fuel percentage on the air track of the Axis air chart. For example, if the low fuel percentage is 75%, then place the Low Fuel 00 marker in the 70 box and the Low Fuel 0 marker in the 5 box.

3. Rail Capacity Percentage. For each Axis rail net, only the given percentage of the net’s capacity is available for use. For example, if the French rail net currently has a capacity of 50, and the 90% rail capacity result is in effect, then the Axis player’s usable capacity for the net is 45. Calculate the usable capacity before spending resource points to temporarily increase capacity; the usable capacity, not the total capacity, determines the number of resource points that can be spent for the net. (See Rule 7A4 for details on rail nets and capacities.)

4. Ground Fuel Shortage. During each Axis exploitation phase, each Axis c/m unit has its movement allowance halved due to fuel shortages. For example, a supplied German 20-10 panzer division would have a movement allowance of 5 in its exploitation phase due to fuel shortages.

5. Severe Ground Fuel Shortage. In addition to the effects of ground fuel shortage (above), during each Axis movement phase, each Axis c/m unit movement allowance is reduced by 2 MPs. (For example, a supplied German 20-10 panzer division would have a movement allowance of 8 in the movement phase, and 5 in the exploitation phase.)

6. Supply Line Limits. Axis overland and road supply lines are reduced in length, as shown on the supply line summary.

B. German Strategic Air Assets.

The Greater Germany strat air OB tracks German strategic air assets. Use the Greater Germany strat air units box on the Axis air chart to hold these air units.

At the start of any initial phase, the Axis player may call up his strategic air assets for a special effort. A special effort lasts for that player turn, and the Axis player may use up to half (round fractions down) of the air units in his strategic air box. Note the model and ratings of the particular air units called up.

Air units called up for a special effort arrive as reinforcements during the initial phase of the special effort’s turn. The Axis player uses them the same as his other air units during that player turn.

When calling up air units, the Axis player also receives the ARPs as indicated on the strat air OB for the current air cycle. (He receives these each time he calls up his strategic air assets for a special effort.) He adds these ARPs to his current ARP total.

At the end of the player turn, the Axis player must return air units to the strat air box. For each air unit of a specific model and rating called up, the Axis player must return one air unit of the same model and rating to the box, as follows:

  • If any such air unit, operative or inoperative, is in play at an airbase, remove it from play and place it in the strat air box.
  • If the above condition cannot be met, remove such an air unit from the aborted or eliminated box and place it in the strat air box. When doing so, the player must spend 1 ARP for an aborted air unit or 2 ARPs for an eliminated air unit. If the Axis player has insufficient ARPs to pay these costs, he maintains a deficit, the same as for withdrawing aborted and eliminated air units (per Rule 25B).

Note: The Axis player is not required to return to the strat air box the exact same air unit that was called up. He simply must return any air unit of the same model and ratings as was called up.

The Axis player may call up his strategic air assets up to five times per year (1943, 1944, and 1945). The Axis player, however, cannot call up these assets in scenarios in which he does not control the West theater.

C. Allied Strategic Air Assets.

The Allied player has four strategic air forces, two (one American and one British) per theater, as shown on the Allied strategic air assets chart. Each air force has a number of strategic wing counters, as shown on the chart; the number of available wings varies according to the air cycle.

The Allied player can call up any or all of his strategic air forces during play. When an air force is called up, the Allied player receives its strategic wings. Due to escorts and replacements factored into the counter, a strategic wing counter is never subject to patrol attacks or interception. AA fire may affect strategic wings (as explained below).

The Allied player may call up each of his strategic air forces up to five times per year (1943, 1944, and 1945). The Allied player, however, cannot call up the air forces of a theater he does not control.

Unless otherwise indicated, all regular rules for air operations and missions affect the operations and missions of strategic wings. For example, weather affects the bombing strengths of strategic wings the same as for tactical air units (Rule 20G).

1. Employment. At the start of any Allied initial phase, the Allied player may call up his strategic air forces for a special effort. A special effort lasts for that player turn, and the Allied player may use all strategic wings for each called-up air force.

When an air force is called up, the Allied player places its base marker on the map. Place the base of an ETO air force in any all-land clear terrain hex in Britain. Place the base of an MTO air force in any all- land clear terrain hex in North Africa or in Italy, if an overland supply line can be traced from the hex to a functioning Allied owned major or great port in Italy. Remove all bases at the end of their air forces’ special efforts.

When an air force’s base is placed on the map, place all of its strategic wings there.

Remove the base and strategic wings for each called-up air force at the end of its special effort turn.

2. Missions. During the player turn, the Allied player may conduct air operations with his available strategic air wings. All wings of an air force must fly the same mission during the special effort. (Different air forces may fly different missions.) Wings may not fly extended range missions.

In general, only one strategic wing may participate in an air operation; no other wing or Allied air unit may join in the operation. In an air operation, the wing flies a mission to a target hex within range. Wings have printed ranges, per the unit identification chart. In a mission, an American wing will use one of its two ranges: its attack/fighter bomber (A/FB) range for A/FB missions or its heavy bomber (HB) range for HB missions. A British wing will use one of its two ranges: its day range for day missions or its night range for night missions.

The missions allowed for each air force’s wings are listed on the Allied strategic air assets chart. A mission will have a specific strength depending upon the current air cycle, as listed on the Allied strategic air assets chart. For example, in the Mar I 44 air cycle, the US ETO strategic air force will have a strength of 50 for carpet bombing missions.

American wings may only fly day operations. British wings may fly day or night operations, depending upon their missions.

The missions are described below.

a. Rail Marshaling Yards Bombing (HB). This mission is conducted by heavy bombers. The strength of this mission is expressed as two numbers, such as 2:17. The first number is the number of individual rail marshaling yard missions a wing may fly; and the second number is the wing’s strategic bombing strength for each mission. A rail marshaling yard operation consists of the wing flying the indicated number of missions, one after another. Each mission is performed per the regular rail marshaling yard bombing mission (Rule 2OG1a).

A British wing may fly this mission at either day or night. When flying at night, a wing’s bombing strength is halved.

b. Tactical Bombing (HB). This mission is conducted by heavy bombers. The listed strength is the total number of tactical bombing points that air force has available. The Allied player may divide the air force’s strength among its wings as he wishes. For example, in the Mar 1 43 cycle, the US ETO air force has 44 tactical bombing points available. The Allied player may divide this among the air force’s three wings as he wishes. For example, one could make a 10-point attack and two could make 17-point attacks.

A wing on this mission may fly any tactical bombing allowed for heavy bombers. (See Rule 20G2 for missions and Rule 23E2 for heavy bombers.) A British wing must fly this mission during the day. c. Tactical Bombing (A/FB). This mission is conducted by attack and fighter-bomber aircraft. The listed strength is the total number of the tactical bombing points that air force has available. The Allied player may divide the air force’s strength among its wings as he wishes.

A wing on this mission may fly any tactical bombing mission allowed for fighters. (See Rule 20G2 for missions.) When flying the ground support or DAS missions, other wings and air units may join in the operation – for patrol attacks and air combat, ignore the presence of any wings in the operation.

d. Carpet Bombing. Beginning with the Mar I 44 turn, wings may fly carpet bombing missions. Carpet bombing is a day mission conducted by heavy bombers. The listed strength is the total number of tactical bombing points that air force has available. The Allied player may divide the air force’s strength among its wings as he wishes.

A carpet bombing mission is similar to a ground support mission (Rule 20G2b) with the following changes:

  • A wing flying this mission must deliver a minimum carpet bombing strength that exceeds half the printed defense strength of the enemy units in the target hex.
  • The maximum carpet bombing strength a wing may deliver is equal to the modified attack strength of the attacking ground units. Excess carpet bombing strength is ignored.
  • The carpet bombing strength delivered is added to the strength of the attack, in addition to any ground support.
  • The ground combat die roll is modified: +1 if no short bombing (bombing falling on friendly troops) occurs; -1 if short bombing.
  • Due to the devastation caused by carpet bombing, units may not advance after combat into a carpet-bombed hex. Further, the MP cost to enter the hex during the following exploitation phase is tripled.
  • Carpet bombing strength is not affected by terrain. However, a carpet bombing mission cannot be flown against any hex containing a dot city, a major city hex, or any hex containing Allied units.

To determine if short bombing occurs, roll one die during the mission resolution step and consult the carpet bombing table. In addition to the ground combat roll modifier, short bombing has the following effects:

  • If short bombing occurs during a carpet bombing mission, the Allied player may not fly another carpet bombing mission for the remainder of the player turn.
  • Once short bombing occurs five times in a game, the Allied player may not fly carpet bombing missions for the rest of the game.

e. Transport (HB). This mission is conducted by heavy bombers. The listed strength is the total cargo capacity that air force has available. The Allied player may divide the air force’s cargo capacity among its wings as he wishes.

A wing on this mission may fly a regular transport mission (per Rule 20F1). A British wing may fly this mission at either day or night. Note: A wing may not tow gliders.

3. Fighter Cover. At times, the Allied player must provide strategic wings with fighter cover from available air units.

When an RAF strategic wing flies a carpet bombing or day tactical mission, the Allied player must provide it with fighter cover. For every four bombing strength points to be delivered to the target hex, the Allied player must assign one British day fighter.

From Jul I 43 to the end of Jan II 44, a strategic wing of the US MTO strategic air force requires fighter cover when flying any tactical or carpet bombing mission. For every four bombing strength points to be delivered to the target hex, the Allied player must assign one American day fighter.

The Allied player may assign any appropriate fighter that is operative and could reach the target hex using its escort range. Do not actually fly the fighter there; when a fighter is assigned simply flip it to its inoperative side.

D. AA Fire on Strategic Wings.

Axis AA strength in the target hex of an Allied strategic wing may fire on the wing. Total the AA firing on a wing, based on whether a wing is flying an A/FB or an HB mission.

(For example, light AA may not fire on most HB missions, per Rule 22B1.) Instead of using the AA fire table, divide the AA strength by 5 and round fractions down. The resulting number is the AA hits on the wing, which affects the wing as follows:

  • For an A/FB mission, every AA hit reduces the wing’s bombing strength by 3.
  • For a day HB mission, every AA hit reduces the wing’s bombing strength by 2.
  • For a night HB mission, every AA hit reduces the wing’s bombing strength by 1.

Rule 27 – Naval Rules Introduction

A. Naval Units.

Naval units are shown on the unit identification chart. There are four categories of naval units: task forces (TFs), carrier groups (CGs), naval transports (NTs), and landing craft (LCs).

1. Strength and AA. Each naval unit has a strength printed on the counter. Strengths are used for several purposes:

  • The strength of a TF is its gunnery strength for naval combat, its naval gunfire support strength for ground combat, and its damage strength. Note that the TF has no cargo capacity.
  • The strength of a CG is its gunnery strength for naval combat and its damage strength. Note that the CG has no naval gunfire support strength for ground combat (its strength is in parentheses to denote this), and has no cargo capacity.
  • The strength of a NT or LC is its cargo capacity and its damage strength. Note that a NT or LC has no gunnery strength for naval combat or naval gunfire support strength for ground combat (its strength is marked with a ‘C’ for cargo only’ to denote this). Naval units have separate AA strengths, as printed on their counters. All AA of naval units is light AA. 3. Stacking. Any number of friendly naval units may be in a coastal or all-sea hex. (A coastal hex is any hex containing both land and sea.) The presence of a naval unit in a coastal hex does not prohibit enemy ground units from entering the hex, and naval units may enter coastal hexes occupied by enemy units. A naval unit is affected by the presence of enemy naval units, as covered below.

3. Damage. Each bombing or gunfire hit on a naval unit does one hit of damage to the naval unit. Use hit markers to denote damage to naval units. Each hit of damage on a naval unit reduces its overall strength by 1. For example, a TF with a printed strength of 12 has taken 4 hits of damage. It thus has a strength of 8 for naval combat and naval gunfire support.

A naval unit is sunk when it takes hits at least equal to its damage strength. When sunk, remove the naval unit from play and place it in the replacement pool of the theater it is in.

The bombing mission rules describe how the air units achieve hits against naval units in port or at sea (Rules 20G2g and h). When naval units take bombing hits in an air operation, distribute the hits among the target naval units as follows:

  1. For each category of naval units present, allocate one hit to each category in the following order: TF, NT, LC, CG.

  2. Apply the allocated hits. For each category, choose a naval unit at random and apply the hit against it.

  3. If any hits remain unallocated, repeat the above procedure. Continue repeating steps 1 and 2 until all hits are allocated and applied.

Example: Air units bombed and achieved 6 hits against a naval group, consisting of a strength-8 TF, one strength-1 NT, and three strength-1 LCs. In step 1, one hit each is allocated to the TFs, NTs, and LCs there. In step 2, the TF receives one hit (which reduces its strength to 7), the NT receives one hit (and sinks), and one LC chosen at random receives one hit (and sinks). Since 3 hits remain unallocated, the procedure is repeated. This time, there are only TFs and LCs remaining, each category receiving another hit. The TF thus drops to a strength of 6, and another LC is sunk. One hit still is unallocated, so the procedure is repeated again. The hit is applied to the TF, reducing its strength again. Thus, at the end of the bombing, the naval group consists of a strength- 5 TF and one strength-1 LC.

Note: The above procedure is simple and handles many situations adequately. See Rule 44G1 for a more accurate but more complex option for allocating bombing hits.

4. Assembly and Breakdown of Naval Transports. Subject to the limits of the counter mix, naval transports in a hex may assemble and break down at any time during a turn. For example, a 6-point NT could break down into any combination of 1-, 2-, and 3-point NTs so long as the total strength of the broken down units equals 6.

5. Carriers and Carrier Aircraft. Code C air units (only) may base at CGs. An undamaged CG has an airbase capacity of 3; each hit of damage on a CG reduces its airbase capacity by 1. When a CG’s airbase capacity is reduced due to damage, immediately eliminate any air units there in excess of the CG’s capacity; randomly select which air units are eliminated.

B. Concepts.

1. Sea Zones. There are 3 separate sea zones on the map: the Atlantic Ocean, the Mediterranean Sea, and the Baltic Sea. The Atlantic Ocean (not labeled on the map) is the body of water on maps 16A/17A that includes the Bay of Biscay and the English Channel. The Mediterranean Sea (labeled on map 27) is the body of water on maps 26/27 that includes the Adriatic, Ionian, and Tyrrhenian Seas. The Baltic Sea (not labeled on the map) is the body of water in the northeast corner of map 16A.

2. Naval Group. A naval group consist of one or more friendly naval units at sea. All naval units in a naval group move together. There are three types of naval groups:

  • A combat naval group consists only of TFs/CGs.
  • A cargo naval group consists only of NTs/LCs.
  • A mixed naval group consists of any combination of TFs/CGs and NTs/LCs.

3. Cargo. Naval transports and landing craft (but not task forces or carrier groups) may transport ground units, resource points, supplies, and mine points. Cargo is carried based on its RE size; the RE size of cavalry and c/m units is doubled for naval transport purposes.

4. In Port/At Sea. A naval group will either be in port or at sea. A naval group may be in port when in the hex of a friendly-owned port (of any size). Note that a naval group can be at sea in a port hex.

5. All-Sea Route/Adjacent. Naval groups must move along an all-sea route and may not cross land at any time. Examples: A naval group in hex 26:2115 cannot move directly to hex 26:2214, due to the intervening land hexside between the two hexes. Similarly, a naval group in hex 26:3807 cannot move 26:3807-3806-3805, due to the land in hex 26:3806. Note: If a naval group stops or pauses in a hex like 26:3806, which blocks its naval movement in certain directions, keep track of ‘which side’ of the hex the group is in. (There are very few of these hexes on the map.)

For naval purposes, a hex or naval group is adjacent to another hex if there is an-all sea route directly between in the two hexes. A naval group is adjacent to another naval group if they are in adjacent hexes. Note that two naval groups could be in adjoining hexes but not be adjacent, due to the lack of an all-sea route. For example, a naval group in 17A:0522 is not adjacent to 17A:0421, since there is no all-sea route between the two adjoining hexes.

6. Amphibious Ability. Any unit with the amphibious or marine symbol as part of its unit type is intrinsically amphibious. In addition, any non-motorized unit without heavy equipment that is carried by an LVT counter or is embarking, disembarking, or being transported by an LC is amphibious as long as it is using the LVT or LC.

C. Naval Activities Phasing.

Naval activities occur in each player turn, as follows:

1. Initial Phase. The phasing player may repair and replace damaged and eliminated naval units.

2. Movement Phase. The movement phase is divided into two sub-phases:

  • Naval Movement Sub-Phase. This sub-phase consists of a series of naval movement steps. During a step, the phasing player may move naval groups, embark and disembark cargo, make amphibious landings, and replenish naval units. The non-phasing player may move naval groups in reaction movement. Both players may initiate air operations (per the air rules). There are five identical steps:

1st Naval Movement Step

2nd Naval Movement Step

3rd Naval Movement Step

4th Naval Movement Step

5th Naval Movement Step

  • Ground Movement Sub-Phase. The phasing player moves his ground units, including those units which underwent naval transport and have movement points remaining. Both players may initiate air operations.

3. Combat Phase. Both players may allocate naval gunfire support.

4. Exploitation Phase. The exploitation phase is divided into two sub-phases:

  • Naval Movement Sub-Phase. This sub-phase consists of a series of naval movement steps. These steps are the same as those in the movement phase, except amphibious landings may not be made. There are five identical steps:

1st Naval Movement Step

2nd Naval Movement Step

3rd Naval Movement Step

4th Naval Movement Step

5th Naval Movement Step

  • Ground Exploitation Sub-Phase. The phasing player moves his c/m units, including those c/m units which underwent naval transport and have movement points remaining. Both players may initiate air operations.

5. End of Player-Turn. The phasing player checks the supply status of his naval units.

D. Naval Movement Sequence.

During each naval movement step, the following actions may take place. If more than one of these actions occurs at the same time, resolve them in the following sequence:

  • Mine attacks against naval units.
  • Bombing attacks on naval units by air units.
  • Reaction movement by non-phasing player’s naval groups.
  • Naval combat.

When the phasing player disembarks cargo during a step, the following landing sequence is followed:

  • Resolve any coastal raids against enemy coast defenses (see Rule 14H4).
  • Resolve any naval combat between phasing naval units and enemy coast defenses.
  • Disembark cargo.
  • If cargo was disembarked at a beach by landing craft, the phasing player checks for LC damage.
  • The non-phasing player resolves any attempts by his ground units to react to a landing.

Rule 28 – Movement of Naval Units

Naval units move in naval groups.

A player moves his naval groups in the naval movement steps of his player turn. A player cannot move his naval units in the enemy player turn, except for reaction movement.

Naval groups move through the expenditure of movement points. A phasing naval group has a movement allowance of 30 MPs per naval movement step. Reacting naval groups have a movement allowance of 15 MPs per naval movement step.

Naval groups spend MPs to enter adjacent hexes:

  • 1 MP to enter an all-sea hex.
  • 2 MPs to enter a coastal hex.

A naval group may only move in all-sea or coastal hexes. It cannot enter a restricted waters hex. A naval group must move along an all-sea route (per Rule 27BB).

