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War in the West: WWII in Western Europe, 1939-1945 thumbnail

War in the West: WWII in Western Europe, 1939-1945

War in the West: WWII in Western Europe, 1939-1945 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 General Course of Play
  • 3.0 Game Equipment
    • 3.1 The Game Map
    • 3.2 The Playing Pieces
    • 3.3 Game Charts and Tables
    • 3.4 Game Equipment Inventory
    • 3.5 Game Scale
  • 4.0 Sequence of Play
    • 4.1 The Game-Turn
    • 4.2 Sequence Outline
    • 4.3 Game Length
  • 5.0 Movement
    • 5.1 How to Move Units
    • 5.2 Movement Inhibitions and Prohibitions
    • 5.3 Terrain Effects on Movement
    • 5.4 Weather Effects on Movement
    • 5.5 Mechanized Movement
    • 5.6 Infantry Forced March
    • 5.7 Overrun Movement
    • 5.8 Terrain Effects Chart
  • 6.0 Rail Movement
    • 6.1 Rail Capacity
    • 6.2 Rail Movement Allowance
    • 6.3 How to Use Rail Movement
    • 6.4 Entraining and Detraining
    • 6.5 Rail Hex and Rail Line Status
    • 6.6 Repair Units
    • 6.7 Use of Rail Markers Diagram
  • 7.0 Sea Movement
    • 7.1 Naval Transport
    • 7.2 Emergency Transport
    • 7.3 Amphibious Assault
  • 8.0 Air Movement
    • 8.1 Display of Air Movement
    • 8.2 Air Assault
    • 8.3 Air Transport
    • 8.4 ATP Inter-Front Transfer
    • 8.5 Airborne Units
  • 9.0 Zones of Control
    • 9.1 Units with Modified or No Zones of Control
    • 9.2 Effects of Zones of Control on Movement
    • Summary of Zones of Control Effects
  • 10.0 Stacking
    • 10.1 Units Which Do Not Count Against Stacking Limits
    • 10.2 Stacking Inhibitions and Prohibitions
  • 11.0 Combat
    • 11.1 Which Units May Attack
    • 11.2 Multiple Unit and Multi-Hex Combat
    • 11.3 Kampfgruppen-Battlegroups
  • 12.0 Combat Resolution
    • 12.4 Effects on Combat Strengths and Combat Resolution Die Rolls
    • 12.5 Advance After Combat
    • 12.6 How to Retreat
    • 12.7 Retreat Conversion Option
  • 13.0 Tactical Air Power
    • 13.1 How to Use the Tactical Air War Displays
    • 13.2 Air Superiority (Air Combat)
    • 13.3 Sea Superiority
    • 13.4 Air-Ground Missions
    • 13.5 Air-Ground Interdiction
    • 13.6 Air Unit Transfer
    • 13.7 Creation and Replacement of Air Points
    • 13.8 Restrictions
  • 14.0 Supply
    • 14.1 Judging Supply
    • 14.2 Supply Effects
    • 14.3 Supply Sources
    • 14.4 Tracing the Line of Supply
    • 14.5 Blocking Lines of Supply
    • 14.6 Tracing Ranges from Supplied Hexes
  • 15.0 Weather
    • 15.1 Summary of Weather Effects by Weather Area
  • 16.0 Combining Battlegroup (BG and KG) Units
    • 16.1 Which Units May Combine
    • 16.2 Restrictions
  • 17.0 Replacements
    • 17.1 Restrictions
    • 17.2 Replacement Expense
  • 18.0 Fortified Units
    • 18.1 Restrictions on Conversion
    • 18.2 Restrictions on Fortified Units
  • Exclusive Rules
  • 19.0 Introduction
  • 20.0 Barbarossa
    • 20.1 Eastern Front Definition
    • 20.2 Invasion
    • 20.3 Subsequent Reinforcement
    • 20.4 Effect on Resource Centers
    • 20.5 Re-Entry of East Front Units
    • 20.6 Penalty
    • 20.7 War Boundaries
  • 21.0 The Strategic Cycle
    • 21.1 Sequence
  • 22.0 The U-Boat War
    • 22.1 U-Boat Combat
    • 22.2 U-Boat Attrition
    • 22.3 Effect on Other Reinforcements
    • 22.4 Allied Reaction (Optional)
  • 23.0 Allied Reinforcements
    • 23.1 Allied Reinforcements (Common)
    • 23.2 Commonwealth Reinforcements
    • 23.3 U.S. Reinforcements
    • 23.4 Other Allied Reinforcements
  • 24.0 The Strategic Air War
    • 24.1 Strategic Air War Stage Sequence Outline
    • 24.2 Strategic Air Bases
    • 24.3 Allied Strategic Bombing Points (Bombers)
    • 24.4 Allied Escort Points (Fighters)
    • 24.5 German Interceptors
    • 24.6 Targeting
    • 24.7 Allied Air Asset Allocation
    • 24.8 Air Combat Procedures
    • 24.9 Non-Map Deployment
  • 25.0 Ploesti
    • 25.1 Restrictions
  • 26.0 German Production
    • 26.1 The Production Spiral
    • 26.2 Production Stage Sequence
    • 26.3 Production Points
    • 26.4 Economic Multiple
    • 26.5 Manufacturing and Resource Centers
    • 26.6 Availability of Centers
    • 26.7 Denial of Centers
    • 26.8 Progressive Building
    • 26.9 Rebuilds
  • 27.0 German Reinforcement
    • 27.1 Placement Hexes
    • 27.2 Disbanding of Placement Hexes
    • 27.3 Effect of Enemy Forces
    • 27.4 Placement of Other Reinforcements
    • 27.5 Placement Hexes and Progressive Building
  • 28.0 Production Schedule
  • 29.0 Looting Schedule
    • 29.1 Belgium, Denmark, Switzerland and Yugoslavia
    • 29.2 Poland
    • 29.3 France
    • 29.4 Soviet Union
    • 29.5 Great Britain
    • 29.6 Italy
    • 29.7 Time Limit
  • 30.0 Special Fortifications
    • 30.1 Maginot Line
    • 30.2 West Wall
    • 30.3 Swiss Redoubts
    • 30.4 Tobruk
    • 30.5 Fortification Markers
  • 31.0 Allied Partisans
    • 31.1 Restrictions on Partisan Cadres
    • 31.2 Partisan Units
    • 31.3 Preconditions for Partisan Deployment
    • 31.4 German Security Divisions
    • 31.5 Yugoslavian Partisans
    • 31.6 Italian Partisans
    • 31.7 French Partisans
  • 32.0 Axis Powers
    • 32.1 Germany
    • 32.2 Italy
    • 32.3 Hungary
    • 32.4 Rumania
    • 32.5 Bulgaria
    • 32.6 The Axis Player (Common Units and Capabilities)
  • 33.0 The Allied Nations
    • 33.1 Poland
    • 33.2 The Netherlands
    • 33.3 Belgium
    • 33.4 Commonwealth
    • 33.5 The United States
    • 33.6 France (Third Republic)
    • 33.7 Vichy France
    • 33.8 The Allied Player (Common Units and Capabilities)
  • 34.0 Armed Neutrals
    • 34.1 Norway
    • 34.2 Greece
    • 34.3 Yugoslavia
    • 34.4 Turkey
    • 34.5 Spain
    • 34.6 Sweden
    • 34.7 Eire (Republic of Ireland)
    • 34.8 Portugal
    • 34.9 Switzerland
  • 35.0 Minor Neutrals
    • [36.0] Political Points
    • 35.1 Danzig
    • 35.2 Tangiers
    • 35.3 Denmark
    • 35.4 Andorra
    • 35.5 Luxembourg
    • 35.6 Iran, Iraq and Saudi Arabia
    • 35.7 Latvia, Lithuania and Estonia
  • 36.0 Political Points
    • 36.1 Political Award for City Entry
    • 36.2 Entry into Egypt and French North Africa
    • 36.3 Occupation, Liberation and Reoccupation
    • 36.4 Use of Occupied Facilities
    • 36.5 Territories and Islands
    • 36.6 Political Points Awards Schedule
  • 37.0 Special Rules
    • 37.1 Limitation Imposed by the Counter Selection
    • 37.2 Tracing Sea Passage
    • 37.3 Commonwealth Army
    • 37.4 Italian Units After the Surrender
    • 37.5 Axis High Seas Movement
    • 37.6 Iraq Revolt
    • 37.7 Alternative Mid-East Landing Places
    • 37.8 Supply for Countries With No Supply Centers
    • 37.9 Extraordinary Air-Sea Interdiction
  • 38.0 Scenario Format
    • 38.1 Standard Scenario Format
    • 38.2 Campaign Scenarios
    • 38.3 Arrival of Reinforcements
  • 39.0 Poland Scenario
    • 39.1 Scenario Information
    • 39.2 Deployment
    • 39.3 Victory Conditions
    • 39.4 Special Rules
    • 39.5 Campaign Scenario Additional Deployment
    • 39.6 Campaign Scenario Production
  • 40.0 France '40 Scenario
    • 40.1 Scenario Information
    • 40.2 Deployment
    • 40.3 Victory Conditions
    • 40.4 Special Rules
    • 40.5 Campaign Scenario Additional Deployment
  • 41.0 North Africa Scenario
    • 41.1 Scenario Information
    • 41.2 Deployment
    • 41.3 Victory Conditions
    • 41.4 Special Rules
    • 41.5 Campaign Scenario Additional Deployment
    • 41.6 Campaign Scenario Production
  • 42.0 Italy Scenario
    • 42.1 Scenario Information
    • 42.2 Deployment
    • 42.3 Victory Conditions
    • 42.4 Special Rules
    • 42.5 Campaign Scenario Additional Deployment
    • 42.6 Campaign Scenario Production
  • 43.0 France 1944 Scenario
    • 43.1 Scenario Information
    • 43.2 Deployment
    • 43.3 Victory Conditions
    • 43.4 Special Rules
    • 43.5 Campaign Scenario Additional Deployment
    • 43.6 Campaign Scenario Production
    • 43.7 Strategic Air War Status