Naval groups also spend MPs for other activities, such as to embark and disembark cargo, to provide naval gunfire support, to replenish, and to lay and sweep mines, as detailed later in the rules.

At any point when moving in a naval movement step, two or more phasing naval groups in the same hex may combine into one naval group. When naval groups combine, the combined group assumes the movement allowance of the group that has spent the most MPs. Example: A naval group spends 6 MPs to move to a hex containing another naval group which has already spent 20 MPs. The groups combine, and the combined group has spent 20 MPs, having 10 remaining for the step.

At any point when moving in a naval movement step, a single naval group may split into two or more naval groups. Separate the naval units into their new naval groups. Each group assumes the movement allowance of the original group. Example: A naval group of three naval units spends 14 MPs to move to a hex. There, the group splits into three naval groups, each of which has spent 14 MPs, having 16 remaining for the step.

At the end of each player turn, all phasing naval groups at sea in the same hex combine into one naval group. Similarly, all phasing naval groups in port at the same port combine into one naval group.

A naval group may not move through a narrow straits unless the hexes on both sides of the narrow straits are friendly owned. For example, if hexes 17A: 2421 and 2422 are enemy owned, a naval group in hex 17A:2323 cannot move 17A:2323-2422- 2522, due to the narrow straits on the 17A:2421/2422 hexside.

In general, a naval group may not move along a river or canal. However, a cargo naval group may move along rivers and canals between the coast and inland ports. A group may enter a river or canal hexside only if both hexes adjacent to the hexside are friendly owned. Entering a river or canal hexside costs 1 MP. A group may move no further upriver than the first hexside adjacent to the inland port. Example: A cargo naval group is in hex 17A:1521 (all land hexes in the vicinity are friendly owned). The group moves to 17A:1520 (2 MPs, coastal hex), to 17A: 1 520/1519 ( 1 MP, river hexside), to 17A:1519/1619 (1 MP), and to 17A:1618/1619 (1 MP). At this point, it has arrived at the inland port of Nantes, and cannot move further upriver.

A naval group at sea ignores the presence of enemy naval groups in port. The moving group may move adjacent to the port containing the enemy naval group; it may even enter the port’s hex. If a naval group is in the hex of an enemy-owned port, the port and all naval units in port there are blockaded.

In general, a naval group may not enter a hex containing an enemy combat or mixed naval group at sea. Exception: A naval group blockaded in port may leave port and put to sea in the hex containing the enemy naval group. (This will initiate naval combat, per Rule 28C below.)

Naval groups (and their cargo) may end their movement at sea. A naval group which ends its movement in a hex containing a friendly-owned port may enter the port or remain at sea in the port hex.

A. Reaction Movement.

When a phasing naval group moves within 15 hexes (traced by sea) of a non-phasing naval group during a naval movement step, the non-phasing player may attempt to have his naval group react.

A non-phasing naval group may attempt to react only once per naval movement step. It may attempt to react at any time while a phasing naval group is moving within 15 hexes. When the non-phasing naval group attempts to react, the movement of the phasing naval group is temporarily suspended. For the reaction attempt, the non-phasing player rolls one die, applies all appropriate die roll modifiers, and consults the success table. Results are:

  • Success: The reaction attempt succeeds. The non-phasing naval group may immediately move, with a maximum movement allowance of 15 MPs. The non-phasing player moves the group per the naval movement rules (such as sailing to the safety of a friendly port, or moving adjacent to the enemy naval group to force naval combat). MPs may be spent only for movement and for no other purpose (such as disembarking cargo or laying mines). At any time during reaction movement, the moving group may split into two or more naval groups, all of which continue reaction movement. A reacting naval group must end its reaction movement when it has spent 15 MPs or when it initiates naval combat.
  • Failure: The attempt fails. The naval group may not move, nor may it attempt to react again during the current naval movement step.

Only one non-phasing naval group may attempt to react at a time. After the group has reacted (or if its reaction attempt fails), the non-phasing player may attempt to have another eligible group react. Once the non-phasing player is finished with all reaction, the phasing player resumes naval movement.

B. Combat Zones.

Various naval groups and all coast defenses have combat zones.

A combat or mixed naval group at sea has a combat zone consisting of the hex it occupies and all adjacent (per Rule 27B5) hexes. A cargo naval group does not have a combat zone. Any naval group in port does not have a combat zone.

A level-2 or greater coast defense (CD) has a combat zone consisting of its hex and all adjacent hexes. A level-1 CD has a combat zone consisting of its hex only. (Coast Defenses are covered in Rule 33B.)

C. Movement and Combat.

Naval combat occurs during naval movement steps. Naval combat is initiated when:

  • A naval group (phasing or non-phasing) enters a hex in the combat zone of an enemy naval group or CD.
  • A phasing naval group starts the step in a hex in the combat zone of an enemy naval group or CD, and the phasing group spends any MPs in its hex without leaving the hex.

Whenever naval combat is initiated, naval movement is temporarily suspended while the combat is resolved between the moving group and the enemy group or coast defenses. Once combat is over, naval movement resumes.

A cargo naval group ignores the presence of enemy cargo naval groups for all purposes. A cargo naval group can move adjacent to or even enter the hex of an enemy cargo naval group, and doing this does not initiate naval combat.

Rule 29 – Naval Combat

Naval combat occurs between a naval group and enemy naval groups or coast defenses, as described in Rule 28C. Once naval combat begins, all other naval activities cease until the naval combat is resolved. If a naval group initiates more than one naval combat at the same time, resolve all initiated naval combat in the following order:

  1. Between the moving group and any enemy naval group in the moving group’s hex.

  2. Between the moving group and any enemy naval group (moving player’s choice) in any one adjacent hex. Repeat this step until all naval combat with adjacent enemy groups is resolved.

  3. Between the moving group and any enemy coast defenses in the moving group’s hex.

  4. Between the moving group and any enemy CD (moving player’s choice) in any one adjacent hex. Repeat this step until all naval combat with adjacent CDs is resolved.

A. Preparation.

For each player with a naval group in combat, the player separates that group’s naval units into two groupings:

  • The Main Body. The player must place the NTs, LCs, and CGs in the main body. He may (but is not required to) place TFs in the main body.
  • The TF Body: The player may (but is not required to) place TFs in the TF body. (Each TF must be placed in either the main body or TF body, owning player’s choice.)

B. Resolution.

In naval combat, naval units and coast defenses use their gunnery strengths to fire upon enemy naval units and coast defenses.

TFs and CGs have gunnery strengths (per Rule 27Al). The gunnery strength of naval units is halved in rough sea conditions and quartered in stormy sea conditions. (Round fractions down.)

A CD has a gunnery strength equal to its level. Its gunnery strength is halved (round fractions down) when firing at naval units in adjacent hexes. (It is not halved when firing at naval units in its own hex.) Sea conditions do not affect CDs’ gunnery strengths.

A naval unit that may fire its gunnery strength in naval combat is not required to do so. In each round, the owning player decides if it will fire on not. If a naval unit does not fire, its gunnery strength is ignored for the round.

1. Combat between Naval Units. Combat between naval units is resolved in a series of rounds. A naval unit may fire its gunnery strength no more than once per round. Follow these steps to resolve the combat.

a. Gunnery Allocation Step. Each player totals the gunnery strength of the TFs in his TF body. (TFs in the main body are ignored.) Both players simultaneously allocate their TF gunnery strengths into two groupings: those (the engaging group) that will attack the enemy TF body and those (the bypassing group) that will attempt to bypass the enemy TF body and attack the enemy main body. (Note that the owning player may divide a TF’s gunnery strength between these two tasks.) Example: A player with 16 gunnery strength points could allocate 10 points to attack the TF body and 6 points to attack the main body.

Compare the gunnery strengths allocated to each engaging group. If a player has more gunnery strength allocated to this task than his opponent, the player may (but is not required to) allocate it against the enemy bypassing group. All other gunnery strengths of each engaging group fire on the enemy engaging group.

b. Engaging Group Firing Step. Each player fires on the enemy TF body with the gunnery strength he allocated to his engaging group. A player may make as many firing attacks on the enemy engaging group as his allocated gunnery strength allows. For example, a player with 10 gunnery strength points may make one 10-point attack, ten 1-point attacks, or any combination of l-, 2-, 3-, 5-, and 7-point attacks he desires, so long as the total gunnery strength he fires does not exceed 10. The target of each fire is a TF in the enemy TF body. A TF may be the target of more than one fire.

For each fire, the firing player consults the naval gunnery table: roll one die, modify the roll as indicated on the table, and note the result.

After both players have fired in this step, implement the results. Results are covered in section B3 below.

c. Bypass Firing Step. If a player allocated gunnery strength against an enemy bypassing group in step a, double that strength, which now fires on the bypassing group. Gunnery strength of the bypassing group cannot fire in this step.

A player may make as many firing attacks on the enemy bypassing group as his allocated gunnery strength allows. The target of each fire is a TF in the enemy TF body. A TF may be the target of more than one fire.

Resolve the fire as in step b, and implement the results. In addition to the standard hit result (see section B3 below), a hit also reduces by 1 the gunnery strength of the enemy bypassing group. For example, an enemy bypassing group of 5 gunnery strength points receives three hits in this step. The TFs in the enemy TF body receive 3 hits of damage (per the standard hit result), and the bypassing group has its gunnery strength reduced to 2 points.

d. Main Body Firing Step. A bypassing group’s gunnery strength that survived step c may attack the enemy main body. The gunnery strength of TFs and CGs in the main body may fire on the bypassing group. (Note that the NTs and LCs have no gunnery strength.) A player may make as many firing attacks as his allocated gunnery strength allows. The target of each fire must be an enemy naval unit in the main body (for the player with the bypassing group) or in the TF body (for the player with the main body). A naval unit may be the target of more than one fire.

Gunnery strength firing on NTs or LCs (but not TFs or CGs) is doubled.

Resolve the fire and implement its results as in step b.

e. Final Step. If either player has no forces remaining in naval combat (such as having all the naval units of his naval group sunk), then naval combat ends. If both players have forces remaining, but one player decides to disengage (see Rule 29C below), then proceed with disengagement. Otherwise, begin another round of naval combat, per step a.

2. Combat between Naval Units and CDs. Combat between naval units and CDs is resolved in a single round. Follow the steps listed above (preparation and resolution) to resolve the combat between the naval player (the player with the naval units) and the CD player (the player with the coast defenses). a. Gunnery Allocation Step. The naval player totals the gunnery strength of the TFs in his TF body. (TFs in the main body are ignored.) The CD player allocates his gunnery strength into two groups: the general group and the reserve group.

b. TF versus CD Firing Step. The CD player fires on the enemy TF body with the gunnery strength of his general group; its targets are any TFs in the enemy TF body. The gunnery strength of the reserve group does not fire in this step. The naval player fires on the enemy CD with the gunnery strength of his TF body; its targets are any CD strength points in the hex. (Note that the naval player is not required to fire on the general group, but may instead fire on non-firing CD strength points of the reserve group, but with an adverse modifier as given on the naval gunnery table.)

A player may make as many firing attacks on eligible enemy targets as his gunnery strength allows. For each fire, the firing player consults the naval gunnery table: roll one die, modify the roll as indicated on the table, and note the result.

After both players have fired in this step, implement the results. Results are covered in section S3 below.

c. CD versus Main Body Step. The CD player fires on the enemy main body with the surviving gunnery strengths of his general and reserve groups; their targets are any naval units in the enemy main body. Gunnery strength points firing on NTs or LCs are tripled. The naval player cannot fire in this step.

Resolve naval combat and implement its results as in step b.

At the end of this step, combat between the naval units and coast defenses is over.

3. Naval Combat Results. Results are:

  • Miss. The fire missed and has no effect.
  • Hit. The fire hit its target. If the target is a naval unit, it takes one hit of damage. If the target is a CD, it takes one hit of damage for every two firing hits it receives.

C. Disengagement.

At the end of a round of naval combat between naval units, both players simultaneously announce if they will attempt to disengage:

  • If neither player attempts to disengage, another round of naval combat occurs.
  • If both attempt to disengage, disengagement is automatic. Both player’s naval groups are disengaging.
  • If only one player attempts to disengage, each player rolls a die, modifying his roll by +1 if he has a mixed naval group or by +2 if he has a combat naval group. If the roll of the player attempting to disengage is higher than the roll of the other player, his attempt succeeds. His naval group is disengaging. If the player’s disengagement attempt fails, another round of naval combat occurs.

A disengaging naval group immediately moves, per the rules of naval movement. If a non-phasing group disengages, it makes a reaction movement, with a movement allowance of 15 MPs, per the reaction movement rules. If a phasing group disengages, it resumes (or begins) its naval movement in the current naval movement step. If both sides disengage at the same time, the non-phasing group moves first. Note that a disengaging naval group could subsequently initiate combat during its move.

The only special restrictions on a disengaging naval group are:

  • It must, if it has sufficient MPs remaining, immediately either move from the hex it occupies or enter port if there is a friendly- owned port in its hex.
  • If it initiated combat by putting to sea from a blockaded port, it must return to that port and end its movement there for the current movement step.

Rule 30 – Ports and Beaches

A. Ports.

All ports are listed in the port summary. A player may use a port in a turn only if he owns it at the start of his initial phase.

1. Capacity. There are four types of ports: minor, standard, major, and great. Each type of port has an RE capacity, which is the number of REs of cargo that may embark/disembark at the port in a player turn. The capacities of ports are listed on the port summary.

2. Damage. Ports may be damaged due to bombing (Rule 20G) or demolition (Rule 14A). Each hit of damage on a port reduces its capacity by 1 RE. Each type of port may take a maximum number of hits of damage, as listed on the port summary.

3. Destruction. Whenever the Axis player loses ownership of a German-owned standard, major, or great port to the Allied player, he may try to destroy it, if he wishes. If so, he rolls one die. The port is destroyed on a roll of 1 through 5 and is not destroyed on a roll of 6. This rule applies only to German-owned ports and not to Italian-owned ports. (Note: Ports in Italy may become German-owned after Italy’s surrender.) A port that is destroyed has a destroyed marker placed on it and is damaged to its maximum capacity. The Allied player may rebuild a port, per Rule 14A above. Note: A port is destroyed only through this rule. Damaging a port to its maximum damage is not sufficient to destroy it.

4. Functioning. Various rules depend upon whether a port is functioning or not. A port is functioning unless it has maximum damage or is destroyed.

5. Off-Map Ports. Each player has off-map ports for various of his holding boxes, as listed on the off-map port summary.

Each off-map port is listed by name, type of port, and the distance in hexes from the off-map port to one or more map entry hexes. For example, the great port of Liverpool in the Britain holding box is 26 hexes by sea from hexes 17A.0122, 17A:0121, 17A:0120, 17A:0119, 17A:0118, 17A:0117, and 17A:0116. An off-map port is always functioning and cannot be damaged.

A player may move his naval groups (and any cargo) between the map and his holding boxes, by using the off-map ports. To do so, a naval group may exit or enter the map at the indicated map entry hexes. A naval group may not move to an enemy off-map port.

It may take more than one movement step for a naval group to move between the map and an off- map port. Use status markers or make a note to keep track of the progress of the moving naval group.

6. Artificial Harbor. Any port marked with an artificial harbor symbol has an artificial harbor. Each hit of damage on a port with an artificial harbor reduces its capacity by 2 REs, not 1.

7. Inland Ports. Several ports are located inland, on rivers or canals. In order for a player to use an inland port, he must own the port and all hexes on both sides of the river or canal hexsides from the port to the sea (as shown by the arrow next to the inland port).

An inland port may have an artificial harbor symbol (which indicates that the port’s operation requires a system of locks). Such a port is affected by the artificial harbor rule (above). In addition, if ever destroyed, the inland port cannot be rebuilt or repaired in the context of the game.

8. Mulberries. The Allied player receives two Mulberries in Britain during the course of the game. A Mulberry is a special artificial harbor with the capabilities of a standard port.

During any Allied naval movement step once a Mulberry is available, an Allied TF or NT may tow it from any port in Britain to emplace it at an Allied- owned beach hex. The Mulberry may only be towed during calm sea conditions (see Rule 36C). It may be emplaced at any beach hex except one containing a port or another Mulberry.

Towing does not restrict the usual abilities of the towing naval unit. If the towing unit is sunk, the Mulberry is wrecked and removed from play. A Mulberry may be towed for only one naval movement step; if it does not arrive at an Allied- owned beach hex by the end of the step, the Mulberry is wrecked and removed from play.

When the Mulberry arrives at a beach hex, place it there with its non-functioning side face up. It is emplacing, and cannot function until fully emplaced. At the beginning of the next Allied initial phase the Allied player rolls a die to determine if the Mulberry is emplaced successfully. Roll one die and consult the Mulberry emplacement table, modifying the roll as indicated and implementing the result. Results are:

  • Emplaced: The Mulberry is successfully emplaced; place it functioning side up.
  • Wrecked: The Mulberry is wrecked and removed from play.

Once emplaced, a Mulberry cannot be moved. Once emplaced, it may be used as a standard port, including during the turn in which it is emplaced.

If the enemy player ever gains ownership of the hex containing a Mulberry, the Mulberry there is wrecked and removed from play.

9. Naval Bases. Each major or great port is a naval base. Naval units require naval bases for replenishment (Rule 34B).

B. Beaches.

A coastal hex of any terrain type except mountain is a beach. A beach has an unlimited capacity of REs of cargo that may embark/disembark there in a player turn. Some hexes contain a port and a beach, both of which may be used.

Various naval transport and amphibious landing rules make a distinction based upon which player owns a beach hex. When units gain ownership of an enemy beach hex, the beach is not friendly owned for the purpose of naval transport or amphibious landings during the phase of its capture. It is friendly owned starting with the phase following the phase in which it was captured. For example, if units capture an enemy beach during the movement phase, it is friendly owned for the purpose of naval transport or amphibious landings starting with the combat phase.

Rule 31 – Naval Transport

The phasing player may use naval transport during his naval movement steps, moving cargo (ground units, resource points, supplies, and mines; per Rule 27B3) between friendly-owned ports or beaches.

Naval transports and landing craft carry cargo using their cargo capacities (Rule 27A1). Two or more NTs and /or LCs may combine their capacities to carry large cargoes (such as divisions), as long as they all move in the same naval group while transporting the cargo. An NT or LC may move both prior to and after transporting cargo if it has the MPs to do so.

Whenever an LC or NT takes hits of damage, its cargo can be affected:

  • If the LC/NT is sunk, any cargo it is carrying is eliminated.
  • If the LC/NT has its cargo capacity reduced, cargo in excess of its remaining cargo capacity is eliminated.
  • If two or more NTs/LCs combine to carry cargo and any are sunk or damaged, cargo in excess of the remaining cargo capacity is eliminated.

Whenever cargo is eliminated and there is a choice of what can be eliminated, randomly choose one item of cargo and eliminate it. If the remaining cargo still exceeds the remaining cargo capacity, repeat this procedure. Continue repeating this procedure until the cargo no longer exceeds the remaining cargo capacity. Example: A strength-6 NT is carrying an infantry division (3 REs of cargo), an armored brigade (2 REs of cargo), and an infantry brigade (1 RE of cargo). The division is full strength and has a cadre side. The NT takes four hits of damage, reducing its cargo capacity to 2. Randomly choosing one of the items of cargo, the division is selected and eliminated. Since the division has a cadre, it is reduced to a cadre upon elimination (Rule 9E). This leaves 4 REs of cargo (an infantry cadre, an armored brigade, and an infantry brigade), exceeding the remaining cargo capacity of 2. Randomly choosing one item of cargo, the infantry cadre is selected and eliminated. This leaves 3 REs of cargo, still over the remaining capacity. Randomly choosing one item of cargo, the armored brigade is selected and eliminated. This leaves 1 RE of cargo, which no longer exceeds the remaining capacity.

A unit is under no special restrictions in the player turn it undergoes transport. For example, a unit transported to a port during the movement phase may move (if it has MPs remaining) in the ground movement sub-phase, attack in the combat phase, and move (if c/m) in the exploitation phase.

A. Transport Costs.

NTs and LCs move as part of naval groups, per the naval movement rules. A naval group containing NTs/LCs must spend MPs to embark or disembark cargo as follows:

  • 30 MPs to embark or disembark cargo at a port.
  • 60 MPs to embark or disembark amphibious cargo at a friendly-owned beach.
  • 90 MPs to embark or disembark non-amphibious cargo at a friendly-owned beach.

The above MP cost must be paid both when the cargo is embarked and when the cargo is disembarked. It may take more than one movement step for a naval group to embark/disembark cargo. Use status markers or make a note to keep track of the embarking/disembarking.

A ground unit must spend MPs to be transported. It spends 1 MP to embark and 1 MP to disembark. (For an “R” movement unit or a resource point, 1 MP is equal to 7 hexes of its rail movement allowance.) Double the MP cost for c/m units. Double the MP cost for non-amphibious units embarking or disembarking at a beach. Note: See Optional Rule 44G2 for a more detailed transport costs system.

The MPs required to embark/disembark are spent from the transported unit’s movement allowance in the movement/exploitation phase the unit embarks/disembarks. If a unit has insufficient MPs to embark/disembark, it may embark/disembark by spending all of its MPs remaining in the current phase. During the exploitation phase, a non-c/m unit may disembark; it may not, however, embark during this phase.

A unit may (if possible) move after disembarking. A resource point may be carried by a carrier unit or moved by rail after disembarking.

B. Beaches.

Non-amphibious units with heavy equipment may not embark/disembark at beaches; all other units may. (Note that non-motorized units on LCs are amphibious, per Rule 27B6.)

A naval unit may not embark or disembark cargo at a beach during stormy sea conditions.

C. Supplies and Mines.

Supplies and mines are present at a port if a supply line could be traced from the port to a regular (not special) source of supply at the start of the initial phase of the player-turn in which the supplies or mines are to be transported.

D. Transfer of Cargo at Sea.

Naval transports may transfer cargo to landing craft rather than disembarking the cargo at a beach or a port. The NT carrying the cargo, and the LC to receive the cargo, must be at sea in the same naval group and in a beach or port hex. Both the NT transferring the cargo, and the LC receiving the cargo must spend 30 MPs. Once transferred, the cargo is embarked aboard the LC. The LC may subsequently land the cargo at a beach or port, or transport it elsewhere.

Rule 32 – Amphibious Landings

The phasing player may make amphibious landings during his naval movement steps, using landing craft to land amphibious cargo at enemy-owned beaches. In general, the rules of naval transport (Rule 31) are used, with the following restrictions governing amphibious landings:

  • Amphibious landings may occur only in the naval movement steps of the movement phase; landings cannot occur in the exploitation phase.
  • Amphibious landings may not be made during stormy sea conditions.
  • Only LCs may disembark the cargo making an amphibious landing.

A. Transport Costs.

A naval group must spend MPs to disembark cargo making an amphibious landing:

  • 90 MPs to disembark cargo at an enemy-owned beach.

An amphibious ground unit must spend all its remaining MPs to make an amphibious landing.

B. Ground Operations.

A unit making an amphibious landing is affected in several ways. During the movement and combat phases of the player turn in which a unit makes an amphibious landing:

  • An amphibious unit has its attack strength halved.
  • A non-amphibious unit has its attack strength quartered. Note: A non-amphibious unit is amphibious while using an LC (per Rule 27B6) and thus can make an amphibious landing. However, upon disembarking from the LC, the unit is no longer amphibious and thus has its attack strength quartered. (Similarly, a non-amphibious unit is amphibious while using an LVT, per Rule 14J2.)
  • In addition to the above effects, a unit landing during rough sea conditions has its attack strength halved.
  • A unit landing in a hex containing coastal cliffs has its attack strength halved in addition to all other modifications.

During the exploitation phase of the player turn in which a c/m unit makes an amphibious landing:

  • The unit has its movement allowance halved.

In the player turn following the turn in which a supplied unit makes an amphibious landing:

  • The unit is automatically in supply. Units may make an amphibious landing in an enemy-occupied hex. In this case, overruns and combat in the hex are conducted the same as overruns and combat due to an airborne landing in an enemy-occupied hex (see Rules 24B2 and 24B3).

C. Planning and Preparation.

An amphibious landing must be planned in advance, similar to an airborne landing (Rule 24C). Use Rule 24C for planning an amphibious landing, with this modification:

In any turn, a player has a maximum RE planning limit, which is equal to the cargo capacity of LCs currently in play (not sunk). The player may not plan amphibious landings for units that exceed this limit. For example, if a player has in play LCs with a total capacity of 20, he may plan amphibious landings for no more than 20 REs of units.

D. Enemy-Reaction.

If a player makes any amphibious landings during his naval movement steps, the enemy player reacts to the landing at the end of the naval movement sub-phase (after all naval movement steps are done).

For each hex in which an amphibious landing was made, the reacting player rolls one die and consults the success table. Results are:

  • Failure: No reaction occurs.
  • Success: One ground unit of the player may react. The unit must be within 3 hexes of the landing hex; it cannot be in an enemy ZOC. The reacting player immediately moves the reacting unit.

A reacting unit moves as follows:

  • It may spend up to 1 MP (if non-c/m) or 3 MPs (if C/m) to move.
  • A unit may always move a single hex (except into or across prohibited terrain), by spending all of its reaction MPs.
  • It may enter a hex occupied by both friendly and enemy units. If it does so, it must stop its movement in that hex.
  • If in a hex containing enemy units (such as due to an enemy airborne or amphibious landing), it may leave the hex. Alternately, it may overrun (if possible) the enemy units in the hex. Follow the rules of overrun (Rule 13), including spending MPs for the overrun.
  • It may not end its movement in violation of the stacking limits.
  • It may not break down or assemble during reaction movement.

Rule 33 – Naval/Land Interaction

A. Naval Gunfire Support.

Task forces may support friendly ground units in combat through naval gunfire support (NGS).

To provide NGS, the TF must first prepare for the fire by spending at least 90 MPs in a hex during a friendly movement or exploitation phase. Once prepared, it remains prepared as long as it remains in the same hex and does not fire during any naval combat. Note: When a TF is prepared for fire, place a marker of your choice on the TF to note this.

During a subsequent combat phase a prepared TF may provide NGS as follows:

  • To provide NGS for friendly attacking units, the hex being attacked must be in or adjacent to the TF’s hex.
  • To provide NGS for friendly defending units, the units must be in or adjacent to the TF’s hex.

A TF has an NGS strength equal to its current strength. The NGS strength of naval units is halved in rough sea conditions and quartered in stormy sea conditions. (Round fractions down.)

When firing, the TF must fire all its NGS in the same combat phase. The owning player may divide the TF’s NGS strength, however, among any eligible hexes within range. Example: During a friendly combat phase, a prepared TF with an NGS strength of 10 is within range of 3 hexes being attacked. The owning player decides to have the TF provide 7 points of NGS to one hex, 3 to the second hex, and none to the third.

Each NGS strength point has a ground combat strength of 1 and is treated as a ¼ RE field artillery unit for the purposes of Rules 11 (Support) and 14B (Artillery). TF need not be stacked with the units it supports.

TFs may fire NGS only in support of attacking or defending ground units. NGS strength is ignored when calculating losses due to ground combat, and a TF providing NGS is not affected by ground combat results.

In each combat phase, after GS and DAS air operations are flown but before any ground combat is resolved, the non-phasing player must allocate his NGS to specific hexes. NGS allocated to a specific hex may not be switched to another hex that phase, even if its assigned hex is not attacked. There is no similar requirement for the phasing player to allocate NGS; the phasing player decides on and announces the amount of NGS in an attack only when he resolves the attack.

B. Coast Defenses.

Various hexes contain coast defenses. Coast defenses engage in naval combat with enemy naval units in the CD’s combat zone (per Rule 28C).

Coast defenses are rated in levels (e.g., level-1, level-2, etc.). The coast defenses summary lists the coast defense levels intrinsic to various map features, units, and markers. The total level of coast defenses in a hex is the sum of the various levels present. For example, a hex containing a standard port on the Atlantic (level 2) and a port fortification unit (level 2), would have a total coast defense strength of level 4.

The coast defense level in a hex is the hex’s gunnery strength. For example, a hex with a level-4 coast defense has a gunnery strength of 4. A CD’s gunnery strength is halved when firing at naval units in adjacent hexes (per Rule 29B).

The coast defenses in a hex may be damaged due to bombing (Rule 20G2i), naval combat (Rule 29B2), or by coastal raids (Rule 14H4). For every hit of damage up to 4 hits, the coast defenses in a hex are reduced by 1 level. Hits of damage in excess of 4 in a hex have no effect. Hits of damage to coast defenses are temporary, lasting only for the player turn in which they were incurred. All CD hits are removed at the start of each player turn.

All coast defenses due to the presence of ports are eliminated in a hex if the enemy player gains ownership of the hex. Once destroyed, the coast defenses of a port may be rebuilt using naval repair points (Rule 35). The player currently owning the port’s hex may rebuild its coast defenses, even if the hex was originally owned by the enemy player.

Rule 34 – Special Naval Rules

A. Naval Movement.

1. Gibraltar. The Allied player (only) may move naval groups between the Atlantic Ocean and the Mediterranean Sea. To do so, the Allied player moves the naval group from its current sea zone to the Gibraltar holding box and then moves the group from Gibraltar to a map entry hex on the other sea zone (per the off-map ports rule, Rule 3OA5). Note the Allied player controls the Gibraltar holding box; Axis naval units cannot move between the Atlantic and the Mediterranean.

2. The Kaiser Wilhelm Canal. The Kaiser Wilhelm canal, connecting the ports of Brunsbuttel (16A:0509) and Kiel (16A:0606), provides a means for naval units to move between the Baltic Sea and the North Sea (Atlantic Ocean). A player may use naval movement along the canal so long as the ports of Brunsbuttel and Kiel are friendly-owned and functioning, and the hexes on both sides of the canal hexsides to be traversed are friendly-owned. Movement along the canal is handled the same as movement along a river/canal by a cargo naval group (per Rule 28), with the following additions:

  • Any naval group may move on these canal hexsides.
  • When on a canal hexside, a naval group may not move so as to initiate naval combat.

3. Protected Waters. Cargo naval groups (only) may use protected, inshore waters to screen their movement from enemy naval units. Each friendly**-**owned coastal hex is a protected waters hex. A cargo naval group that enters a protected waters hex:

  • Does not trigger any reaction movement by enemy naval groups.
  • Does not initiate naval combat with enemy naval groups or CDs in adjacent hexes.

4. Movement at Night. During each naval movement step, phasing naval groups may make part of their movement at night. In a step, a phasing group may spend any 10 continuous MPs as night movement. Exception: During a naval movement sub-phase, once a naval group uses night movement, it may not do so again (in a subsequent step) until it has spent at least 20 MPs.

Night movement affects naval units as follows:

  • Air units cannot fly naval patrol missions at night.
  • Amphibious landings may not be made at night.
  • A combat or mixed naval group or a CD has a combat zone only in the hex it occupies.
  • A CD has its gunnery strength halved at night.
  • A naval unit has its gunnery strength quartered at night. Exception: Starting from Jul I 44**,** Allied naval units have their gunnery strengths halved, not quartered, at night.

Night also affects naval units in various ways, per the success table die roll modifiers.

B. Replenishment.

The phasing player replenishes his naval units during his player turn. The player must dedicate any one of his naval movement steps to replenishment. In this step, the player’s naval units do not move or spend any MPs (and thus no reaction movement, naval combat, or other naval activity may occur). Each of the player’s naval units is replenished:

  • If there is a friendly owned functioning naval base (Rule 30A9) present anywhere on the sea zone containing the naval unit.
  • If the naval unit is off map at a holding box. A naval unit unable to replenish has low fuel. Place a U-1 supply status marker on the naval unit to note this state.

A naval unit with low fuel at the beginning of a naval movement step has its movement allowance halved during the step (its gunnery and AA strengths are unaffected.)

If a naval unit with low fuel is unable to replenish in its next player turn, it must be scuttled (Rule 34D below) at the end of that player turn.

C. Ammo Depletion.

A task force has its ammunition depleted when it provides naval gunfire support in a combat phase. Place a U-3 supply status marker on the TF to note this. An ammo-depleted TF has its NGS strength halved when providing NGS in subsequent combat phases.

A TF has its ammunition replenished when the TF itself replenishes. Remove the U-3 marker at this time.

Note: Ammo depletion only occurs due to NGS and only affects NGS. Naval combat does not deplete ammunition, and the gunnery strength of an ammo- depleted TF is unaffected for naval combat.

D. Scuttling.

When an enemy unit gains ownership of a port containing naval units in port, the naval units there must try to escape to sea. The owning player rolls one die for each strength point of each naval unit attempting to escape. On a roll of 1 through 4, the strength point escapes to sea (and is at sea in the hex); on a roll of 5 or 6, the strength point fails to escape and is scuttled to prevent its capture by the enemy. Each scuttled strength point places one hit of damage on its naval unit. If all of a naval unit’s strength points are scuttled, the naval unit sinks.

A naval unit at an inland port cannot escape and automatically has all its strength points scuttled.

When a naval unit is on a river/canal hexside and an enemy unit gains ownership of a hex adjoining the hexside, the naval unit cannot escape and automatically has all its strength points scuttled.

E. Mines.

The orders of battle list minebelts that exist at the start of play. During play, both players can lay and sweep mines in all-sea and coastal hexes. Mines may damage naval units.

A player receives mine points by converting naval repair points (see Rule 35).

1. Damage from Mines. Check a naval group for mine damage:

  • The first time it enters or puts to sea in an enemy minebelt hex during any naval movement step.
  • If it starts a friendly naval movement step at sea in an enemy minebelt hex.

Use the naval gunnery table to check for damage; each mine point has the equivalent of one gunnery strength point. For each mine point, roll once and consult the table for each strength point of each naval unit in the naval group. For example, if there were three mine points and 4 strength points of naval units in the group, roll three times against each of the 4 strength points. Each hit result places one hit of damage on the affected naval unit.

2. Laying Mines. A player can lay mines by aerial minelaying (see Rule 20F3).

In addition, a naval unit carrying a mine point (per naval transport, Rule 31) can lay the mine point in a hex by spending 5 MPs there. Mark the presence of mines in a hex by placing mine markers there. (The numbers on the markers correspond to the number of mine points in the hex.) Use red mine markers for Allied minebelts and black ones for Axis belts.

3. Sweeping Mines. During the initial phase, the phasing player automatically sweeps all enemy mines in coastal hexes he owns. In addition, he automatically sweeps all enemy mines that are not within 7 hexes of an enemy-owned port. Simply remove the mine points from the map.

During naval movement, a phasing TF may sweep enemy mines. The TF must first enter the minebelt hex and is checked for mine damage (per above). Once in the minebelt hex, the TF may sweep the mines there. For every 30 MPs it spends, one enemy mine point is swept; remove one mine point from the hex. Immediately upon sweeping each mine point, the TF is checked for mine damage (per above) if any enemy mine points still remain in the hex.

F. Danger Zones.

Due to naval defense forces not directly shown in the game (such as submarines and patrol craft), naval units risk damage in certain areas.

The Allied danger zones consist of all hexes:

  • Within 5 hexes of an Axis-owned port in Greater Germany or Denmark.
  • Within 5 hexes of an Axis-owned port in the Mediterranean on or north of the 2000 hex row on maps 26 and 27.
  • In the Adriatic Sea, if Italy is part of the Axis. (The Adriatic Sea is labeled on map 26; it consists of all hexes in the labeled area on and north of the line of hexes from 26:3310 to 26:3307.) Once Italy surrenders to the Allies, the Adriatic Sea is no longer an Allied danger zone.
  • Once Italy has surrendered, Allied danger zones in the Mediterranean are only those within 3 hexes of an Axis owned port on or north of the 2000 hexrow on maps 26 and 27. Once Italy has surrendered, Axis dangers zones in the Mediterranean are all hexes within 9 hexes of an Allied owned port. Note also that, at all times, Allied danger zones are negated for all purposes by Axis dangers zones, i.e., a hex which is within 5 or 9 hexes (depending upon Italian surrender) of an allied owned port is an Axis danger zone and is not an Allied danger zone.

The Axis danger zone consist of all hexes outside the Allied danger zones.

Check a naval group for enemy contact:

  • The first time it enters or puts to sea in a danger zone during any naval movement step.
  • If it starts a friendly naval movement step at sea in a danger zone.

To check for enemy contact, roll one die and consult the success table:

  • Failure means enemy forces did not contact the naval group; the group may operate for the rest of the naval movement step without risk of damage due to danger zones.
  • Success means enemy forces made contact with the naval group. Immediately check for damage to the group.

To check for damage, use the 1-strength column on the naval gunnery table. For each strength point of each naval unit in the naval group, roll one die and consult the table. For example, if there were 12 strength points of naval units in the group, roll once against each of the 12 strength points. Each hit result places one hit of damage on the affected naval unit.

A player may not trace a naval-element supply line (Rule 12B4) from, into, or through any hex that is in a danger zone.

G. Landing Craft Damage.

Landing craft which disembark cargo at a beach risk being damaged due to wear and tear from surf and beach conditions.

When an LC disembarks cargo at a beach, the owning player checks for damage. Roll one die and consult the success table, applying all applicable modifiers. Immediately implement the result:

  • Success means the LC disembarked without incurring damage.
  • Failure means the LC is damaged and cannot be used for naval transport or amphibious landings until repaired. Flip the LC counter so the damaged side is face up.

Damaged LCs may be repaired. During a player’s initial phase, roll a die for each damaged LC: it is repaired on a roll of 1 or 2. LCs may also be repaired through the use of naval repair points (Rule 35).

H. Axis Fuel Oil Shortages.

Axis, particularly Italian, fleet operations were restricted throughout the war by a shortage of fuel oil. To represent this, the Axis player must spend 1 resource point for each Axis TF each time it leaves port. The resource point to be spent must be located at the port the TF sails from.