1.0 Introduction

War in Europe is a division level simulation of WWII in the European Theatre of Operations, including all of Europe, North Africa and the Middle East. The Playing Pieces represent the armed forces of all the actual and potential belligerents.

Two kinds of rules folders are provided. The first contains Standard Rules, which are common to War in Europe, War in the East and War in the West. The others contain Exclusive Rules, which are different from one game to another within the series.

2.0 General Course of Play

War in Europe is basically a two-Player or -Team game. Each Player moves his units and executes attacks on Enemy units in turn, attempting to fulfill the conditions of victory. To move from one hex to another, each unit expends a portion of its Movement Allowance. Combat is resolved by comparing the total Combat Strength Points of adjacent opposing units and expressing the comparison as a simplified probability ratio (odds). A die is rolled and the outcome indicated on the Combat Results Table is applied to the units involved.

3.0 Game Equipment

3.1 The Game Map

[3.11] The game map shows all the areas required for play of the game. A field of hexagons has been superimposed upon the game map to regularize positioning of the unit markers. Each hex on the game map is given a four-digit number; the first two digits of the number describe the column (running NW to SE) and the last two digits describe the zig-zag SW to NE row in which the hex lies. In addition, each hex number, when stated in the text, is preceded by an understood letter code which identifies the map section which the hex is in. Example: The city of Nice, France (hex C1928) is in the same column as the city of Lyon (hex C1920). Nice is in the same row as the city of Vienna, Austria (hex C4728).

[3.12] The game map comes in nine 22" x 28" map sections. These are identified as Map Sections "A" (Spain), "B" (Britain), "C" (France/Germany), "D" (Italy/Yugoslavia), "E" (Libya/Egypt), "F" (Sweden/Finland), "G" (Warsaw/Moscow), "H" (Black Sea/Stalingrad), and "J" (Turkey/Syria). On each map section is a compass rose, which should be oriented so that North is the same direction for all map sections. Each map section should be placed so that its position relative to every other map section corresponds to the diagram. If the map sections are properly arranged, the tinted edge of the hex field should form a border around the entire map.