I. Combat Naval Forces.

1. Task Forces. Players do not have unlimited ability to use their task forces to provide naval gunfire support. (Both players’ TFs had numerous other naval tasks to perform outside those shown in the game.) Each of the Allied player’s TFs may provide naval gunfire support for a maximum of only 6 turns per year (1943, 1944, 1945). Each of the Axis player’s TFs may provide naval gunfire support for a maximum of only 4 turns per year. Note that the TFs can still be used for other purposes (such as escorting transports). Players should keep a record of how many times each year a TF has been used to provide NGS.

2. Carrier Groups. The Allied player may call on carrier groups and carrier aircraft at various times during the game, per the Allied OB. When doing so, the Allied player receives the CG as indicated, with the code C aircraft based on the carrier. When the CG is supposed to withdraw per the OB, withdraw it and its air units wherever they may be (in play, sunk, aborted, eliminated).

Carrier and carrier aircraft were valuable assets, difficult to replace. When a CG and its code C air units are in play, the player may not repair any damage to the CG, may not repair its air units if aborted, and may not replace its air units if eliminated. When the CG and its air units withdraw from play, however, the player pays a penalty for any damage or losses to his carrier forces:

  • 3 naval repair points per hit of damage on a CG. For example, a 4-point CG that was sunk in play will cost the owning player 12 naval repair points upon withdrawal.
  • 3 air replacement points per aborted code C air unit. (Spend any ARPs from the same organization as the air unit.)
  • 6 ARPs per eliminated code C air unit. If the Allied player has insufficient naval repair points or ARPs to pay the penalty, he maintains a deficit, the same as for withdrawing aborted and eliminated air units (per Rule 25B).

3. Permanent Losses. If a task force receives sufficient damage, it suffers permanent losses (representing the loss or writing off of capital ships that cannot be replaced in the time frame of the game). When a TF receives hits of damage that equal or exceed half its printed strength, the TF suffers permanent losses. Flip its counter to its reverse, half strength side and adjust the hits on it to reflect its current strength. The TF cannot be repaired or replaced above its half strength side for the rest of the game.

Example: An Italian TF with a printed strength of 12 already has 5 hits of damage when it enters naval combat. In the combat, it receives 2 further hits of damage, for a total of 7, and has a current strength of 5. Since its damage exceeds half its printed strength, flip its counter to its 6-point half-strength side, and adjust the hits on it so that it remains at a strength of 5. The TF cannot be repaired or replaced above its 6-point half strength.

J. Landing Craft as Ferries.

A landing craft may operate as a ferry, allowing the owning player to treat one sea hexside as a major river hexside for supply, ground movement, and ground combat purposes. To serve as a ferry, an undamaged LC must start the initial phase adjacent to the hexside and may not move at all that turn. If there is more than one eligible sea hexside in the LC’s hex, the player indicates which hexside has the ferry.

As long as the LC is present, friendly ground units treat the hexside as a major river hexside for supply, movement, and combat purposes during the player turn. The LC can operate as a ferry in either player turn. Note that during the enemy player turn, this will allow friendly units to retreat across its hexside if required to retreat. If the LC is eliminated for any reason, the player immediately loses its ferrying services.

Example. A German LC is in hex 26:3823 (Messina) in an Axis initial phase, and it does not move. The LC may serve as a ferry for either the 26:3823/3822 or 26:3823/3923 hexside, with Axis ground units treating the hexside as a major river hexside.

K. Naval Supply Lines.

A player may not trace a naval-element supply line from, into, or through any hex that is: 1) in the combat zone (Rule 28B) of an enemy naval group or CD, or 2) in a danger zone (Rule 34F).

Any 10 continuous hexes of a naval-element supply line may be traced at night. Note that night affects combat zones, per Rule 34A4.

Rule 35 – Naval Repair

Each player receives naval repair points (NRPs) during the course of the game. During the initial phase, the phasing player may spend his NRPs to repair hits of damage from naval units, to repair damaged landing craft, to replace eliminated naval units and port coast defenses, and to receive mine points. A player may accumulate NRPs for use in later turns.

A player spends NRPs as follows:

  • 1 NRP repairs one hit of damage on a naval unit. To be repaired, the naval unit must be in port at a friendly-owned functioning naval base; it may not move or fire in the player turn it is repaired.
  • 1 NRP repairs up to two damaged LCs. The LC need not be in port; and they are fully operational in the player turn they are repaired.
  • 1 NRP replaces one strength point of a sunken naval unit. Upon replacement, place the naval unit at any friendly-owned functioning naval base in the theater in which it was sunk. It is fully operational upon replacement. Mark the replaced unit with hit markers as necessary to show as yet unreplaced/unrepaired strength points. Example: A 6-point NT is in the replacement pool, and 2 naval repair points are spent. The NT is replaced at a strength of 2; place the 6-point NT, marked with four hits, at a friendly-owned functioning naval base.
  • 1 NRP replaces one eliminated coast defense level intrinsic to a port. The port’s hex must be friendly-owned; the owning player must be able to trace a supply line to a friendly-owned functioning naval base. The replaced coast defense is fully operational upon replacement.
  • 1 NRP converts into 5 mine points. (Mine points cannot be converted back to NRPS.) A player may convert a maximum of 1 naval repair point into mine points per month. Mine points may be transported and laid by aerial minelaying (per Rule 20F3) and by naval transport (per Rule 34E2).
  • Nationality is of no significance when expending naval repair points.

Rule 36 – Weather

A. Definitions.

1. Weather Zones. There are four weather zones used in the game:

  • Zone C, consisting of all hexes on or enclosed by the C weather line.
  • Zone D, consisting of all hexes on or north of the D weather line, excluding hexes in zone C.
  • Zone E, consisting of all hexes on or north of the E weather line, up to the D weather line.
  • Zone F, consisting of all hexes south of the E weather line.

2. Weather Conditions. There are five possible weather conditions. From fairest weather conditions to most severe, they are: clear, mud, frost, winter, and snow.

Mud, frost, winter, and snow conditions collectively are called poor weather.

Frost, winter, and snow conditions collectively are called cold weather. Rivers and lakes freeze in certain weather zones during cold weather.

3. Weather Charts. The weather rule uses the following charts:

  • The weather table is divided into sections, one for each weather zone, which are used to determine the weather conditions for their zones each turn. The weather table also contains a sea conditions section, which is used for all sea zones.
  • The weather conditions and sea conditions displays are used to show the weather condition in each zone and sea conditions in each sea zone. For each zone or sea zone, place a marker in the box corresponding to its conditions.

Note: The weather charts are configured for Grand Europa; simply ignore the weather zones and sea zones not present in Second Front.

B. Weather Conditions.

At the start of each game turn, the Allied player rolls one die to determine weather conditions in each zone. (Note that the die is rolled only once, not once per zone.) For each zone, cross-index the roll with the current turn to obtain a result. Results are:

C: Clear.

M: Mud.

F: Frost.

W: Winter.

S: Snow.

N: No Change. A result of no change means the weather result for the zone is the same as that of the zone on the previous turn. For example, if for zone 0 the weather on Oct II was clear and the weather result for Nov I is no change, then the weather for zone D on Nov I is clear.

Example: On the Nov I 44 turn, the Allied player rolls a 4 for weather conditions. For each zone, cross-index the roll with the Nov I column to obtain the zone’s weather condition: mud in zones C and D; clear in zones E and F.

Weather affects the movement and combat effects of terrain, as shown on the terrain effects chart. Note that, as listed on the chart, mud, winter, and snow weather conditions have the following general effects, which are in addition to the effects of each type of terrain:

  • Mud: -2 for all attacks; AEC may not be used (ATEC is unaffected).
  • Winter and Snow: -1 for all attacks; only reduced AEC may be used (ATEC is unaffected). See Rule 10 and the armor/antitank summary for the effects of reduced AEC.

Weather affects other game conditions, as described in their specific rules. In general, weather affects:

  • Supply considerations (Rule 12).
  • Construction (Rule 14A).
  • Airborne landings (Rule 24).
  • Amphibious landings (Rule 32).
  • Transport and bombing missions of air units (Rules 20F and G).

C. Sea Conditions.

At the start of each game turn, the Allied player rolls one die per sea zone to determine sea conditions in that sea zone. (Note that, unlike weather conditions the die is rolled once per sea zone.) Modify the die roll as indicated on the weather table; treat rolls above 6 as 6 and below 1 as 1. Using the sea conditions section of the weather table, cross-index the modified roll with the current turn to obtain a result. Results are:

C: Calm.

R: Rough.

S: Stormy.

Sea conditions affect various game conditions, as described in their specific rules. In general, sea conditions affect:

  • The gunnery and naval gunfire support strengths of naval units (Rules 29B and 33A).
  • Bombing strengths of air units bombing naval units (Rule 20G).
  • Naval transport to beaches (Rule 31B).
  • Amphibious landings (Rules 14K and 32B).

D. Effects Between Zones/Sea Zones.

The weather or sea condition of a hex being entered or attacked is always that of the hex’s weather zone or sea zone, even if the hex is being entered or attacked from a hex that has different weather or sea conditions.

A hexside failing between two zones or sea zones is treated as having the worse weather of the two zones or sea zones.

When tracing supply lines through zones with differing weather, the specific supply line element being traced is affected by the worse weather of the zones.

Rule 37 – Special Rules

A. Terrain.

1. Causeways. Roads and rail lines which cross sea or lake hexsides are causeways. Ground units treat such a hexside as a major river hexside for all movement and combat purposes.

Causeways block all-sea routes (and thus naval movement). For example, a naval unit in 16A:0827 cannot move 16A:0827-0826-0825, due to the causeway on the 16A:0826/0727 hexside.

2. Rail Ferries. A rail ferry is treated as a low- volume rail line that starts at one port and ends at another, as depicted on the map. A player may use a rail ferry for rail movement only if he owns both ports and only if both ports are functioning. If a rail ferry links two rail nets, using the ferry counts against the capacity of each net.

Note: A rail ferry is never treated as a road. A rail ferry is not a causeway.

3. Partial Flooding. When enemy units attack a canal-intensive hex, the player owning the hex may attempt to flood it. Follow this sequence:

  1. The attacking player announces his attack on the hex and indicates his attacking units.

  2. The player owning the hex may attempt to flood the hex, if he wishes. If he decides to do so, he consults the success table, rolling one die and modifying it as indicated on the table. A failure result means he failed to flood the hex before the attack; a success result means the hex is flooded for the rest of the player turn (only). Treat the hex as a swamp hex for combat and exploitation purposes.

  3. If the hex is flooded, the attacking player may call off the attack if he wishes. If called off, his units indicated for the attack may not, attack a different hex.

  4. If the hex is flooded (regardless of which player flooded the hex), the Allied player must immediately spend 3 resource points as disaster relief if the hex contains a dot city, or (only if in the Netherlands) the hex is adjacent to a dot or major city in the Netherlands.

4. Massive Flooding. When Allied units attack certain canal-intensive hexes, the Axis player may attempt to flood them massively. The hex must be in the Netherlands and must be a coastal hex or have a river or canal hexside. For example, the Axis player could massively flood hexes 16A:0623 and 0922, but not hexes 16A:1122 or 0417. Follow the same sequence for partial flooding (above), with these changes:

  • If flooded, the hex becomes a prohibited terrain hex for the remainder of the player turn and throughout the following player turn. Thereafter, the hex is treated as a swamp hex for the remainder of the game.
  • Upon flooding, Axis units in the hex must immediately retreat, the same as if they received a defender retreat result in combat. Axis air units at airbases in the hex must attempt to escape. Axis naval units in port in the hex immediately put to sea.
  • Upon flooding, any airbase or port in the hex is damaged to its maximum extent.
  • Allied units allocated to attack the hex may not attack (and may not advance into the hex, since it is now prohibited terrain).
  • The Allied player must spend 7, not 3 resource points as disaster relief immediately upon the flooding of the hex. Thereafter, he must spend one 1 resource point in disaster relief for the hex each Allied initial phase for the rest of the game.

Place a marker of your choice in the hex to note that it is massively flooded. Note that only the Axis player may massively flood a hex. (The Allied player cannot massively flood a hex, due to humanitarian and political considerations that governed the Allied coalition.)

B. Fortifications.

Fortifications have combat effects as listed on the fortifications effects chart.

Various types of fortifications may be at either of two conditions: improved or unimproved. When a rule does not mention the condition of a fortification, it applies to those fortifications, regardless of condition. When a rule does mention the condition of a fortification, it applies only to those fortifications at that condition. For example, a rule on “fortresses” applies to all fortresses, both improved and unimproved, while a rule on “improved fortresses’ applies to improved fortresses but not unimproved fortresses.

A fortification has differing combat effects based on its condition, as specified on the fortifications effects chart.

When enemy units gain ownership of a hex containing an improved fortification, the fortification in the hex immediately becomes unimproved. (Mark the fortification accordingly.)

1. Forts. When a hex containing a fort is captured by enemy units, the fort is destroyed and is immediately removed from play.

2. Port Fortifications. A port fortification is a counter having both unit and improved fortress attributes. It is 1 RE in size, has a movement rating of 0, and does not count against the stacking limit. It has defense and antiaircraft strengths as printed on the counter. It has an attack strength of 0 and may not attack. It is self-supported. When defending, the unit has the same effect on combat as an improved fortress does, in addition to its defense strength and in addition to the hex’s terrain effects. It may not be replaced once eliminated.

3. Fortified Hexsides. All fortified hexsides in the game are unimproved. An unimproved fortified hexside may not become improved in the context of the game.

Note that units attacking across an unimproved fortified hexside into a hex containing the fortified hexside symbol may not use AEC. For purposes of calculating the AEC proportion, count all non- artillery units attacking across a fortified hexside as having no AEC. Count artillery units attacking across a fortified hexside as AEC neutral.

4. Fortresses. A fortress may be at either of two conditions: improved or unimproved. Place a fort in a hex containing an unimproved fortress to distinguish it from an improved fortress.

An unimproved fortress cannot become improved in the context of the game.

5. The Westwall. At the start of the game, all Westwall hexes are unimproved. Place a fort in an unimproved Westwall hex to distinguish it from an improved Westwall hex.

Units defending in an improved Westwall hex ignore retreats arising from any combat result except DE. For example, if Axis units in a Westwall hex are attacked and receive a DH result, the survivors do not retreat from the hex. (If the result was DE, however, the survivors would be required to retreat.)

An Axis construction unit may improve an unimproved Westwall hex. Follow the same procedure as for building a fort (Rule 14A), except that it takes twice as long and costs twice as many resource points as for a fort.

If at the start of any Axis initial phase there is an Allied ground unit in the ETO theater within 10 hexes of any Westwall hex, the Axis player may (but is not required to) declare a special Westwall restoration. This restoration requires two turns, regardless of weather, as follows:

  • In the Axis initial phase when the restoration is declared and in the next Axis initial phase following the declaration, the Axis player forfeits any resource point reinforcements for his West theater and may not use his civilian labor construction ability in any Wehrkreis (WK) containing a Westwall hex. (Resource point reinforcements and WKs are covered in Rule 40).
  • In the second Axis initial phase following the declaration, all Westwall hexes that have been continuously Axis-owned throughout the restoration are improved.

The Axis player may declare a restoration only once per game.

6. Maginot Line Ouvrages. All ouvrages on the maps are unimproved and cannot be improved in the context of the game.

C. Neutrals.

In general, neither side’s forces may enter or pass through any hex of a country while it is neutral. Switzerland, Spain, and Andorra are neutrals.

D. The OSS.

Some American OSS units may attempt to make a surprise attack against certain Axis units. Such a unit may attack alone or in conjunction with other units. An anti-German OSS unit (any OSS unit with ‘(Ger)’ as part of its unit identification) may attempt a surprise attack against a hex containing any German units. An anti-Italian OSS unit (any OSS unit with ‘(It)’ as part of its unit identification) may attempt a surprise attack against a hex containing any Italian units.

The Allied player resolves the surprise attack as described for a commando surprise attack; see Rule 14H3. Only one OSS unit may attempt a surprise attack in any single attack.

E. Garrisons.

Each player has garrison forces listed on his OB. These forces represent the garrisons of districts plus the training establishment and alarm units available for operations in an emergency. Normally, these forces are not under control of the player and are kept off-map in the garrison holding boxes of their districts. These forces may come under a player’s control, as follows:

  • A player may activate the garrison of a district immediately whenever any enemy unit enters any hex of the district. He may immediately place all air units and up to half (round fractions down) of the REs of ground units in the garrison. He may receive the remaining REs and any replacement points in the garrison in his next initial phase.
  • A player may activate the garrison of a district in his initial phase if an enemy unit is anywhere in the district or in any adjacent district. (For example, if Allied units are in the Netherlands in a Axis initial phase, the Axis player may activate the garrisons of Belgium, WK VI, and WK X.) He may receive all of the garrison’s forces at this time.

Some garrisons encompass more than one district (the Germans have a France garrison, for example). Such garrisons can be activated if enemy units are in any district of the garrison or in any district adjacent to any district of the garrison.

When a garrison is activated, the owning player places the garrison’s units in any cities in its district. He places air units at any airbases in the district. He receives replacement points per his replacement rules (Rule 40B). If a specific hex is listed for a unit in a garrison, that unit is placed in the indicated hex upon activation. If the hex is enemy owned, the unit is eliminated instead.

A player is not required to activate all the forces in a garrison when the garrison’s activation is triggered. He may leave any (or all) forces in the garrison. If he does so, he may activate any of them in any of his subsequent initial phases, but only if the requirements for garrison activation are still met.

If the enemy player gains ownership of all cities in a district, any unactivated forces in the district’s garrison are immediately eliminated.

The player controls the forces activated from garrison upon their activation. These forces need not stay in the district. They are not required to re-enter the garrison, even if conditions for its activation are no longer met. A player may, however, return forces to garrison. Units may return to garrison if in any city in the district; air units if at any airbase in the district.

1. Allied Garrisons. The Allied player must maintain garrisons in certain districts he controls, or else pay a penalty. The Allied garrison chart lists the required garrisons (in REs of units and number of air units, by nationality).

The size of some garrisons depends upon events in the game. The initial size of the garrison is specified, and the changes to the garrison are listed on separate lines. For these garrisons:

  • Initial is the initial garrison requirement.
  • Italy surrendered occurs when Italy surrenders to the Allies.
  • Corsica controlled occurs the first time the Allied player owns all cities and ports on Corsica, and there are no Axis units in supply there.
  • West invaded occurs the first time the Allied player has at least 3 REs of units in France, Benelux, or Greater Germany in regular supply and owns at least one city there.
  • Greece garrisoned occurs when the Allied player first maintains a garrison in Greece (Oct I 44).

There is no garrison requirement for a district if the Axis player owns any city in the district or has a unit in the district itself or an adjacent district. Note that these conditions prevail for several districts at the start of the game.

Some required garrisons are off-map and will required naval transport to off-map ports to transfer units between the garrison and the map.

The garrison chart specifies garrisons by nationality. The Allied player may substitute forces of other nationalities as part of the garrison, counting them at half RE size (count two air units as one air unit).