[3.13] The map sections should be arranged so that the top row of each southern map overlaps the bottom row of each northern map, and the left edge of each map overlaps the right edge of the adjacent map so that the "0101" hex in the corner of each map shows (see accompanying diagram).

The exception to this is Map Section "A." The eastern edge of Map Section "A" overlaps the western edges of Map Sections "C" and "D," so that hex A3814 (San Sebastian) is adjacent to hexes C0116 (Bayonne) and C0115; and hex A3845 is adjacent to hexes D0113 (Constantine) and D0114.

[Diagram: map section layout. B Britain, F Sweden & Finland (top row); A Spain, C France & Germany, G Warsaw & Moscow; D Italy & Yugoslavia, H Black Sea & Stalingrad; E Libya & Egypt, J Turkey & Syria (bottom row).]

3.2 The Playing Pieces

Playing Pieces fall into three categories. The predominant category is ground combat units, representing military formations (normally of division size). These units possess combat and movement abilities and are essentially the Player's army. The second category consists of support units, which have limited combat and movement ability, but aid the ground combat units. Finally, there are various points and markers, whose roles are explained in the rules text.

The units (and a few of the markers) are printed on both sides. Usually, one side will indicate the basic unit and the reverse side will indicate some sort of changed status of that unit. Both sides of each unit are shown in the Summary of Unit Types (see 3.22). The units are distinguished by various symbols and numbers on the counter (playing piece).

It is strongly suggested that the Players sort the units and markers by type and color and keep them segregated, as this greatly facilitates setting up and playing the game.

[3.21] Sample Unit. The sample counter shows: Unit Size; Nationality; Unit Type; Combat Strength; Movement Allowance.

[3.22] Summary of Unit Types. (Counter illustrations: see the printed Summary of Unit Types. Mechanized Combat Units, front and back, include Armor and Mechanized Infantry; Non-Mechanized Combat Units include Infantry. Other counters: Mobile Supply, Railroad Repair, Air Point, Mechanized and Infantry Replacement Points, Fortification Marker, Entrained Marker, Air Interdiction Marker, Railhead Marker, Rail Junction Marker.)

[3.23] Other Counters. Support Units, Points, and Markers as shown in the Summary of Unit Types.

[3.24] Definition of Terms

Attack Strength is the basic offensive power of a unit quantified in Attack Strength Points.

Defense Strength is the basic defensive power of a unit quantified in Defense Strength Points.

Combat Strength is a term used to describe both the offensive and defensive power of a unit when both the Attack Strength and Defense Strength of the unit are equal and are represented by a single number.

Movement Allowance is the maximum movement ability of a unit quantified in Movement Points. The Movement Allowance does not apply to Rail, Air or Sea Movement.

Size Symbols

  • XXX = Corps
  • XX = Division
  • X = Brigade
  • KG = Kampfgruppe of larger unit
  • BG = Battlegroup of larger unit
  • II = Regiment

[3.25] Permanence of Units and Points. Ground Combat and Support units are discrete entities which may not be divided or interchanged, except in specific cases described in the rules. Points (Air Points, Naval Transport Points, U-Boat Points, etc.) are given in denominations of value, and a Player may freely "make change" between these denominations.

[3.26] Hex Control. A Player controls a hex, and the hex is considered "Friendly," if a Friendly unit was the last to occupy or move through that hex. [KC Errata 3.26 (Clarification): A hex is considered "Friendly" if a Friendly unit was the last to occupy or move through that hex. A hex is Neutral if it is in a Neutral country. Any hex that is not Friendly or Neutral is an "Enemy" hex. In the following cases the word Control means Friendly and not Zone of Control: 6.62, 7.73, 8.26, 20.71, 31.0, 61.74, and 61.9.]

3.3 Game Charts and Tables

Various visual aids are provided for the Players to simplify and illustrate certain game functions.

3.4 Game Equipment Inventory

ComponentWar in the WestWar in the EastWar in Europe
Standard Rules booklet111
Exclusive Rules booklet112
Axis Counter Sheet (400 pcs)333
Allied Counter Sheet (400 pcs)303
Soviet Counter Sheet (400 pcs)033
Game Map Sections939
Allied Record Tracks & Charts

If any of these parts are missing or damaged, write to Customer Service at the address printed in the booklet. Questions regarding the game, if stated in a "yes" or "no" or multiple-choice manner, and accompanied by a stamped, self-addressed envelope, will be answered. Send to "Game Questions Editor" at the same address.

[KC Errata 3.4 (Clarification): The Soviets have a total of three (3) counter sheets in both WAR IN THE EAST, 2nd Edition, and WAR IN EUROPE.]

3.5 Game Scale

Each Game-Turn represents one week real time. Each hex is equivalent to approximately 33 kilometers in distance.

4.0 Sequence of Play

4.1 The Game-Turn

War in the West is played in sequential turns called Game-Turns. When playing the Campaign Scenarios, another event (the Strategic Cycle) occurs after every fourth Game-Turn. [KC Errata 4.1 (Correction to second sentence): "...occurs at the beginning of the cycle after every fourth game turn."] This is described in the Exclusive Rules. Each Game-Turn is composed of a Joint Air War Turn of two Phases; and two Player-Turns of eight Phases. The Player whose Player-Turn is in progress is called the Phasing Player. The Scenario Instructions will define who is the First Player.

4.2 Sequence Outline

A. JOINT TACTICAL AIR WAR TURN

  1. Tactical Air Commitment Phase: Both Players commit their available Air Points as desired.
  2. Tactical Air Combat Phase: Both Players execute combat between opposing Air Points. Both Players execute Port Suppression Missions.

B. FIRST PLAYER-TURN

  1. Reinforcement/Replacement Phase: Any reinforcements due are placed on the map. Replacement procedure is conducted.
  2. Initial Movement Phase: The Phasing Player may move any or all Friendly units in any direction up to the limit of their Movement Allowance and within the restrictions outlined in the Movement and Supply Rules (Sections 5.0 and 14.0, respectively).
  3. Rail Movement Phase: The Phasing Player may move Friendly units (which did not move during the Initial Movement Phase) by Rail, in accordance with the Rail Movement Rules (Section 6.0).
  4. Sea Movement Phase: The Phasing Player may move Friendly units by Sea, in accordance with the Sea Movement Rules (Section 7.0), and Case 13.32.
  5. Air Movement Phase: The Phasing Player may move Friendly Airborne units (which did not move during the Initial Movement Phase) by Air, in accordance with the Air Movement Rules (8.0).
  6. Combat Phase: The Phasing Player resolves all Amphibious Assaults and Air Assaults and executes any normal attacks on Enemy units at his option; combat is resolved as outlined in the Combat Rules (Section 11.0).
  7. Mechanized Movement Phase: The Phasing Player may move (again) all of his armored, mechanized and cavalry units (which were not moved by Rail or Sea Movement) in any direction up to their Movement Allowance, within the restrictions outlined in the Movement and Supply Rules.
  8. Air Interdiction Phase: The Phasing Player removes any Enemy Air Interdiction Markers and places his own, as permitted by the Tactical Air Power Rules (Section 13.0).

C. SECOND PLAYER-TURN

The Second Player repeats Phases One through Eight, becoming the Phasing Player and moving his own units.

D. HOUSEKEEPING

Both Players' Air Points should be returned to the Available Box of the Air Display. The Game-Turn Marker is advanced one step on the Turn Record Track.

4.3 Game Length

Repeat Steps A through D for each Game-Turn indicated in the Scenario. At the end of the last Game-Turn, the game is over, and the Players' performances are evaluated in terms of the Victory Conditions.

5.0 Movement

General Rule. There are five Movement Phases in each Player-Turn. During the Initial Movement Phase, the Phasing Player may move any, all or no Friendly units. During the Rail, Sea and Air Movement Phases, the Phasing Player may move certain units, in accordance with the Rail Movement, Sea Movement and Air Movement Rules (Sections 6.0, 7.0 and 8.0, respectively). During the Mechanized Movement Phase, the Phasing Player may move Friendly armored, mechanized infantry and cavalry units (only), which did not move by Rail or Sea, regardless of whether or not these units were moved during the Initial Movement Phase. During both the Initial and Mechanized Movement Phases (only), units are moved according to the normal Movement Rules (5.0). A unit expends a portion of its total Movement Allowance to enter each hex. The cost to enter each hex is dependent upon a variety of factors, including the terrain in the hex, seasonal weather effects, and the presence of Enemy Zones of Control in the hex. During the Initial Movement Phase, the Phasing Player may move as many or as few of his units as desired, within the limit of the unit's Movement Allowance. During the Mechanized Movement Phase, the Phasing Player may move (again) as many or as few of his Mechanized units (only), as he desires, up to the limit of their Movement Allowance. (Units which may be moved during the Mechanized Movement Phase, armored, mechanized infantry and cavalry units, are hereafter referred to as "Mechanized" units.) A Mechanized unit may be moved in both the Initial and Mechanized Movement Phases, at the Phasing Player's option. Unused Movement Points may not be accumulated from Phase to Phase or transferred from unit to unit.

Procedure. Move each unit individually, tracing the path of its movement through a path of contiguous hexes on the hexagonal grid. Once a unit has been moved and the Player's hand withdrawn, the unit may not move again, nor retrace and/or change its path during that Game-Turn (exception: see Case 5.7).

5.1 How to Move Units

[5.11] During the Initial Movement Phase and Mechanized Movement Phase (only) the Phasing Player's units are moved; all, some or none of his units may be moved. No Enemy movement, and no combat, may occur during a Movement Phase. However, Overrun Attacks may occur (see Overrun, Case 5.7).

[5.12] Movement is calculated in terms of Movement Points. Basically, each unit expends one Movement Point of its total Movement Allowance for each hex it enters.

[5.13] A unit's Movement Allowance is variable. It may be altered by seasonal weather effects and/or the supply state of the unit at the beginning of a Movement Phase. Similarly, the Movement Point cost to enter a given hex may be altered by the terrain in the hex, weather and/or the presence of Enemy Zones of Control, Enemy occupation or Enemy Air Interdiction Markers in the hex. All effects which may alter a unit's Movement Allowance are always cumulative. Similarly, all effects which change the Movement Point cost to enter a given hex are also cumulative. Finally, whenever a unit's Movement Allowance is halved, any fractions are dropped.

Example: Entering an Enemy-controlled, clear terrain hex would require the expenditure of three Movement Points: one Movement Point to enter the clear terrain hex and two additional Movement Points for entering an Enemy Zone of Control.

[5.14] During any Initial or Mechanized Movement Phase (in which a particular unit is allowed movement) a unit may always move one hex, regardless of the number of Movement Points it has to expend, except to move directly from one Enemy-controlled hex to another Enemy-controlled hex and except to Overrun.

[5.15] No regular combat may take place during the Initial or Mechanized Movement Phase. An Overrun may take place during the Initial and/or Mechanized Movement Phase. An Overrun is not considered regular combat; it is considered a function of movement (see Overrun, Case 5.7).

[5.16] Units may freely enter or move through hexes containing other Friendly units, regardless of stacking restrictions. There is no additional Movement Point penalty for stacking or unstacking with other Friendly units.

5.2 Movement Inhibitions and Prohibitions

[5.21] A unit may never enter a hex unless it has sufficient Movement Points to pay all the appropriate Movement Point costs implied by the terrain effects, Zones of Control, Enemy occupation, weather effects, and/or the presence of Enemy Air Interdiction Markers in the hex (exception: Case 5.14).

[5.22] A unit may never enter an Enemy-occupied hex, except to execute an Overrun, or Amphibious or Air Assault (exception: see Partisans).