Check the required Allied garrisons in each Allied initial phase. For each nationality, if the garrison is below its required level, the Allied player pays a penalty for that nationality:

  • 1 infantry replacement point for every three REs (or fraction thereof) missing from the garrison.
  • 1 air replacement point for every air unit missing from the garrison.

If the player has insufficient replacement points to pay the penalty, he maintains a replacement point deficit until he can pay the penalty.

The Allied OB specifies certain units to be in garrisons. These units must be in the specified garrison (unless activated), even if this exceeds the number of REs that must be in the garrison. The REs of these units do count towards the required garrison.

F. Soviet Forces.

Throughout 1944 and 1945, the advance of Soviet forces on the German eastern front has some effects on the game. These effects are specified on the Axis order of battle. (They typically require Axis garrisons or on-map forces to withdraw, and in 1945 they take certain areas of the map out of play.) Simply follow the instructions on the Axis OB for the Soviet advance.

Areas of the map affected by the Soviet advance become Soviet-owned. The Axis player does not own any hex in such an area. The Allied player owns only those hexes in such an area that he already owned before the area became Soviet owned. If an Axis government is in any hex that becomes Soviet owned, the Soviets capture it (see section G below).

G. Governments.

The governments of various nations are shown in the game. The OBs specify where the governments are located; use the nation’s capital marker to mark its location. Note: Only the governments of on-map nations of particular importance to the game are shown (Britain, France, Germany, Italy, and RSI Italy).

1. Relocation. The phasing player may relocate any of his governments during his initial phase. When relocated, the player simply moves the capital marker from its present location to any city, (including a point city) or any off-map holding box that he owns. Note: This relocation uses special transport resources not represented in the game, so it does not cost the player any rail capacity or transport resource to relocate a government.

If a government relocates to a hex outside its home country, the government is in exile. (To show exile, use the side of the capital marker with the nation’s name in brackets.)

2. Capture. If the enemy player gains ownership of the hex containing a government, roll a die. On a roll of 1 or 2, the government escapes capture, and its owning player must relocate it in his next initial phase. On any other roll, the enemy player captures the government. Remove the capital marker. The owning player reestablishes the government in his next initial phase, by placing its capital marker in any city, (including a point city) or any off-map holding box that he owns.

3. Morale. A nation’s units have their combat strengths halved:

  • For the remainder of the game turn in which their government is captured by the enemy.
  • Throughout the game turn their government is reestablished after being captured.

A government’s forces may be further penalized when its government relocates. (Any effects are described, per nation, in Rule 38).

Rule 38 – Nations

A. Germany.

1. Morale. In addition to the effects of enemy capture of the German government (Rule 37G3), the following effects may occur:

  • All German units have their combat strengths halved throughout the game turn in which the German government relocates to any hex except a Berlin hex.
  • If the German government is captured by the enemy, all German units out of supply in the next initial phase surrender. Surrendering units are immediately eliminated from play.

2. Axis Surrender. In any Allied initial phase, Germany and the Axis surrenders if:

  • The Axis player owns 6 or fewer major cities in 1939 Germany; and
  • The German government has been relocated outside Berlin or captured at any time in the game.

When Germany surrenders, all Axis (including non- German) forces surrender and are immediately eliminated from play. The game ends at this point.

3. Emergency. The Axis player may declare an emergency up to two times per game:

  • Jul I 43 – Mar II 44: If the West is invaded at any time from Jul I 43 to Mar II 44, the Axis player may declare an emergency. The West is invaded when the Allied player has at least 3 REs of units in France, Benelux, or Greater Germany in regular supply and owns at least 1 city there. After Mar II 44, the Axis player may no longer declare an emergency for this reason.
  • Westwall Restoration: When the Axis player declares a Westwall restoration (per Rule 37B5), he may also declare an emergency.

On the I turn of each month for three consecutive months once an emergency is declared, the Axis player does not withdraw any infantry or armor replacement points to other theaters (see Rule 40B2). For example, if he declares an emergency on Aug II 44, then on Sep I, Oct I, and Nov I 44 he does not withdraw the 13 infantry and 18 armor replacement points that he normally is required to.

If the Axis player can declare two emergencies at the same time (or declare another while the first is in progress), simply increase the duration of one emergency by three additional months.

B. Italy.

Italy is initially part of the Axis. During the game, Italy may surrender to and join the Allies.

  1. Morale. In addition to the effects of enemy capture of the Italian government (Rule 37G3), the following effects may occur:
  • All Italian units have their combat strengths halved throughout the game turn in which the Italian government relocates to any hex except Roma (26:1625).
  • If the Italian government is captured by the enemy, all Italian units out of supply in the next initial phase surrender. Surrendering units are immediately eliminated from play.

2. Italian Surrender. While Italy is part of the Axis, check for Italian surrender in any Axis initial phase, if sufficient conditions for surrender have been triggered. Conditions are:

  • Allied Presence: The Allied player has at least 25 REs of ground units in mainland Italy and owns at least one standard, major, or great port there.
  • 50 REs of Losses: Italian forces have suffered at least 50 REs of losses from the start of play. (Ignore forces that start the game in the replacement pool.) Count units by their RE size, ignoring position AA; count air units as 1 RE each; count each sunk or damaged strength point of a naval unit as 1 RE.
  • 75 REs of Losses: Italian forces have suffered at least 75 REs of losses from the start of play.
  • 100 REs of Losses: Italian forces have suffered at least 100 REs of losses from the start of play.
  • Allies Control Sicily. The Allied player owns all cities and ports on Sicily; and there are no Axis units there in regular supply.
  • Allies Control Sardinia and Corsica: The Allied player owns all cities and ports on Sardinia and Corsica; and there are no Axis units there in regular supply.
  • Allies Own Rome: The Allied player owns Roma (26:1625).
  • Italian Government Captured: The Allied player captured the Italian government in the preceding game turn.

Italy may surrender in any of up to three surrender attempts. Surrender attempts are triggered as follows:

  • First Surrender Attempt. The Allied player meets at least two conditions for surrender. Each condition met in excess of two modifies the surrender die roll by +1. Example: At the start of an Allied player turn the Allied player controls Sicily and has already caused 45 REs of Italian losses. During his turn, the Allied player invades mainland Italy, but fails to establish a sufficient Allied presence on the mainland. He manages, however, to eliminate units so that Italian losses are now 82 REs. During the Axis initial phase, the first Italian surrender attempt occurs. Since three conditions are met (Allies control Sicily, 50 REs of losses, and 75 REs of losses), the surrender die roll is modified by +1.
  • Second Surrender Attempt. The Allied player meets at least three conditions for surrender. Each condition met in excess of three modifies the surrender die roll by +1.
  • Third Surrender Attempt: The Allied player meets at least four conditions for surrender. Each condition met in excess of four modifies the surrender die roll by +1.

When a surrender attempt is triggered, the Allied player rolls one die:

  • On a roll of 1 or 2, Italy does not surrender. If this is the first or second surrender attempt, check for Italian surrender in a subsequent turn when the conditions for the second or third surrender attempt are met.
  • On a roll of 3 or higher, Italy surrenders. If Italy does not surrender on the third surrender attempt, it remains part of the Axis and its forces remain controlled by the Axis player until the end of the game or until the entire Axis surrenders.

If Italy surrenders, the following occurs:

  • Check for loyal fascist units. For each Italian parachute, parachute-infantry, and CCNN 1-2-6 infantry brigade, roll one die and consult the success table. Success means the unit stays loyal to fascism and remains under control of the Axis player. (If necessary, mark these units with markers to distinguish them from other Italian units.) All other Italian forces are no longer considered to be Axis forces.
  • Germany occupies Italy and disarms various non-Axis Italian units and air units. All Italian- owned hexes become German-owned. All accumulated Italian replacements are lost. All non-Axis Italian units stacked with Axis units are immediately disarmed and removed from play. All non-Axis Italian units more that 3 hexes from any Allied unit are immediately disarmed and removed from play. For each non-Axis Italian unit within 3 hexes of an Allied unit, it is immediately disarmed and removed from play if there are more Axis REs within 3 hexes of the unit than there are of Allied REs. All Italian air units are disarmed and removed from play. All Italian units in replacement pools and all Italian air units in aborted and eliminated boxes are disarmed and removed from the game. See Rule 40D2 for additional details on disbanding. Note: The turn in which Germany occupies Italy is ‘Occupation Turn 1 for OB purposes.
  • Germany attempts to capture Italian naval units. Italian naval units at sea immediately become Allied. For each Italian naval unit in port, the Axis player rolls one die per strength point and consults the success table. A success result means the Germans take over the strength point. A failure result means the strength point eludes German capture and becomes Allied. After rolling for all strength points of a naval unit; adjust the naval units to reflect the results. Use spare Kriegsmarine naval units to show German-captured naval units. Allied Italian naval units in port at Axis- owned ports must now attempt to escape to sea per Rule 34D. Example: A 10-point Italian TF is in port, and the Axis player succeeds in taking over 3 strength points of the TF. Place a 10-point Kriegsmarine TF (with 7 hits) in the port; adjust the original 10-point Italian TF (now Allied), marking it with 3 hits to show its current strength. The Italian TF now attempts to escape to sea.
  • Italy joins the Allies. All non-Axis Italian forces in play become Allied forces. All hexes occupied by Allied Italian units become Allied owned. The Allied player immediately relocates the Italian government if it is in an Axis-owned hex (or reestablishes it if he had captured it). Germany establishes RSI Italy.
  • Axis rail capacity on Italian-owned rail nets (mainland Italy, Sicily, Sardinia, Corsica) may become Allied-owned upon Italian surrender: For each rail marshaling yard the Allied player owns on an Italian rail net, the existing Axis rail capacity is reduced by 2 (but never below 0). For each 2 point reduction, the Allied player gains 1 point of rail capacity on that net.

3. Allied Italy. When Italy surrenders and joins the Allies, Allied Italian forces are controlled by the Allied player for the rest of the game. Ignore all Italian reinforcements and replacements on the Axis OB; use the Italian sections of the Allied OB. Allied-owned Italian provinces do not generate any production (replacements, resource points, or naval resource points) for 12 games turns following Italian surrender.

The Allied Italian air OB is conditional on Italian surrender. In the first Allied initial phase after Italy surrenders, use the A column for Allied Italian air reinforcements. In the second Allied initial phase after Italy surrenders, use the B column. Thereafter, use the table as usual (Nov 43 air reinforcements appear in the Nov I 43 air cycle). However, if the Italian air cycle lags behind the current air cycle, take all Italian air reinforcements until the Italian cycle catches up. Example: Italy surrenders on Oct II 43. On Nov I 43, the A column is used. On Nov II 43, the B column is used. On Jan I 44 (the start of the next air cycle), the Nov 43 and Jan 44 columns are used, catching up to the current Italian air cycle.

4. RSI Italy. When Italy surrenders and joins the Allies, the Axis player receives the RSI Italian reinforcements and replacements as listed on the Axis OB. Ignore all Italian reinforcements and replacements on the Axis OB; use the RSI Italian sections of the Axis OB. Axis-owned Italian provinces do not generate any production for 12 game turns following Italian surrender.

The RSI Italian air OB is conditional on Italian surrender. This works the same as the Allied Italian air OB, except that RSI air reinforcements appear in Axis initial phases.

C. Britain.

Due to Allied defensive forces not represented in the game, Axis units may not enter or attack any hexes in Great Britain.

D. France.

The French government starts the game in exile. It is no longer in exile if relocated to any hex of Paris.

A French MR is liberated if the Allied player owns all cities there. Any time following liberation, the MR may receive French reinforcements, per the Allied OB. The MR does not generate any production (replacements, resource points, or naval repair points) for 12 game turns following liberation.

While Axis-owned, the Axis player may receive production for various French MRs, per the German replacements chart.

E. Belgium.

Belgium is liberated if the Allied player owns all cities there. Any time following liberation, Belgium may receive Belgian reinforcements, per the Allied OB. Belgium does not generate any production for 12 game turns following liberation.

F. The Netherlands.

The Netherlands is liberated if the Allied player owns all cities there. Any time following liberation, the Netherlands may receive Dutch reinforcements, per the Allied OB. The Netherlands does not generate any production for 12 game turns following liberation.

Rule 39 – Occupation

A. Occupation Zones.

Mainland France, Corsica, Belgium, and the Netherlands are Axis occupation zones. In addition, Sardinia, Sicily, and mainland Italy become Axis occupation zones two turns after an Italian surrender. Territory annexed into Germany, such as the portions of France annexed into WKs V and XII, are not part of occupation zones.

B. Occupation Forces.

Axis-owned dot and major cities in the Axis occupation zones must be occupied by Axis units. The occupation force of a dot city must be 1 RE in size; the occupation force of a major city must be 3 REs in size. The occupying unit cannot be position AA or a port fortification. The Axis player must occupy a city starting with the game turn following the turn of his gaining ownership of it. For example, if Milano becomes German owned due to Italian surrender in the Sep I 43 turn, then the city must be occupied in the Sep II 43 turn. However, a city does not have to be occupied if there are Allied units in regular supply within 5 hexes of the city or if a supply line cannot be traced from the city to an Axis regular source of supply.

Unactivated Axis garrison forces for a district or multi-district area (per Rule 37E and the Axis OB) may count as occupying cities in their districts. For the district’s garrison, total the REs of units eligible for occupation duties; the Axis player applies this RE total against the occupation requirements for the occupation zone. Example: On Jul I 43, there are 13 eligible REs in the German garrison for Belgium. The occupation requirement for all of Belgium is 11 REs (three major cities, two dot cities), so the garrison by itself occupies all Belgian cities. Had there been only 9 REs in the garrison forces, the Axis player would have to have 2 REs of his on-map units occupy Belgian cities.

Check Axis occupation forces in the initial phase of each Allied player turn, by occupation zone. For each RE (or fraction thereof) missing from the required occupation forces, the Allied player may make one extra partisan attack (per section C below) in the zone.

C. Partisan Attacks.

The Allied player may make partisan attacks against Axis-owned rail lines and airbases in hexes in the Axis occupation zones. Partisan attacks are resolved during the Allied initial phase. Partisan attacks are based on occupation zones, and the Allied player may make partisan attacks at the following basic rates:

  • Mainland France: 2 attacks.
  • Corsica: 1 attack.
  • Belgium: 0 attacks.
  • The Netherlands: 0 attacks.
  • Sardinia: 1 attack.
  • Sicily: 1 attack.
  • Mainland Italy: 3 attacks.

In addition to the basic rates, the Allied player may make extra partisan attacks in a zone if the Axis player has not occupied cities in the district sufficiently (per section B above).

For each partisan attack the Allied player is allowed to make in a zone, he may make either a rail attack, attacking one Axis-owned rail line hex, or one airbase attack, attacking one Axis-owned airbase hex, in the zone. The Allied player may make no more than one rail attack and one airbase attack per Axis-owned hex. (Note that the Allied player may make up to two partisan attacks per Axis- owned hex: one rail attack and one airbase attack.)

Use the success table to resolve each partisan attack. Roll one die and consult the table for a result. If a partisan rail attack succeeds, the rail line in the -hex is broken. If a partisan airbase attack succeeds, the airbase in the hex takes one hit. The effects of this hit are the same as those of an airbase bombing hit, per Rule 20G2a.

The Allied player may not make a partisan attack in a hex occupied by an Axis unit with a defense strength greater than 0 or in a hex adjacent to any Axis police, security, SS, or SS-Police unit.

Rule 40 – Reinforcements and Replacements

During the course of the game, each player receives reinforcements and replacements, may convert or upgrade units, may reorganize or disband units, and is required to transfer or withdraw units. Players receive reinforcements and replacements during their initial phases.

If a unit enters play (as a reinforcement or replacement) at a city that is out of supply, the unit’s supply status is the same as that of the city. For example, if Hamburg has been out of supply for three turns and a replacement unit appears there, the unit is in its third turn out of supply. Note: Units appearing in a city that is isolated and has been out of supply for at least four turns are not checked for elimination (per Rule 12D) on the player turn they arrive.

The orders of battle specify all reinforcements and replacements in the game. On the OBs, unit identifications are given for historical interest and may be ignored except for breakdown purposes.

A. Reinforcements.

Players receive reinforcements during the course of the game, as given on their orders of battle. A player’s reinforcements are placed on the map during his initial phase. Reinforcements may be placed only in friendly-owned hexes; these hexes may be in enemy ZOCs. Reinforcements are specified by theater.

1. Concepts. The OBs use the following terms and general definitions:

  • Reinforcements are specified by district, multi-district area, and theater. A district reinforcement appears in any friendly-owned city in the district. A multi-district reinforcement appears in any friendly-owned city in any of the appropriate districts. A theater-wide reinforcement appears in any friendly-owned city in the theater. If a reinforcement has specific entry conditions listed on the OB, follow those instructions.
  • Forming/Full: Certain units which require a considerable amount of time to form, equip, and train go through a two-step process when appearing as reinforcements. Initially, the unit is listed as ‘forming’ in a district, multi-district area, or theater. At this time, place it in the ‘forming’ box for that district or theater. (For a multi-district unit, allocate it to any one of the area’s districts.)

When the OB then lists the unit as ‘full,’ remove it from the forming box and receive it as a reinforcement.

If a player loses ownership of all cities in a theater/district, then all units in the appropriate forming box are eliminated.

  • Transfer lists forces that transfer between theaters. When the OBs denote that forces transfer between theaters under the player’s control, the player simply ignores these transfers. A player must, however, transfer forces to or from theaters he does not control, as specified by the OBs. For example, if the Axis OB requires forces to transfer to the Southeast theater, the Axis player must transfer those forces there.
  • Arrive lists forces that enter play from another theater. When the arrival is listed as ‘forces from (a theater),’ check the indicated theater’s transfer listing for which forces are arriving.
  • Convert specifies when a unit (or units) converts into another unit (or units). The player must convert a unit in his initial phase on the turn the conversion is specified, if possible. To be converted, the unit must meet the same requirements as for a cadre to be rebuilt. (See Section B below: it must be in a city, be able to trace a supply line to an unisolated regular source of supply, and may not be in an enemy ZOC.) Remove the original unit from play and put the new unit in its place. If it is not possible to convert the unit on the turn specified, it must be converted in the first friendly initial phase in which it can be converted. Units removed from play through conversion are out of play; they are not eliminated and may not be replaced.
  • Reorganize: A reorganization works similar to a conversion, with special conditions. The player may reorganize a unit in any of his initial phases on or after the turn the reorganization is specified. Typically, a conversion lists one specific conversion, while a reorganization lists a general conversion: a set of units that may reorganize into other units. For example, American 3-10 motorized heavy AA brigades may reorganize into transport counters. Any or all of these brigades may convert to transport counters. Follow the instructions listed for each reorganization.
  • Upgrade: An upgrade works similar to a conversion, except that the owning player must spend RPs (as listed in the OB) when the unit is upgraded. The player may upgrade a unit in any of his initial phases on or after the turn the upgrade is specified.
  • Replace lists forces that are specially replaced, at no cost to the player. Take the indicated unit from the replacement pool and receive it as a reinforcement. This unit is replaced for free, costing no replacement points.
  • Release from Garrison: Release the indicated unit from the garrison of the indicated district and receive it as a reinforcement in that district.