[5.23] A unit may not end the Movement Phase in violation of the Stacking Rules (see Stacking).

[5.24] A unit may move through Enemy-controlled or Enemy Interdicted hexes by paying all the required Movement Points to do so.

[5.25] Units which move during a Friendly Rail, Air or Sea Movement Phase may not have moved during the Initial Movement Phase of the same Player-Turn, nor may they be moved during the Mechanized Movement Phase of the same Player-Turn (exception: see Case 7.21).

[5.26] A unit may never enter an all-Sea hex or cross an all-Sea or Blocked hexside, except when using Sea Movement (see Section 7.0).

[KC Errata 5.28 (Clarification): Movement through blocked hexsides crossed by Rail Lines is by Rail Movement or Repair units only, regardless of weather (Exception: 15.1 and 77.2).]

[5.27] Units may not be moved off the map, except by specific direction of a rule (see Case 7.16).

5.3 Terrain Effects on Movement

The cost in Movement Points to enter a given hex will vary according to the type of terrain in the hex and the type of unit which is entering the hex (see Terrain Effects Chart). Motorized units (all units with a Movement Allowance of 10) pay mechanized Movement costs, but move only in the Initial Movement Phase. [KC Errata 5.5 (Addition): Cavalry units pay infantry unit Movement Point costs.]

5.4 Weather Effects on Movement

The weather, during certain Game-Turns (specified as either Snow or Mud Game-Turns on the Turn Record Track), affects the Movement Allowances of various units, as well as the entry costs for hexes containing certain terrain features (see Terrain Effects Chart and Weather Rules).

5.5 Mechanized Movement

During his Mechanized Movement Phase, the Phasing Player may move his armored, mechanized infantry and cavalry units (only) up to their full Movement Allowance. This movement is additional to any movement made by these units during the Initial Movement Phase. Units which moved during the Rail or Sea Movement Phase may not move during the Mechanized Movement Phase.

Overruns may be performed during the Mechanized Movement Phase, but no combat may take place after this Phase in that Player-Turn. All normal terrain, weather and supply effects on movement are in effect during the Mechanized Movement Phase.

[KC Errata 5.8 (Clarification): A mechanized unit moving across a river hexside in the Initial or Mechanized Movement Phase always must expend one additional Movement Point in order to cross the hexside, even if that hexside also is crossed by a Rail Line.]

5.6 Infantry Forced March

During the Initial Movement Phase (only), the Phasing Player may attempt to force march any of his infantry units. All infantry units, except Finnish infantry units, German Security and Static Divisions may be force marched. Non-infantry units may never force march. Each force marching infantry unit is moved individually up to double its normal Movement Allowance. At the end of the unit's movement, the Owning Player immediately rolls a die to determine the attritional effect of the force march on that unit. If a roll of any number other than "one" is made, the unit suffers no adverse effect. If a "one" is rolled, the unit is immediately flipped over and becomes a Kampfgruppe-sized unit. If a Kampfgruppe-sized unit, or a unit that cannot be reduced to a Kampfgruppe-size, rolls a "one" during its force march attempt, it is eliminated.

[5.61] A single, separate die roll must be made for each infantry unit which force marches.

[5.62] Infantry units are subject to all normal modifications of their Movement Allowance while force marching. All normal modifications are first applied to the unit's printed Movement Allowance, and then the unit's adjusted Movement Allowance is doubled. For instance, an unsupplied unit would first halve its printed Movement Allowance for being unsupplied (fractions are dropped), and this adjusted Movement Allowance is doubled if the unit force marches.

[5.63] Infantry units which force march may not take part in an Overrun.

[5.64] Infantry units which force march may not enter Enemy-controlled hexes. They may only move adjacent to an Enemy unit if that Enemy unit is not exerting a Zone of Control into the hex to be entered (e.g., an armored unit in Rough Terrain). In such a case, the force marched unit could attack it during the Friendly Combat Phase.

[5.65] Motorized units may not force march.

5.7 Overrun Movement

An Overrun is a form of attack which is conducted during the Phasing Player's Initial and/or Mechanized Movement Phase (only). It is considered to be solely a function of movement, rather than combat. In executing an Overrun, the Overrunning units enter the hex of the units to be Overrun. This forms an exception to Case 5.22.

All of the units which participate in the Overrun must enter the hex through the same hexside, but need not have begun the Movement Phase stacked in a common hex. Each unit participating in the Overrun is required to expend two additional Movement Points (in addition to the normal cost) for entering the hex. Friendly units participating in an Overrun may ignore the Zones of Control of all Enemy units in the hex which is being Overrun (consider that the units being Overrun have no Zones of Control during that Overrunning unit's movement). The Overrunning unit must pay normal entry and exit costs to enter or exit any Enemy Zones of Control exerted by Enemy units which are not involved in the Overrun. In order to enter an Enemy-occupied hex, the Overrunning unit(s) must be able to muster a thirteen-to-one Combat Odds against the unit(s) in the hex. The Enemy units in the hex are immediately removed from the map (during the current Movement Phase). After the Overrun units have been removed, those units which participated in the Overrun may continue moving up to the limit of their Movement Allowance. Note: Overrun Movement is treated as an exception to the rule requiring that each unit must individually finish its movement before any other Friendly unit is moved.

[5.71] Enemy units within one hex must be Overrun as a group; i.e., units stacked together cannot be individually Overrun. The Defense Strengths of the units being Overrun in a single hex must be combined and the Overrunning units must achieve a thirteen-to-one Combat Odds against this combined Defense Strength.

[5.72] Enemy Zones of Control do extend into hexes occupied by Enemy units. Thus, a Friendly unit entering a hex to execute an Overrun expends two additional Movement Points (over and above the two additional Movement Points required to execute an Overrun) if the hex to be Overrun is in the Zone of Control of another uninvolved Enemy unit.

[5.73] A maximum of three Friendly units may enter an Enemy-occupied hex for the purpose of executing an Overrun.

[5.74] A unit may not participate in an Overrun against more than one Enemy occupied hex in a single Movement Phase, even if it has sufficient Movement Points to do so.

[5.75] The supply state of all units involved in an Overrun (both the Overrunning and the Overrun units) is determined at the beginning of the Movement Phase in which the Overrun is executed. Unsupplied units participating in an Overrun do not automatically suffer an "A Ex" Result (this is an exception to Case 12.7). [KC Errata 5.75 (Correction): Case 12.7 should be case 12.43.]

[5.76] Overrun movement is subject to the normal effects on Combat and Movement due to terrain, weather, supply, Zones of Control and Enemy Air Interdiction. Units Overrunning across a River hexside have their Combat Strength halved.

[5.77] Infantry units may not participate in an Overrun in a Movement Phase in which they have attempted to force march.

[5.78] Entrained units may be Overrun. If an Overrun is executed against an entrained unit, the unit is automatically detrained and has its Defense Strength halved retaining fractions (after normal modification is made for terrain, supply, etc.) when computing the necessary thirteen-to-one Overrun Odds.

[5.79] A unit which is Overrun never forms a kampfgruppe or battlegroup sized unit. It is eliminated.

Example: Two German 10-8 divisions and an 8-8 division cooperate to Overrun an Enemy division, which has a Combat Strength of "2" (face value). The Odds are "28 to 2" (14 to 1), more than sufficient for the Overrun. Each of the German units expends two Movement Points to move to the Enemy hex; two more to Overrun; and an additional two for entering the Zone of Control of an uninvolved Enemy unit, which is itself not the subject of an Overrun that Phase. Each of the German units expends a total of six Movement Points (and do not have enough remaining Points to continue moving).

5.8 Terrain Effects Chart

(See Terrain Key on Map F.)

Terrain TypeMovement Cost to Enter (or Cross) for Mech UnitMovement Cost to Enter (or Cross) for Non-Mech UnitZone of Control EffectCombat Effects When Defender Is in Hex (or Attacker Is Attacking Through Hexside)
Clear Hex1 MP1 MPNormalNormal
Broken Hex1 MP1 MPNormalReduce attack die roll by one.
Woods Hex2 MP2 MPNegates Mech ZOCReduce attack die roll by one.
Swamp Hex3 MP2 MPNegates Mech ZOCReduce attack die roll by one.
Rough Hex4 MP

TERRAIN EFFECTS NOTES:

  • * When a unit is not moving by Rail Movement, but is nevertheless moving from Rail hex to connected Rail hex, the Movement Point cost shown on the Terrain Effects Chart is used. Of course, if a mechanized unit is entering a hex that normally costs only one Movement Point to enter, the fact that it is a Rail hex does not increase the entry cost to two Movement Points.
  • "NA" (Not Applicable) indicates that that terrain does not in itself have a bearing on the activity in question. Other terrain in the same hex is applicable.
  • Note that units attacking through River hexsides are halved whether or not other units are attacking the same defending units through non-River hexsides.
  • When the attack die roll is reduced, it is reduced because of the terrain that the defending unit is in; if more than one hex (with differing terrain) is the object of the same attack, any reduction applies nevertheless.
  • An "Arctic Hex" is any hex north of the Arctic Circle.

6.0 Rail Movement

General Rule. During the Rail Movement Phase (only), the Phasing Player may move certain units by Rail Movement, within the restrictions of the Rail Movement Rules. Rail Movement is a special form of movement which may not be combined with any other form of movement. Rail Movement encompasses the act of entraining and/or detraining units, as well as the movement of entrained units between Rail hexes through a connecting Rail hexside. Rail Movement is governed by a number of special rules. The Phasing Player is restricted as to the number of Friendly units which may use Rail Movement. Units using Rail Movement have a special Rail Movement Allowance during the Rail Movement Phase. The Phasing Player may only use Rail Movement into and through "Friendly" Rail hexes. Thus, Rail Movement is dependent on the status of each Rail hex to be entered during a given Rail Movement Phase.

Cases

6.1 Rail Capacity

Rail Capacity is defined as the maximum number of Friendly units allowed to use any form of Rail Movement (including entraining and/or detraining) during a Phasing Player's Rail Movement Phase. Rail Capacity is assigned to each Player separately. Each Player's Rail Capacity remains constant throughout the game.

[6.11] A Player may never violate his Rail Capacity by having more Friendly units using Rail Movement than his Rail Capacity allows. At any time a Player's Rail Capacity is exceeded, the opposing Player may choose whichever of the excess units he desires to be immediately removed from the map.

[6.12] All entrained, entraining and detraining Friendly units count against a Player's Rail Capacity. Thus, a Friendly unit which detrains during the Phasing Player's Rail Movement Phase is counted against the Player's Rail Capacity for that Movement Phase.

[6.13] Each corps-sized unit using Rail Movement counts as three division-sized units for Rail Capacity purposes. Each kampfgruppe-sized unit using Rail Movement counts as one division-sized unit for Rail Capacity purposes. Brigades and regiments also count as one unit each.

6.2 Rail Movement Allowance

The Rail Movement Allowance is a special Movement Allowance, which replaces a unit's normal Movement Allowance during the Rail Movement Phase in which the unit is using any form of Rail Movement. A unit's Rail Movement Allowance is quantified in terms of Rail Movement Points. The Rail Movement Allowance for all units moving by Rail is fifty Rail Movement Points (see Case 15.1).

6.3 How to Use Rail Movement

[6.31] A unit may entrain, move by rail, and detrain in the same Friendly Rail Movement Phase.

[6.32] It costs one Rail Movement Point for each Rail hex entered through a Rail hexside, regardless of the other terrain in the hex. An entrained unit must expend five additional Points to enter an Enemy Interdicted hex. Rail Movement Points may only be expended to entrain, detrain or to move through Rail hexes during the Phasing Player's Rail Movement Phase. Unused Rail Movement Points may not be used for any form of non-Rail Movement, nor may they be accumulated from Phase to Phase or transferred from one unit to another.