If no unit in play can be withdrawn, then an eliminated unit is removed from the replacement pool, and the player forfeits replacement points (RPs) equal to the unit’s replacement cost. If the player does not have sufficient RPs (of the correct types) to meet this cost, then the player maintains a deficit until he has RPs available.

When the Axis order of battle requires a cadre to withdraw, the Axis player may instead withdraw a full strength division that has the indicated cadre. If he does this, he receives RPs equal to the cost of rebuilding the cadre to its full strength. These RPs may not be used on the turn they are generated but may be used thereafter. Example: On Aug I 44, the Axis player withdraws a 14-10 panzer division in place of a 6-8 panzer cadre that is required to withdraw. He receives 5 armor and 3 infantry RPs for this, and he may use these RPs on or after Aug II 44.

  • Add to Replacement Pool: Add the indicated unit to the replacement pool.
  • Remove from Replacement Pool: Remove the indicated unit from the replacement pool.
  • Other: Follow whatever OB instructions appear for special reinforcement events.

Unless otherwise specified, reinforcements that are unable to enter play as specified have their appearance delayed until they are able to enter play.

If an OB activity involves a unit in the replacement pool (such as the replace or remove from replacement pool activities) and there is no such unit in the pool, then the reinforcement activity is delayed until there is such a unit in the pool.

2. Axis Reinforcements. The Axis OB is divided by theater and force. In general, reinforcements appear as described in section Al above, with the following additions:

  • Note: German reinforcements specified for a specific district, multi-district area, or theater may always be placed in the Greater Germany theater instead.
  • Arrive: Unless specified as arriving from a specific theater, place in any friendly-owned hex on the east edge of the map in Germany. If specified as arriving from a specific theater, place as follows:
  • From North: Place in the Norway holding box. (Units may arrive in play from the box via naval transport.)
  • From Southeast. Place in any friendly-owned hex adjacent to a hex in the Southeast theater, or place in any friendly-owned hex on the east edge of the map in Germany.
  • From East: Place in any friendly-owned hex on the east edge of the map in Germany.
  • From West. Place in any friendly-owned hex adjacent to a hex in the West theater. Note: This is used only for scenarios in which the Axis player does not control the West theater.
  • From South: Place in any friendly-owned hex adjacent to a hex in the South theater. Note: This is used only for scenarios in which the Axis player does not control the South theater.
  • From Greater Germany. The unit in Greater Germany is released to move. Note: This is used only for scenarios in which the Axis player has limited control over the Greater Germany theater.
  • Reorganize: The Axis player may reorganize various German divisions and cadres, as listed on the Axis order of battle. A reorganization is the same as a conversion, except that there may be an RP cost or gain, depending upon the unit involved. The RP costs or gains for reorganizing units are given on the German reorganization chart (in the German OB booklet). RPs gained through reorganization may not be used on the turn they are generated but may be used thereafter.

Once the Axis player is allowed to reorganize divisions and cadres in play, he may also reorganize these units in his replacement pool. This is treated like the replacement pool substitutions per section C below.

  • Early Activation: The Axis player may attempt early activation of a forming unit, before the turn it becomes full strength. To do so, in any Axis initial phase after the turn a unit is placed in a forming box, the Axis player rolls one die and consults the success table. Results are:
    • Success means the unit is received that turn as a reinforcement, at full strength.
    • Failure means the unit is received at cadre strength. If it has no cadre strength, it is eliminated and placed in the replacement pool.
    • Failure* means the unit is eliminated and placed in the replacement pool.
  • Unreliable: The OB indicates that certain SS and Eastern Troop units are unreliable when forming. Place a marker of your choice on these when they are in the forming box to remember that they are unreliable. When such a unit goes to full strength (on its scheduled turn), check on the success table for its formation, as described for early activation.

If the Axis player attempts to activate such a unit early, modify the die roll on the success table by -1.

  • Withdraw to East: This is the same as a withdrawal. (It is a distinction made for planned Grand Europa scenarios linking Second Front with Fire in the East/Scorched Earth.)

3. Allied Reinforcements. The Allied OB is divided by theater and force. In general, reinforcements appear as described in section Al above, with the following additions:

  • Arrive: Unless specified as arriving from a specific theater, place as follows:
  • Arriving in ETO: Place in the Britain holding box or in any friendly-owned port if no enemy units in regular supply are present in the port’s district, and the port is neither in the combat zone of an enemy TF or CD, nor in a danger zone. Arriving reinforcements count against the port capacity of the Britain holding box or the port where they appear.
  • Arriving in MTO: Place in the North Africa holding box or in any friendly-owned port if no enemy units in regular supply are present in the port’s district, and the port is neither in the combat zone of an enemy TF or CD, nor in a danger zone. Arriving reinforcements count against the port capacity of the North Africa holding box or the port where they appear.
  • Arrive: If specified as arriving from a specific theater, place as follows:
    • From ETO: Place in any friendly-owned hex adjacent to a hex in the ETO theater, or place in the Gibraltar holding box. Note: This is used only for scenarios in which the Allied player does not control the ETO theater.
    • From MTO. Place in any friendly-owned hex adjacent to a hex in the MTO theater, or place in the Gibraltar holding box. Note: This is used only for scenarios in which the Allied player does not control the MTO theater.
  • ETO General: An Allied reinforcement for the ETO theater in general appears in the Britain holding box.
  • MTO General. An Allied reinforcement for the MTO theater in general appears in the North Africa holding box.
  • Britain: A reinforcement specified for Britain may appear in a city in Britain or in the Britain holding box.
  • Special Withdrawals: Certain units in the MTO are withdrawn for operations in the Balkans. Withdraw (per section Al) the indicated units and place them in the Balkans holding box. When the OB indicates that one of these units is released from operations there, take the unit from the box and have it arrive in the MTO.
  • Sequester. Ignore this unless playing a scenario in which the Allied player does not control the ETO theater. In this case, withdraw the indicated forces from play and place them on the Southern France Invasion box of the MTO game chart. These forces will later be completely withdrawn from play.

4. Conditional Reinforcements. Each player may receive conditional reinforcements. A player receives a conditional reinforcement in his initial phase in which he meets the conditions for its appearance for the first time. These reinforcements and their conditions for arrival are listed on the players’ OBs.

B. Replacements.

1. Production, Replacement points, naval repair points, and resource points are collectively called production. Players receive and use production during their initial phases. Unused production may be accumulated for use in later turns.

Districts generate production on the I turn of each month. The owning player receives his districts’ production in his initial phase as follows:

  • The replacements charts list all production, by district.
  • Each district generates its own production, but for each force these may be pooled by type and then used together. For example, all infantry RPs generated at German districts (WKs) may be pooled. Once in the general pool, the production can be accumulated or spent as the owning player wishes.
  • RPs in a force’s pool may be used to replace units in the replacement pools of any theaters under a player’s control. A replaced unit appears in any friendly-owned unisolated city in the theater of its replacement pool.
  • Resource points in a pool may appear at any friendly-owned unisolated cities in the pool’s districts.
  • For each isolated or enemy-owned city in a district, reduce the district’s production as follows:
    • Inf RPs: ½ per city.
    • Arm RPs: ½ per city.
    • Resource Points: ½ per city.
    • Naval Repair Points: ½ per naval base.

In any case, if all cities in a district are isolated or enemy owned, the district automatically has no production. If all cities in all districts of a nation are enemy owned, the production pools for that nation immediately drop to 0.

a. Replacement Points. Players receive replacement points (RPs), which are used to replace eliminated units and to rebuild cadres to full strength.

Each replacement point replaces one attack strength point of a unit. A unit with an attack strength of 0 has its replacement cost based on its defense strength. A unit with a combat strength of 0 is replaced at a cost of one RP.

Replacement points may be used to replace an eliminated unit at its cadre strength. The RP cost is equal to the strength of the cadre. RPs may be used to replace a unit at its full strength; the cost is equal to the full strength of the unit.

RPs may be used to rebuild a unit at cadre strength to its full strength. The cost for this is equal to its full strength minus its cadre strength. For example, a 7-6 division at its 3-6 cadre strength requires 4 RPs. To be rebuilt, a cadre must be in a city, be able to trace a supply line to an unisolated regular source of supply, and may not be in an enemy ZOC.

When a unit is eliminated, place it in the replacement pool of its theater. A unit may only be replaced in the theater of its replacement pool. For example, a unit in the MTO replacement pool may not be replaced in the ETO.

The phasing player may transfer units between the replacement pools of theaters he controls, so long as an overland supply line (of any length) can be traced from a friendly-owned unisolated city in the originating theater to a friendly-owned unisolated city in regular supply in the destination theater. Such transfers occur in the initial phase, after all other replacement activities have been performed.

Each player receives two types of RPs, infantry (Inf) and armor (Arm). Note: The labels infantry and armor are terms of convenience, as each type of RP actually represents more than just its name.

Infantry and armor RPs are based on nationality, and RPs of one nationality may not be used for other nationalities. For example, German infantry RPs may not be used to replace Italian units. Armor RPs, however, can be given in foreign aid from one nationality to another, per section D3 below.

In general, armor RPs are used to replace c/m units. Various c/m units and all mixed (unit type) units use both armor and infantry RPs; these units and their Arm and Inf RP costs are listed on the special RP costs chart in the players’ OBs. If a c/m unit is not listed on this chart, then it is replaced using only Arm RPs. Example: A German 6-10 panzer brigade is listed on the chart and requires 5 Arm and 1 Inf RPs for replacement. A German 4-2-10 panzer battalion is not listed on the chart and thus requires 4 Arm RPs for replacement.

Units and certain counters without printed combat strengths require RPs for replacement:

  • Position AA is replaced at a cost of ½ Inf RP per AA strength point.
  • A divisional headquarters is replaced at a cost of 1 RP. A c/m HQ requires ½ Arm and ½ Inf RP; a non-c/m HQ required 1 Inf RP.
  • A movement counter (transport, LVT, APC) is replaced at a cost of 1 armor RP per RE of carrying capacity.

Infantry RPs are used to replace all other units (such as infantry, antitank, field artillery, etc.)

b. Resource Points. Players may maintain resource points in pools, as described above. A resource point must be placed on the map, however, before it can be used. It may be used immediately upon placement.

c. Naval Repair Points. Players may maintain naval repair points in pools, as described above. Naval repair points are used as described in Rule 35.

2. Axis Production. The Axis player receives Axis production on the first turn of each month, as listed on the Axis replacements charts. Note that some German production must withdraw to other theaters, as given on the chart. The amount withdrawn cannot be reduced (unless an emergency is declared, per Rule 38A3), even if the Axis player loses some production (such as through Allied capture of a German WK.) In such a case, the amount of production the player receives in the game is reduced. However, production may never be reduced below 0.

The Axis player may replace only a limited number of units of certain unit types, per nationality. The limits are:

  • Only one combat or assault engineer RE may be replaced per month.
  • Only one specialized armor RE (per Rule 14C) may be replaced per month.
  • Only one artillery RE may be replaced per month.
  • Only one airborne RE may be replaced per three-month (six-turn) period.
  • Only one commando RE may be replaced per three-month (six-turn) period.
  • Only one V-weapons unit may be replaced per month.
  • Only one political police RE may be replaced per month.
  • Only one divisional HQ may be replaced per month. Note: This applies to HQs only and not divisional units in general.

Units which qualify for more than one category above count against each category. For example, if the Axis player replaces a parachute commando battalion, this units counts as ½ RE against both the airborne and commando replacement limits.

The Axis player cannot replace the following unit types: port fortifications and high mountain units.

3. Allied Production. The Allied player receives Allied production on the first turn of each month, as listed on the Allied replacements charts.

The Allied player may replace only a limited number of units of certain unit types, per nationality. The limits are:

  • Only one combat or assault engineer RE may be replaced per month.
  • Only one specialized armor RE (per Rule 14C) may be replaced per month.
  • Only one RE of amphibious units (including LVT movement counters) may be replaced per month.
  • Only one airborne RE may be replaced per three-month (six-turn) period. Note: an airborne division would require 9 months to replace. Alternatively, the Allied player may break it down and replace its components individually.
  • Only one commando RE may be replaced per three-month (six-turn) period.
  • Only one divisional HQ may be replaced per month. Note: This applies to HQs only, and not divisional units in general.

Units which qualify for more than one category above count against each category. For example, if the Allied player replaces a parachute commando battalion, this units counts as ½ RE against both the airborne and commando replacement limits.

British Empire infantry replacements are restricted by nationality considerations. Inf RPs are used as follows:

  • Canadian units require Canadian Inf RPs.
  • New Zealander units require New Zealander Inf RPs.
  • South African units require South African Inf RPs.
  • Indian Army units use Indian Inf RPs and may use British national Inf RPs: For every 1 Indian Inf RP spent, the Allied player may (but is not required to) spend ½ British national Inf RP when replacing Indian Army units.
  • Indian State Forces units require Indian Inf RPs.
  • All other British forces (British Army, Royal Marine, Colonial, Empire, and Inter- Allied) require British national Inf RPs.

French infantry replacements are restricted by force considerations. While the French government is in exile, Inf RPs are used as follows:

  • Metropolitan units may use either metropolitan or colonial Inf RPs.
  • African units require African Inf RPs.
  • Colonial and Foreign Legion units may use either metropolitan or colonial Inf RPs, but at least half the RPs must be colonial.

When the French government is no longer in exile, Inf RPs are used as follows:

  • Metropolitan units require metropolitan Inf RPs.
  • African units require African Inf RPs.
  • Colonial and Foreign Legion units may use either metropolitan or colonial Inf RPs, but at least half the RPs must be colonial.

The Allied player may never replace the following unit types: high mountain units, American commando units except OSS anti-German and anti-Italian commandos, and OSS non-commando units. Mulberries may not be replaced.

4. Special Replacements. When unisolated units are eliminated due to combat or overrun, the owning player receives infantry RPs. (Note that eliminated c/m and artillery units yield infantry RPs. Armor RPs are never received as special replacements.) All nationalities receive special replacements, and they may receive these replacements any time from the start of the game.

When an unisolated unit is eliminated, the owning player places the unit to one side. When an unisolated unit is reduced to cadre, the owning player notes the actual attack strength point loss (i.e., full attack strength minus cadre attack strength). In his initial phase, the phasing player determines his total losses by calculating the total attack strength loss of his units eliminated since his last initial phase (and he may then place these units in his replacement pool) and adding this to the total attack strength loss of his units reduced to cadres since his last initial phase. (Note that these calculations always use units’ attack strengths.) The losses for each nationality are calculated separately.

The player determines the number of infantry RPs received as special replacements, based on his losses. To calculate these RPs, divide German loss totals by 4, and divide all other loss totals by 5. The resulting number is the number of infantry RPs that nationality receives due to special replacements. These RPs are added to their national RP pools.

C. Fragile Divisions.

Various Italian divisions may not be replaced or have their cadres rebuilt to full strength. Instead, when such a division is eliminated, it has another division substituted for it in the replacement pool. If at cadre strength, it may be rebuilt to the strength of its substitute division; when rebuilt, remove the original division and put the substitute in its place.

The Axis order of battle lists the Italian fragile divisions and their substitutions.

D. Special Considerations.

1. Disbanding. Players may disband their units, receiving RPs for doing so. Players may disband any of their units in theaters they control.

A player disbands units in his initial phase, receiving the RP cost of the unit. A unit may be disbanded if it can trace an overland supply line to a source of replacements and is not in an enemy ZOC. When disbanded, its RPs are added to its national pool. These RPs may not be used on the turn they are generated but may be used thereafter.

When a British non-motorized unit is disbanded (excluding divisional headquarters), extra infantry RPs are received: 1 extra infantry RP per RE disbanded.

A disbanded unit is removed from play. It is not considered eliminated and is not placed in a replacement pool.

2. Disarming. At times specified in the rules or OBs, the Axis player must disarm certain forces. When ground units in play are disarmed, calculate special replacements for these units and divide this number by 2 (rounding down). The result is the number of German infantry RPs the Axis player receives for disarming these units.

All disarmed units and air units are out of play for the rest of the game. They are not considered eliminated and are not placed in any replacement pool or eliminated box.

3. Foreign Aid. A player may give armor RPs from one force to another. During a player’s initial phase, the player may transfer armor RPs, as long as he can trace a supply line from any friendly-owned, unisolated city of the donating nation to any friendly-owned, unisolated city of the receiving nation. An armor RP may not be spent in the initial phase in which it is transferred but may be used thereafter.

In general, a player may give armor RPs from any of his forces to any other force he controls. However, the Axis player may not give Italian armor RPs to any other Axis force. (Note that this restriction applies to Italian, but not RSI Italian, armor RPs.)

Rule 41 – Preparing for Play

Assemble maps 16A, 17A, 26, and 27 to form the game map. (The west edges of maps 16A and 26 overlap the east edges of maps 17A and 27 respectively; the south edges of maps 16A/17A overlap the north edges of maps 26/27.)

A. Initial Deployment.

The orders of battle list the initial forces and deployments for both sides. (Note: The OBs denote self-supported units by placing asterisks following the units’ movement ratings.

For example, 1-2-6* indicates a self-supported 1-2-6 unit.) Sort the counters as needed. Forces listed for a theater without further deployment information, are placed in any friendly-owned hexes in that theater. If a front line is specified, each front line hex must be occupied by or in the ZOC of a unit.

Players deploy forces and prepare for play in the following sequence:

  • The Axis player deploys all forces listed in his initial forces and may spend resource points as specified in the OB.
  • The Allied player deploys all forces listed in his initial forces and may spend resource points as specified in the OB.
  • Note: When placing forts and airfields during set up, they can be placed in any hexes where they could be built (Rule 14A1).
  • The Allied player plans amphibious and airborne landings for the first and second game turns.
  • The Axis player may redeploy up to 7 unit in each of his theaters (but only per the deployment rules for said units).
  • A special, pre-game Allied movement phase now occurs, to account for pre-game naval and air activities. The phase consists of an Allied naval movement sub-phase followed by an Allied ground movement sub-phase. In the naval movement sub-phase, Allied naval units may engage in any naval operations except they may not embark, disembark, or transport any cargo. Axis naval units may react, and Axis naval patrol air operations may occur (assume all Axis code S, V, and M air units are prepared for this mission). Naval units do not need to replenish in this sub-phase. In the ground movement sub-phase, no ground unit may move. The Allied player may fly any air operations allowed for the ground movement sub-phase except transport missions. Axis air units may fly interception and patrol attack missions.

See the scenarios (below) for scenario-specific instructions.

B. Scenarios.

1. Crusade in Europe (1943-45 Grand Campaign Scenario). This scenario starts on the Jul I 43 turn and ends either upon the conclusion of the May I 45 turn or upon an Axis surrender (per Rule 38A2).

Use the Jul I 43 initial forces and the reinforcements starting from Jul I 43.

The Allied player controls the ETO and MTO theaters. At the start of the game, he owns all hexes in North Africa and Great Britain, plus the islands of Malta, Gozo, Pantelleria, and Lampedusa.