[6.33] In order to use Rail Movement during a Rail Movement Phase, a unit must not have moved during the Initial Movement Phase of the same Player-Turn, nor may it use Sea Movement (exception: see Case 7.2), Air Movement or movement during the Mechanized Movement Phase during the Player-Turn in which it uses Rail Movement. There is no limit to the number of Turns a unit may remain entrained.

[6.34] An entrained unit may not enter an Enemy-controlled hex, even if the Enemy-controlled hex is occupied by a Friendly unit. If an Enemy unit moves adjacent to an entrained unit, the entrained unit must either detrain in that hex, or leave the Enemy-controlled hex (using Rail Movement) during the next Friendly Rail Movement Phase at a cost of five additional Rail Movement Points. Note: Certain units do not exert Zones of Control into certain terrain; an entrained unit may move adjacent to such an Enemy unit. [KC Errata 6.34 (Clarification): Add to the end of case "detrain and fight."]

[6.35] Entrained units have no Zones of Control. An entrained unit may never attack an Enemy unit or participate in any way in an Overrun.

[6.36] If an entrained unit is attacked, it is automatically detrained (immediately and at no cost), and its Defense Strength, after being modified for terrain, supply and weather effects, is halved, retaining fractions.

6.4 Entraining and Detraining

[6.41] Units may only entrain and/or detrain during the Phasing Player's Rail Movement Phase. Ten Movement Points are expended from the unit's Rail Movement Allowance to entrain or detrain. An entrained unit may be detrained at any time during the Phasing Player's Rail Movement Phase, providing it has sufficient Rail Movement Points remaining to pay the detraining cost. Entrained units should be indicated by using an Entrained Marker.

[6.42] A unit may not entrain in an Enemy-controlled hex (even if occupied by another Friendly unit). An entrained unit may detrain in an Enemy-controlled hex (at the regular detraining cost). A unit may entrain or detrain in an Enemy Interdicted hex at no extra cost.

6.5 Rail Hex and Rail Line Status

Generally speaking, there are two different types of railroads in Europe. All of Western Europe uses standard 4' 8.5" gauge track, while all of the Soviet Union uses Russian 5' 6" gauge track. But regardless of which type of Rail Line is being considered, for a Friendly unit to use the Rail Lines of an Enemy country, the Rail Line must first be "repaired." For game purposes, it is necessary to define which Rail Lines can be used by either Player for purposes of Rail Movement and Supply. At any time during a game, a Rail hex will either be a "Friendly Rail hex," "Enemy Rail hex," or a "Neutral Rail hex." Only Friendly Rail hexes may be used for Friendly movement and/or supply purposes.

[6.51] In all Scenarios, before play begins, the status of all Rail hexes is determined and delineated by the use of Friendly Railhead and Rail Junction Markers, within the specifications of the rules of the particular Scenario being played.

[6.52] In order to enter a Friendly Rail hex via Rail Movement, it must be possible to trace a line of contiguous Friendly Rail hexes from the particular hex in question to a Friendly Supply Source. It may be traced through Enemy-controlled and Enemy Interdicted hexes. It must be traced through connecting Rail hexsides which connect all of the contiguous Rail hexes in the Rail Line.

[6.53] Railhead and Rail Junction Markers (distinguished by nationality) are used in conjunction to delineate the path of Friendly Rail hexes and the extent of Friendly Rail Lines. Railhead Markers are used to indicate those Friendly Rail hexes which are farthest along the Rail Line from the Friendly Supply Source, and should be placed with their "tail" indicating the direction of the Rail Line leading back toward the Friendly Supply Source. Railhead Markers are also used to indicate "Cuts" in the Rail Line. Whenever a ground combat unit enters or passes through an Enemy Rail hex, the Enemy Player should immediately place Railhead Markers on both sides of the hex to indicate that the Rail hex has been "neutralized." Whenever a contiguous series of Rail hexes have been neutralized, a pair of Railhead Markers should be used to indicate the stretch of neutral track lying between the Railhead Markers. In all cases, the rounded "heads" of the Railhead Markers should be faced toward each other to indicate the neutralized hexes.

[6.54] When neutral Rail hexes lie between the furthest Railhead Marker on that Rail Line and the Friendly Supply Source, the furthest Railhead Marker should be rotated 180° and left where it is so that it may be used again when the neutralized Rail hexes have been repaired. Until the neutral track is repaired by Friendly Repair units, a Player uses the farthest Railhead Marker which is still connected to a Friendly Supply Source by a contiguous path of Friendly Rail hexes as the temporary Railhead.

[6.55] Rail Junction Markers are used to indicate the path of Friendly Rail hexes passing through a hex where two or more Rail Lines intersect. The arrows on a Rail Junction Marker should be placed to indicate the direction of the Friendly Rail Line.

[KC Errata 15.1 (Clarification): Mobile Supply units in Severe Weather Areas may move only by Rail or due to combat during Snow Game-Turns.]

[KC Errata 15.1 (Addition): Sweden does not enjoy the Severe Weather Area Combat and Movement benefits that the Finns and Russians do.]

[KC Errata 15.1 (Clarification): Rail Line repair and conversion are affected by weather.]

[KC Errata 15.1 (Page 16 Typo Correction): Add "" to: Snow Game Turn: Movement Allowance is reduced to half value of all mechanized and motorized units ().]

[KC Errata 15.1 (Addition): Blocked Lake hexsides are unblocked when frozen. This also applies to 77.2.]

[KC Errata 15.2 (Omission): INTER-AREA RESTRICTIONS. Units moving from one Weather Area to another have their Movement Allowance and Supply Range determined according to the hex in which they begin the Movement Phase. A unit's Supply state and Combat Strength (due to Weather effects) are determined at the moment of combat. A unit attacking across a Weatherline has its Supply state and Attack Strength determined according to the hex which the attacking unit occupies.]

6.6 Repair Units

Repair units are used to convert Enemy Rail hexes into Friendly Rail hexes and to repair Neutral Rail hexes, converting them, also, into Friendly Rail hexes. The use of Repair units is subject to special limitations and restrictions.