The Axis player controls the West, South, and Greater Germany theaters. At the start of the game, he owns all non-neutral hexes except those owned by the Allies.

Players ignore all transfers between theaters they control.

See Rule 42 for the victory conditions.

2. Victory in Europe (1944-45 Grand Campaign Scenario). This scenario starts on the Apr I 44 turn and ends either upon the conclusion of the May I 45 turn or upon an Axis surrender (per Rule 38A2).

Use the Apr I 44 initial forces and the reinforcements starting from Apr I 44. Units in the Anzio beachhead are in supply in the Allied Apr I 44 player turn (place sufficient supply points in the beachhead to reflect this).

The Allied player controls the ETO and MTO theaters. At the start of the game, he owns all hexes in North Africa, Great Britain, Sicily, Sardinia, and Corsica, all hexes in mainland Italy on or south of the Allied start line, and the islands of Malta, Gozo, Pantelleria, Lampedusa, and the Liparis.

The Axis player controls the West, South, and Greater Germany theaters. At the start of the game, he owns all non-neutral hexes except those owned by the Allies. Players ignore all transfers between theaters they control.

Determine weather prior to the pre-game movement phase. The weather in Zone D was Mud on Mar II 44.

See Rule 42 for the victory conditions.

3. The ETO (1944-45 Theater Scenario). This scenario starts on the Apr I 44 turn and ends either upon the conclusion of the May I 45 turn or upon an Axis surrender (per Rule 3BA2).

Use the Apr I 44 initial forces and the reinforcements starting from Apr I 44.

The Allied player controls the ETO theater. At the start of the game, he owns all hexes in Great Britain.

For this scenario, the ETO includes the Mediterranean Sea. Allied forces may operate in the Mediterranean and may use ports and naval bases in North Africa, Sicily, Sardinia, and Corsica, as well as the port of Napoli (26:2422). The southern France invasion forces (Aug II 44) appear in any of these Mediterranean ports.

The Axis player controls the West and Greater Germany theaters. At the start of the game, he owns all non-neutral hexes except those owned by the Allies.

Determine weather prior to the pre-game movement phase. The weather in Zone D was Mud on Mar II 44.

See Rule 42 for the victory conditions.

4. The MTO (1943-45 Theater Scenario). This scenario starts on the Jul I 43 turn and ends either upon the conclusion of the May I 45 turn or upon an Axis surrender in Italy. Axis forces in Italy surrender when the Allied player owns all major and dot cities in Italy.

Use the Jul I 43 initial forces and the reinforcements starting from Jul I 43.

The Allied player controls the MTO theater. For this scenario, the MTO includes Greater Germany. At the start of the game, he owns all hexes in North Africa, plus the islands of Malta, Gozo, Pantelleria, and Lampedusa.

The Axis player controls the South theater and has limited control over the Greater Germany theater. At the start of the game, he owns all non-neutral hexes except those owned by the Allies.

For the Greater Germany theater, the Axis player owns the hexes there (and may operate his forces there, draw supply there, etc.) He does not, however, have full control over the forces of the Greater Germany theater, until an Allied ground unit enters any hex in that theater. Until then, the Axis player may not voluntarily move the forces of the Greater Germany theater into the South theater. These forces may enter the South theater only if the Axis OS specifies them as transferring to the South theater. Once an Allied ground unit enters any hex in the Greater Germany theater, the Axis player has full control over the theater, and the movement restrictions are lifted.

See Rule 42 for the victory conditions.

Rule 42 – Victory

The victory conditions judge which player wins the game. During play, the Allied player will score victory points (VPs). The victory chart lists the VP awards in the game. The chart also lists the initial, victory point total and final victory levels for each scenario.

VPs are awarded following the Axis player turn at the end of each quarter year: upon the conclusion of the Axis player turn of each Mar II, Jun II, Oct II, and Dec II turn. In addition, VPs are awarded at the end of the game, whenever it occurs (either the end of May I 45 or sooner if the Axis surrenders per Rule 38A2). Certain VPs are awarded immediately upon the occurrence of special events.

VPs are awarded for control of territory, excessive Allied losses, and events:

  • Territory: VPs for territory are awarded at the end of each quarter and at the end of the game. The Allied player gains VPs for owning dot cities, major city hexes, and naval bases that were Axis owned at the start of Jul I 43. (This includes all territory in play except hexes in Britain and North Africa, plus the islands of Malta, Gozo, Pantelleria, and Lampedusa.) VPs for a city or naval base are awarded only if its hex is Allied owned and unisolated. Note that the Allied player gains VPs only for territory he directly owns, and not for Soviet-owned territory or other territory he does not own at the end of the game.
  • Excessive Allied Losses: VPs for net losses are awarded at the end of each quarter and at the end of the game:
    • Net Ground Losses: For each force, total the printed attack strengths of all ground units currently in the replacement pools. For each cadre currently in play, calculate the difference between the cadre’s attack strength and the unit’s full strength; add this difference to the total. From the total, subtract the number of any accumulated infantry RPs (but not armor RPs) for that force. The final total is the net ground losses; if the total is above 0, the Allied player receives a VP penalty as shown on the victory chart. Note: Count only actual losses. Do not count units that start in the replacement pools on Jul I 43. Do not count cadre losses for units that appear as reinforcements at cadre strength, unless the units have been rebuilt to full strength after entering play.
    • Net Air Losses: For each force, total the number of all air units currently in the eliminated boxes, and double the number. To this total, add the number of air units currently in the aborted box. From this total, subtract the number of any ARPs remaining for the force in the current air cycle. The final total is the net air losses; if the total is above 0, the Allied player receives a VP penalty as shown on the victory chart.
    • Net Naval Losses: For the Allies in general, total the number of all naval strength points currently sunk or having a hit of damage. From this total, subtract the number of any accumulated Allied naval repair points. The final total is the net naval losses; if the total is above 0, the Allied player receives a VP penalty as shown on the victory chart.

If Italy joins the Allies, the check for excessive Allied losses applies to Allied Italian forces. However, any losses suffered by Allied Italian forces on the game turn Italy surrenders and on the following game turn are ignored when calculating excessive Allied losses.

Events: VPs for events are awarded upon the occurrence of the event:

  • Italian Surrender: This occurs per Rule 3BB2. Note that it can only occur once per game.
  • Axis Surrender. This occurs per Rule 38A2. Note that it can only occur once per game.
  • Axis Surrender in Italy: This is used only for scenarios in which the Allied player controls the MTO but not the ETO. See Rule 4lB4. Note that it can only occur once per game.
  • Allied Disastrous Operations: This occurs whenever an isolated Allied ground unit, ignoring Italian units if Italy joins the Allies, is eliminated or reduced to cadre during play for any reason. Calculate the attack strength points lost by the isolated units and apply the VP penalty for the loss. Note that this can occur multiple times during a game. Also note that certain elite Allied units suffer a greater VP penalty than other units.
  • French Government Returns from Exile: This occurs if the French government moves to Paris. This award is forfeited if the French government subsequently relocates from Paris, and is not restored if the government later returns to Paris.
  • Allies Capture German Government: This occurs if the Allied player captures the government of Germany. VPs for this event are awarded only once per game, even if the Allied player captures the German government more than once.
  • Allies Capture Italian Government. This occurs if the Allied player captures the government of Italy, while Italy is part of the Axis. VPs for this event are awarded only once per game, even if the Allied player captures the Italian government more than once.
  • Allies Capture RSI Italian Government: This occurs if the Allied player captures the government of RSI Italy. VPs for this event are awarded only once per game, even if the Allied player captures the RSI Italian government more than once.

At the end of the game, calculate the final VP total and consult the victory chart to determine the winner and his level of victory. Levels of victory are

  • Marginal Victory: The player wins a marginal victory. His performance is about equal to or slightly better than his historical counterpart.
  • Substantial Victory: The player wins a substantial victory. His performance significantly surpasses that of his historical counterpart.
  • Decisive Victory: The player wins a decisive victory. His performance greatly surpasses that of his historical counterpart.

Note: Unlike most previous Europa games, these victory conditions judge players’ performances against their historical counterparts. An Axis decisive victory, for example, means the Axis player did much better in the game than the Axis did in the war-it does not mean, however, that the Axis actually won the war. By 1943 the historical (and game) situation is such that, given competent play on both sides and no freak occurrences, the Allies will almost always win the war.

Rule 43 – Advanced Rules

The following rules cover certain game mechanics in greater detail than presented in the previous rules. For players gaining experience with the game system, these rules can be disregarded. These rules should be used by experienced players.

A. Retreats and Overruns.

During the combat phase, a unit or stack required to retreat due to a combat result (Rule 9F1) may retreat into an enemy-occupied hex if able to overrun (Rule 13) the hex. The overrun odds are calculated as normal, but movement point costs are ignored. The effects of enemy ZOCs on retreats are implemented before the overrun odds are calculated.

Example: A stack of two German 5-7-6 infantry divisions is attacked and a DR is achieved. The stack is surrounded, but one of the adjacent hexes is occupied by an Allied 1-10 supported battalion, and no Allied ZOC is exerted into that hex. Accordingly, the German divisions retreat into this hex, overrunning the battalion. If an Allied ZOC was exerted into this hex, the divisions would be reduced to their 2-3-6 cadre strengths first and thus be too weak to overrun the battalion.

B. Antiaircraft Fire.

1. Fire Against Multi-Hex Harassment. When firing AA against enemy air units flying harassment missions delivering a total modified tactical bombing strength of 10 or more, total the AA strengths present in the target hex and in all land hexes containing AA adjacent to the target hex. Divide this total by the number of hexes involved. The resulting number is the AA strength to be fired on each of the harassing air units. Example: A harassment mission is flown against a hex containing 4 points of AA. Three adjacent land hexes also contain AA: 7, 3, and 6 points respectively. Thus 20 points of AA is divided by 4 hexes yielding 5 points of AA to be fired on each of the harassing air units.

2. Harassment Abatement. Phasing units may use their AA strengths to attempt to abate the effects of enemy harassment during the movement and exploitation phases. To fire AA, units must start in or enter the harassment hex, ending their movement for the phase in that hex. Only one AA attack may be made in a harassment hex per movement or exploitation phase. Only c/m units may fire AA during the exploitation phase. Position AA, naval units, and intrinsic AA may not fire AA for the purposes of this rule.

For each AA fire, the firing player rolls two dice, adding the eligible AA strength to the roll, to determine whether the harassment in the hex is affected. Results are:

  • 12 or less: No effect on the harassment.
  • 13-18: Ignore one harassment hit in the hex for the rest of the current phase.
  • 19 or more: Ignore all harassment hits in the hex for the rest of the current phase.

Note that the results of this AA fire do not actually affect any air units, but simply the harassment hits.

Example: During the movement phase, phasing units with an AA strength of 7 attempt to abate harassment in a hex having two harassment hits. The phasing player rolls a 10 and adds 7 (for the AA strength) to produce a 17 result, negating one of the harassment hits in the hex for the rest of that movement phase.

C. Advanced Game Mechanics.

1. Ownership. ZOCs alone do not gain ownership of enemy-owned cities or airbases. To gain ownership of a hex containing an enemy-owned city or airbase, a friendly unit must occupy the hex.

By itself, a ½ RE-sized unit cannot gain permanent ownership of a hex. When entering an enemy-owned hex, such a unit owns the hex only as long as it occupies the hex; upon leaving the hex, ownership reverts to the other player. It takes at least 1 RE of units (including, for example, two battalions operating together) or an uncontested ZOC to gain permanent ownership of a hex.

2. Overstacking. A player may establish an overstacked condition (an overstack) in any hex that contains his units. The player must establish an overstack when he has units in excess of normal stacking limits in the hex, placing all units over these limits in the overstack. He may establish an overstack in a hex even if normal stacking limits are not violated.

When a player establishes an overstack in a hex, he places a corps marker, with its hatched, overstacked side face up, in that hex. He places units in the overstack in the marker’s overstacked box on the corps/wing marker display. (The marker may also be used for normally stacked units in the hex, too. Put these in the other box of the corps marker.)

At the moment an overstack is established, the player chooses which units are overstacked in the hex. Thereafter, other units in the hex can voluntarily enter the overstack at any time during the phasing player’s turn. Units in the overstack, however, must spend 2 MPs to leave the overstack itself. When a unit leaves the overstack, remove it from the display and place it with the normally-stacked units in the hex. (0- and R-movement rating units can leave an overstack without MP cost.) When the last unit in an overstack leaves the overstack, there is no longer an overstack in the hex; remove or adjust the corps marker as appropriate.

Units in an overstack can do absolutely nothing except trace supply and spend 2 MPs to leave the overstack. They may not participate in an attack, are ignored when determining the defense strength of their hex, may not fire AA, are ignored for all AEC/ATEC calculations, and may not perform any construction tasks. If their hex is attacked, they are affected by whatever combat result is achieved in the attack. However, their strengths are ignored for all exchange calculations.

Units that retreat into a hex in violation of the normal stacking limit are overstacked in that hex. Establish an overstack per above, or add the units to an overstack already present in the hex.

Note that units may create an overstack when advancing after combat.

3. Supply Lines. Each mountain, forest, wooded swamp, wooded rough, and unfrozen swamp hex counts as 2 hexes when tracing overland supply lines. When tracing an overland supply line across an unfrozen major river or unfrozen narrow strait hexside, this hexside itself counts as 1 hex against the length of the supply line. These penalties do not apply if the overland supply line is traced along a road.

D. V-Weapons.

During Axis movement phases, German V-weapons units may make V-weapon attacks on targets within range. Each V-weapons unit may make one attack per Axis movement phase. Luftwaffe V-weapons units make V1 attacks; German Army V-weapons units make V2 attacks. The ranges of the V-weapons units are listed on the V- weapons table. To make an attack in a movement phase, a V-weapons unit must be in regular supply and may not move in the phase.

1. V-Weapon Attack Resolution. The target of a V-weapons attack may be any hex of London or any Allied-owned port within range of the firing unit.

Each V-weapons attack is resolved as an air operation, occurring on demand in an Axis movement phase. Only one V-weapons attack may be made per air operation, and Axis air units may not fly missions during the operation. Resolve the operation as follows:

  • During the mission movement step, trace the flight path of the V-weapons attack from its launch V-weapons unit to its target hex. This path must be as straight a line as the hex grid allows. Allied fighters may fly patrol attack missions against V1 attacks, but not against V2 attacks. Actual patrol attacks are not resolved; instead, a patrol attacked V1 attack receives a die roll modifier when the attack is resolved.
  • During the interceptor movement step, Allied fighters may fly interception missions against V1 attacks, but not against V2 attacks. Air combat is not resolved; instead, an intercepted V1 attack receives a die roll modifier when the attack is resolved.
  • During the AA fire step, the Allied player may fire antiaircraft against V1 attacks, but not against V2 attacks. Make the AA attack using the AA rules as normal. A no effect or turn back result has no effect on the attack. An abort or eliminated result means the V1 attack receives a -1 die roll modifier when resolved.
  • During the mission resolution step, resolve the V-weapons attack using the V-weapons table. The Axis player rolls one die, modifies a V1 attack as indicated on the table, and consults the table for a result. Results are explained below.
  • During the air return step, Allied fighters flying missions in the operation return to base.

Results of V-weapons attacks are:

  • Miss: The attack missed and has no effect.
  • Hit: The attack hit its target. A hit on a port puts one hit of damage on it. For hits on hexes of London, keep track of the number of hits achieved. For every two hits on London, the Allied player must spend one resource point. In addition, for every four hits on London, the Allied player must spend one British infantry RP. If the Allied player doesn’t have enough resource points or British infantry RPs, he maintains a deficit and makes up the difference the next time he receives production.

V1 attacks may be made at night. Up to half (round fractions down) of all VI attacks made in a phase may be night air operations. Night affects Allied fighters (per the night air rules).

2. Air-Launched V1 Attacks. Code Z air units are equipped to launch V1 missiles, making V1 attacks while flying. Follow the regular rules of air operations. Code Z air units fly V1 bombing missions. The target hex of the mission is any hex within 8 hexes of a V1 target. The air unit flies to the target hex using its bombing range. During the mission resolution step, each code Z air unit in the operation makes an air-launched V1 attack against a V1 target. For each attack, pause the air operation and immediately resolve a V1 air operation (per above). Note that an air-launched V1 attack receives a -1 die roll modifier in addition to any other modifiers.

3. British V1 Interceptor Force. The Allied player must augment the British Home Defense garrison once the Axis player initiates V1 attacks against London. When the Axis player first makes any V1 attack against a London hex (whether the attack does any damage or not), in the following Allied player turn the Allied player must increase the British Home Defense garrison by six British fighters. Each fighter must have a printed air attack strength of at least S. (Place them in the V1 interceptor force section of the Home Defense garrison box.)

These air units may fly only patrol attack and interception missions, and only against V1 air operations. For airbase purposes they are assumed to be based in any hexes of London.

Air units assigned to the V1 Interceptor Force are released from garrison in an Allied initial phase if the Axis player made no V1 attack against London in the preceding Axis player turn. (If the Axis player subsequently makes a V1 attack on London, the Allied player must reestablish the VI Interception Force.)

E. Allied Co-Operation.

For the purposes of this rule, Allied forces are divided in contingents. The Allied player always has two contingents, American and British, and may have a third, French.

The American contingent consists of all American forces. The British contingent consists of all British forces. (Forces are covered in Rule 3B2.)

The French contingent consists of all French forces. The French contingent comes into existence when the French government is no longer in exile.

All other Allied forces (including the French until they become a contingent and including the Italians if Italy joins the Allies) may be included with any contingents and switched between contingents freely.

If units from two or more contingents participate in an attack, subtract 1 from the combat resolution die roll.

F. Advanced Reinforcement and Replacement System.

1. Reserve, Replacement, and Training Units. Various forces have considerable replacement and training establishments represented in the game, through the various training, reserve, and replacement units. These forces not only train troops and handle replacements, they can be (and were) used in combat operations when conditions required.

a. German Forces. Various German training, reserve, and replacement forces are part of German garrisons. When a garrison is activated, these forces may be activated along with other forces in the garrison.

However, production may be affected when these forces are activated:

  • A district receives its infantry RP production as usual if it has at least 4 REs of training, reserve, or replacement units in garrison.
  • A district has its infantry RP production halved if it does not meet the above condition, but has at least 1 RE of training, reserve, or replacement units in garrison.
  • A district has its infantry RP production reduced to 0 if it does not meet either of the above two conditions.
  • The number of reinforcements that may appear in a district depends upon the number of REs of training, reserve, and replacement units in the district’s garrison. or each RE in garrison, one unit (of any size) may appear in the district as a reinforcement in an Axis initial phase. (For example, if three units are scheduled to appear in a district in a turn but there are only 2 REs of replacement units in the district, then only two units may appear in the district that turn.) Units unable to appear due to this limit have their appearance delayed. Note that if there are no training, reserve, and replacement units in a district’s garrison, then no reinforcements may appear in that district.

b. Other Forces. For other forces (including all Allied forces and all non-German Axis forces), the owning player must restrict the activities of his reserve, replacement, and training units or suffer a penalty:

  • If a reserve, replacement, or training unit enters an enemy ZOC or participates in ground combat (either attacking or defending) at any time in a game turn, then the owning player forfeits one Inf RP per such unit from the unit’s force the next time he receives RPs.

Example: Due to an unexpected German breakthrough, an American replacement division moves to the front, where it is in German ZOCs on the Jan I and Jan II 45 game turns. Since it was in enemy ZOCs for two game turns, the Allied player forfeits two American Inf RPs when he receives RPs in the Feb I 45 turn.

  • If the player has insufficient Inf RPs to meet the above penalty, he maintains a deficit until he can meet the penalty.
  • For each reserve, replacement, or training unit that is in a replacement pool at the start of the owning player’s player turn, the owning player forfeits one Inf RP per such unit from the unit’s force the next time he receives RPs.
  • Training, reserve, and replacement units of non-German forces may not be disbanded.

Note: German forces are subject only to section, F1a, and not to F1b. All other forces are subject to F1b, but not F1a.

2. Disbanding Limit. For each force, the phasing player may disband a maximum of 5 REs per theater during his initial phase. For example, the Allied player could disband up to 5 REs of British units in both the ETO and the MTO (for a total of 10 REs disbanded) in any Allied initial phase.

G. Advanced Replenishment.

Instead of the phasing player allocating a naval movement step for replenishment, each phasing naval unit replenishes during naval movement by spending 30 MPs at a friendly-owned functioning naval base.

Rule 44 – Optional Rules

The following optional rules may be used upon agreement by both players. Players should decide which optional rules will be used before choosing sides.

A. Terrain and Weather.

1. Bridges. A road or rail line crossing a river or major river hexside is a bridge. A player owns a bridge if he owns both hexes adjacent to the bridge hexside or if he was the last to do so. Bridges may be demolished.

Air units may demolish a bridge by bombing. (This is a tactical bombing mission.) The target hex of the mission is either hex adjacent to an unowned or enemy-owned bridge hexside. Air units on this mission may be intercepted by enemy interceptors able to fly to the target hex. During the AA fire step, AA fire may come from either (but not both) of the two hexes adjacent to the bridge hexside, firing player’s choice. During the mission resolution step, air units bomb the bridge, using the bombing table. Three bombing hits demolishes the bridge.

A ground unit may demolish a bridge by spending 4 MPs in either hex adjacent to the bridge to do so. The bridge must be friendly owned or unowned.

A demolished bridge may not be used for any movement purposes, such as road movement, rail movement, admin movement, etc. For example, a unit using a road to cross a river and enter a woods hex normally pays 1 MP to do so; it must spend 3 MPs to do so if the bridge is destroyed (1 MP for the river and 2 MPs for the woods hex). Supply lines may be traced across a demolished bridge without penalty.

A construction unit may repair a demolished bridge or a bridge that has taken bombing hits. A bridge may be repaired only if the player owns both hexes adjacent to the bridge. Repairing a bridge across a non-major river costs the construction unit 4 MPs. Repairing a bridge across a major river costs the construction unit 8 MPs, and the unit must trace an overland supply line to a resource point, which must be expended. Repairing a bridge that has bombing hits but is not demolished is the same as repairing a demolished bridge, except that a resource point is never required.

Any commando unit may attempt to seize a bridge when it enters a hex (including due to an airborne or amphibious landing) adjacent to a bridge hexside. If there are no enemy ground units in the other hex adjacent to the bridge hexside, the attempt is automatically successful. If there are enemy units adjacent, then one die is rolled and the success table is consulted. A phasing commando unit may make one attempt to seize a bridge per player turn.

A non-c/m commando may make an attempt during its movement phase and must end its movement for the phase when it makes the attempt. A c/m commando may make an attempt during its movement or exploitation phase and must end its movement for the phase when it makes the attempt.

A seized bridge immediately becomes owned by the phasing player. In addition, if the bridge was seized in the movement phase, then during the following combat phase, any one phasing unit may attack across this hexside without being affected by the terrain effects of the river/major river hexside. Only one unit (of any size) may benefit from this; other units attacking across the hexside are affected by the hexside, as normal.

2. Roads. Due to the extensive, paved road systems in western Europe, a unit moving along certain roads pays 1 MP for each hex it enters, regardless of weather; the actual terrain costs for hexes entered and hexsides crossed are ignored. A unit may use this cost (in place of the standard cost) when moving by road anywhere on the map except when entering a mountain hex or crossing a mountain hexside.

3. Off-Map Rail Connections. Rail lines running off the east edge of the map are connected. Axis units may use strategic rail movement to move off the map on one of these rail lines (if friendly owned) and re-enter the map on any connected rail line (if friendly owned). It costs the unit 50 hexes of its strategic rail movement allowance to do this.

4. Spring Thaw. When a zone’s weather changes from cold to non-cold, all rivers in the zone are flooding. The MP costs to cross flooding river hexsides are: River: +2 MP; Major River: +4 MP.

B. Ground Mechanics.

1. Isolation and Ownership. The standard rules for determining isolation and ownership of territory (Rules 3D and 3G) are simple to use and adequately cover most situations that arise. The following rules cover these aspects in greater detail and require extra effort and time to use.

The following rules require the tracing of a line of communications (LOC). An LOC may be up to 14 hexes in length (regardless of weather) and is traced the same as an overland supply line.

a. Isolation. When isolation is checked, a unit or hex is isolated if an LOC cannot be traced from it to a hex that is in regular supply.

b. Ownership of Territory. In addition to the cases in Rule 3D, a player may gain ownership of territory in the following manner. At the start of each player turn, check the ownership of all isolated hexes except for major city hexes and hexes occupied by enemy units. When checked, a friendly-owned hex becomes enemy owned if an LOC cannot be traced from the hex to a friendly unit but can be traced to an enemy unit.

2. Resource Points. A player may voluntarily destroy his resource points at any time in his player turn only. During a player turn, whenever a unit gains ownership of a hex containing enemy resource points, half (round down) of the resource points left behind in the hex are captured, and the remainder are immediately destroyed. A captured resource point is treated in all respects the same as the player’s own resource points. Example: During the Allied combat phase, Allied units attack a hex occupied by a German infantry regiment and 5 resource points. The result of the combat is a DR, and the infantry regiment retreats from the hex, carrying 2 resource points with it (Rule 12E). Allied units advance after combat into the hex, gaining ownership of the hex. One resource point there is captured (half of the 3 points there, rounded down), and the remaining 2 points are immediately destroyed.

A player may recover resource points by dismantling forts and permanent airfields. A construction unit may dismantle an unisolated fort or permanent airfield. It takes the unit one turn (two turns in poor weather) to dismantle a fort or permanent airfield. (Dismantling is similar to construction, starting and finishing in initial phases. See Rule 14A1.) For every three items dismantled, the player receives one resource point. The resource point is received as a reinforcement in the turn following the dismantling of the third item, and is placed at any friendly-owned unisolated city.

3. Demolition Restrictions. Units may spend MPs to damage friendly-owned ports, rail hexes, and bridges only if a line of communications (Rule 44B1) can be traced from an unisolated enemy ground unit to the item. When tracing this line, ignore the presence of friendly units.

4. Special Amphibious Retreat Capability. A marine commando unit on a beach may attempt to retreat before combat onto a naval transport or landing craft at sea in the same hex. The naval transport or landing craft must have sufficient unused cargo capacity to load the retreating unit. (Rules 27 and 31 cover naval units and naval transport in detail.) Consult the success table for each unit retreating in this manner. If the attempt succeeds, the commando unit retreats aboard the naval transport or landing craft.

5. Emergency Reorganizations. If the Axis player declares an emergency in any turn before the Jul I 44 turn, he may reorganize divisions as 4-6-6 infantry divisions in any turn on or after the declaration of the emergency. See the Jul I 44 “any theater” section of the Axis OS for instructions concerned the reorganizations.

C. Ground Units.

1. German Railroad Engineers. A German railroad engineer unit may break a rail line in a hex by spending 1 MP (2 MPs in poor weather). Quick construction cannot be used with this ability.

2. German Punitive Units. A punitive unit is a construction unit, per Rule 14A. Punitive units may be replaced at no RP cost, as follows: During each Axis initial phase, the Axis player may replace one eliminated punitive unit for free. This unit appears the same as any other replaced German unit.

3. Heavy Antiaircraft. A heavy AA unit does not have its attack strength halved when attacking fortifications if a field artillery unit would not be halved attacking the same fortification (per the fortifications effects chart).

4. US Marines. Due to inter-service rivalry between the US Marine Corps and the US Army, USMC units may only voluntarily move into or attack into coastal hexes or hexes adjacent to coastal hexes.

5. US Pipeline Construction Units. American pipeline construction units appear on the Allied OS as optional units. There are no rules for these units, which historically built pipelines to supply Allied forces with fuel. (Their function is built into the supply system.) They are included on the OS should players wish to devise their own pipeline rules.

6. Unreliable Units in Garrison. Certain Axis units in garrison are noted as unreliable. When an unreliable unit is activated from garrison, check on the success table for its activation. Use the same procedure as when receiving an Axis unreliable reinforcement (per Rule 40A2).

D. Air Mechanics.

1. Airbase Supply. Supply status affects airbases and air units there. During each initial phase, determine the supply status of all airbases; the supply status of the airbase affects all operative air units at the airbase. Air units have their abilities reduced depending upon how many consecutive turns their airbase has been out of supply:

  • First Turn: Each air unit there may not fly at extended range.
  • Second and Third Turns: Each air unit there has its bombing strengths halved and its attack and defense strengths reduced by 2 each (but never below 1).
  • Fourth and Subsequent Turns: Each air unit there may fly only a transfer mission.

Supply effects are cumulative. Unlike ground units, air units are not eliminated due to supply status, even if isolated.

When air or naval supply is used to supply airbases, each air unit counts as 1 RE.

2. Interception Range. A fighter may be eligible to intercept an enemy target hex outside its normal interception range. In this case, the interception range is equal to the number of friendly-owned hexes the enemy mission force entered when moving to its target hex. When using this rule, the interception range can neither exceed the interceptor’s printed movement rating, nor 16 hexes (whichever is less). Note: In most cases it will be visually obvious what the intercept distance to a target hex will be since the great majority of missions are flown near the front-lines (i.e., within the interceptor’s normal interception range). Equally obvious will be those missions flown deep into the enemy rear (i.e., use printed range or 16, whichever is less). In the rare cases where it is not obvious, either place a numbered marker in the target hex corresponding to the hex-penetration depth or record this number on paper for later referral.

E. Air Units.

1. Bombers as Transports. The following type B and HB air units may be used as transport air units, at the owning player’s option:

Axis: any He 111Hx (He 111H6, He 111H16, etc.), He 177A**,** any SM.79-x.

Allied. any B-25x, any B-26x, all type HB.

When used as a transport, the air unit has its air attack and air defense strengths each reduced by 2 (but never below 1), and is considered to be a type T for air combat and AA fire. In addition, bombers used as transports:

  • May not air drop units (although they may drop supplies).
  • Treat ground units (not supplies) as double their RE size for transport purposes.

2. Heavy Transports. A type HT or GHT air unit may carry certain ground units which have heavy equipment:

  • Any airborne or mountain divisional HQ.
  • Any non-divisional, non-motorized unit with heavy equipment except cavalry and port fortifications.

A unit with heavy equipment counts at double its RE size for air transport purposes.

F. Optional AA Fire Table.

The optional AA fire table is designed to reduce the number of AA rolls that must be made during play, by making one consolidated AA attack against eligible enemy units in an air operation. In general, use the optional AA fire table whenever the standard AA fire table would be used.

1. Resolution. Follow the standard rules for resolving AA fire, such as determining which AA strength in a hex may fire.

2. Procedure. Follow this procedure.

  1. Determine the AA strength allowed to fire.

  2. Count the number of enemy units being fired upon.

  3. On the optional table, use the column that most closely matches (without exceeding) the total AA strength.

  4. Determine if any modifiers apply to the fire; modifiers will adjust the column left or right. Shift the column to the right the number shown for positive modifiers; shift the column to the left the number shown for negative modifiers. For example, in 1943 a German AA strength of 13 firing on four enemy air units would have a +1 shift and would resolve its attack on the 17 column.

Note: There are lettered columns on each end of the table. These are only used due to column shifts.

  1. Roll two dice and cross-index the number rolled with the appropriate AA strength column to obtain a result, which will either be a hit (a numbered result), or a miss (a “-”).

3. AA Results. If an AA fire results in a hit, the number is the number of modified air defense strength points (ADS) affected by the AA fire. Air units’ ADS are modified by aircraft type, prefix, and code as well as the kind of mission flown, as shown on the AA effectiveness section of the table. Total the ADS of all eligible as AA targets (this total ADS will be used later).

From the air units eligible as AA targets, randomly select one air unit and subtract its modified ADS from the hit number. Repeat this procedure until an air unit is selected with a modified ADS that reduces the hit number to 0 or less. Apply results to the selected air units:

  • If the original hit number is less than the total ADS, then each odd-numbered air unit selected (1st, 3rd, etc.) is turned back, and each even-numbered air unit selected (2nd, 4th, etc.) is aborted.
  • If the original hit number at least equals the total ADS, then each odd-numbered air unit selected is aborted, and each even-numbered air unit selected is turned back.

Example: During Jun II 44, three P-47D25s (8F9) and one P-5lD5 (8F8) are flying ground support against a German hex containing an AA strength of 10. The final column used will be the 17 column (starting with the 10 column: +1 for being on or after Apr I 44, +1 for a German AA strength of at least 7, and +0 for 4 air units). The Axis player rolls an 8, for a result of 13.

Each P-47D25 has a printed ADS of 9, which is modified to 6; the P-51D5 has a printed ADS of 8, which is modified to 5. The total ADS is thus 23.

Since the hit result of 13 is less than total ADS, the odd-numbered selections will be turned back, and even-numbered selections will be aborted.

A P-47 is randomly selected, reducing the hit number from 13 to 7. The P-47 is turned back. The second selection is another P-47, reducing the hit number to 1; this P-47 is aborted. The third selection is the P-51, which reduces the hit number below 0; the P-51 is turned back. Since the hit number is now below 0, the remaining P-47 is unaffected by AA.

4. Notes. Use the standard rules when firing AA against strategic wings or V1 attacks.

G. Naval Mechanics.

1. Proportional Losses from Bombing Hits. Instead of the procedure in the standard rules, follow this procedure when assigning bombing hits to naval units:

  • Calculate the relative proportion of each category of naval unit in the target group, based on strength.

Example: A naval group has. received 3 bombing hits. In the group are 10 strength points of TFs, 8 of NTs, and 2 of LCs; the relative proportions are .5 TF (10 points out of a total of 20), .4 NT, and .1 LC. (For ease of calculation, use a calculator to determine percentages; they do not always come out as evenly as in this example!)

  • Apply hits to the category with the highest proportion number. If two or more are tied, apply hits in this order: TF-NT-LC-CG. To apply hits, multiply the proportion number by the total number of hits. Always round fractions up. Randomly select naval units from that category to take the hits.

Example: From above, the TFs have the highest proportion number. Multiplying their .5 by 3 (the total number of hits) yields 1.5, which rounds to 2. Two hits are randomly applied to TFs in the group.

  • If any hits remain unassigned, repeat the above step for the next highest proportion. Continue this process for each proportion until all hits are assigned.

Example: From above, one of the three hits remains unassigned. The NTs have the next highest proportion number. Multiplying their .4 by 3 (the total number of hits) yields 1.2, which rounds to 2. Since only one hit remains unassigned, the NTs receive one hit. After this step, all hits are assigned, and the LCs take no hits.

2. Naval Transport Costs. A unit does not spend MPs to embark. Instead, it only spends MPs when it disembarks. The unit spends MPs for each naval movement step it was at sea during the movement or exploitation phase in which it lands: 1 MP per step if non c/m, and 2 MPs per step if c/m. However, a unit may always disembark by spending all its MPs. Note that a unit which is at sea in more than one phase only spends MPs for the steps it was at sea in the phase it disembarks.

3. CD Combat Strengths. Coast defenses of ports in a hex have a defense strength for ground combat and overrun purposes equal to half their CD level (round fractions down). If the port’s CD in a hex has a defense strength of 1 or greater, it is treated the same as a 1-RE field artillery unit (see Rules 11 and 14B), for purposes of ground combat and overruns.

Special Forces Chart

Allied Special Forces (except OSS)

Unit TypeAmphibAir DropZOCSurpriseAttk CDsRetreatReplace
CommandoNoNoYesNoNoYesLim
Marine Commando, RangerYesNoNoNoYesYesLim
Mechanized CommandoNoNoYesNoNoYes

OSS Special Forces

Unit Type (Force: Unit ID)AmphibAir DropZOCSurpriseAttk CDsRetreatReplace
Commando (Ger: AIC)NoNoYesvs. GerNoYesLim
Parachute Commando (I/SBS, II/SBS)NoYesYesNoNoYesLim
Parachute Commando (It: 2671)NoYesYesvs. ItalNoYes

Axis Special Forces

Unit Type (Nationality)AmphibAir DropZOCSurpriseAttk CDsRetreatReplace
Commando (German)NoNoYesYes*NoYesLim
Commando (Italian)NoNoYesNoNoYesLim
Parachute Commando (German)NoYesYesYes*NoYes

* Only those units with printed attack strengths of 1 or more may make surprise attacks.

  • Amphib: Is the unit amphibious?
  • Air Drop: Is the unit air droppable?
  • ZOC: May the unit attempt to move through ZOCs without paying ZOC costs? Attempt to retreat through enemy ZOCs to a friendly-occupied hex? Attempt to help other units in its hex retreat through enemy ZOCs?
  • Surprise: May the unit attempt to make a surprise attack?
  • Attk CDs: May the unit attempt to damage enemy coast defenses?
  • Retreat: May the unit retreat before combat?
  • Replace: May the unit be replaced once eliminated? (Lim: Limited per Rule 40B.)
  • Germany (in effect) annexes Italian territory: the Italian portion of Slovenia (in Yugoslavia) and the Italian provinces of Ven.-Tridentino and Ven.-Giulia are annexed into Greater Germany, becoming part of WK XVIII. For game purposes, however, theater boundaries are not adjusted when this annexation occurs.
  • Throughout the game turn when Italy surrenders, Italian naval units ignore the presence of Axis mines in the Mediterranean Sea.
  • Add to Garrison: Add the indicated unit to the garrison of the indicated district.
  • Withdraw: The orders of battle require certain units be withdrawn from play at various times. Any unit of the indicated nationality, size, type, and strength may be withdrawn. An isolated unit may not be withdrawn. A withdrawn unit is out of play (simply remove it from the map) and may not return to play unless called for in the orders of battle.
  • Lim
    Mountain CommandoNoNoYesNoNoYesLim
    Parachute CommandoNoNoYesNoNoYesLim
    Lim
    Lim
    Parachute Commando (Italian)NoYesYesNoNoYesLim
    Marine Commando (German)YesNoYesYes*YesYesLim
    Marine Commando (Italian)YesNoYesNoYesYesLim
    Mechanized Commando (German)NoNoYesYes*NoYesLim