[6.61] During each Initial Movement Phase, a Friendly Repair unit may enter adjacent Rail hexes and convert or repair those Rail hexes for Friendly Rail Movement and Supply purposes. When a Repair unit enters a Rail hex, it may remove all other Markers which have been used to indicate the status of that Rail hex and advance a Friendly Railhead Marker into the hex. Repair units may only convert or repair Rail Lines during the Friendly Initial Movement Phase. Repair units may only move through Rail hexes which are connected by Rail hexside, or by Sea Movement.

[6.62] During the Initial Movement Phase, Repair unit movement does not count against Friendly Rail Capacity. Repair units may repair same gauge Rail Lines at a cost of one Movement Point per hex. They may repair different gauge Rail Lines at a cost of five Movement Points per hex. When moving during the Initial Movement Phase, Repair units are exempt from terrain and supply effects on movement, as well as any additional cost due to Enemy Zones of Control or Interdiction Markers. However, their movement abilities are affected by Weather (see Case 15.1). Note that all Rail Lines outside of the Soviet Union (or Soviet-controlled territory at the start of a Scenario) are of the same gauge; and that the repair of different gauge Rail Lines will only occur when Soviet units are actually in play (i.e., in either War in the East or War in Europe).

If a different gauge Rail Line has been converted by a Repair unit, and has been subsequently cut by Enemy units, it may be repaired at a cost of one Movement Point per hex.

[KC Errata 6.62 (Omission): Repair units (and all other units) on the "wrong" side of a neutralized or cut Rail hex (the side not reconnecting to a Friendly Supply Source - see Case 6.52) may not use Rail Movement; they may move normally along the Rail Line to the cut in order to repair it.]

[6.63] Any Rail hexside (a hexside crossed by a Rail Line symbol) which forms a part of a Friendly Rail hex is considered a Friendly Rail hexside. Thus, when converting or repairing Rail hexes, a Repair unit need not pass through all Rail hexsides. It need only enter a Rail hex adjacent to another Friendly Rail hex, at which time the two Friendly Rail hexes are considered automatically connected by the intervening Rail hexside.

[6.64] Repair units may use Rail or Sea Movement during the appropriate Friendly Movement Phases. When doing so, they are subject to all normal restrictions on the type of movement they are using. They count against Friendly Rail or Naval Capacity as one division each. Repair units may not move during more than one Friendly Movement Phase per Game-Turn. They may only repair Rail hexes during a Friendly Initial Movement Phase. When using Sea Movement, Repair units may only embark or debark in Friendly Major Port hexes which have either never "changed hands" or been repaired by the Owning Player for a minimum of ten Game-Turns.

[KC Errata 6.64 (Clarification): Repair units moving by Rail Movement or Sea Movement may not repair or convert Rail hexes during that turn.]

[6.65] Repair units may enter Enemy-controlled or Interdicted hexes at no additional cost during the Initial Movement Phase. They may never attack Enemy units or participate in Overruns. Repair units expend five additional Movement Points to enter an Interdicted hex when using Rail Movement.

[KC Errata 6.65 (Omission): Repair units may repair or convert Rail hexes occupied by a Partisan unit.]

[6.66] When a Repair unit is attacked, it may defend normally, but it may only retreat through Friendly Rail hexes connected by Rail hexsides; if unable to do so, it is eliminated.

[6.67] Repair units count as one unit against normal Stacking Limits. They do not have a Zone of Control.

[6.68] When a country joins either the Axis or the Allies (due either to a violation of neutrality or a "political trigger"), all Rail hexes in that country automatically become a part of the Rail system of the side that the country has joined. Friendly units moving on Rail hexes of the country would count against the total Rail Capacity of either the Axis or the Allied Player.

[KC Errata 6.69 (Addition): The following table details the number of hexes a Repair unit may repair or convert during the noted Weather Game-Turns in the two Weather Areas which affect the Repair units. R = Repair; C = Convert.

NationalityWeather AreaClear (R / C)Mud (R / C)Snow (R / C)
Axis & AlliedSevere5 / 11 / 01 / 0
Axis & AlliedModerate5 / 12 / 01 / 0
SovietSevere1 / 11 / 01 / 1
SovietModerate1 / 11 / 01 / 1

6.7 Use of Rail Markers Diagram

In the diagram, Axis units are shaded; Allied units are not.

The diagram (which shows a part of Map Section C, with the terrain features removed) illustrates the proper use of the various Rail Markers to help define the paths of Axis and Allied Rail Lines. The Axis Railhead Markers are used to indicate Axis Rail hexes which are most distant from a Friendly Supply Source (in this case, a Manufacturing Center in Germany). Similarly, the Allied Railhead Markers are positioned in Allied Rail hexes which are furthest from an Allied Supply Source (in this case, the Port hex of Nantes, 1107, and Port hexes further to the west. Note that an Allied Railhead Marker has been placed in hex 1107 to indicate that it is an Allied Supply Terminus). The Railhead Markers are placed with their "tails" directed towards the Friendly Supply Source, with the exception of the Axis Railhead Marker in hex 1414, which has been reversed 180° to indicate that it is no longer a functioning Railhead. Railhead Markers have also been used to indicate Rail hexes which have been passed through by Enemy units and have not since been entered by a Friendly Repair unit. They are used in pairs to indicate a contiguous series of these "Neutralized" Rail hexes. They indicate that the Rail hexes between them are neutral; i.e., Friendly Supply and Rail Movement may not be traced through these hexes until a Friendly Repair unit has entered them. In the diagram, the following Rail hexes are shown as being neutral: 1413, 1515-1614-1615, 1711.

Between a Friendly Railhead Marker and the Friendly Supply Source, a Friendly Rail Junction Marker should be placed in each hex in which two or more Rail Lines intersect. The "arrowhead" of the Rail Junction Marker should be directed along the path of Rail hexes leading to a Friendly Railhead Marker. When two or more Rail Lines, both of which are Friendly, intersect, a Friendly Rail Junction Marker may be placed in the hex of intersection to indicate one path of Friendly Rail Lines, while a second Friendly Rail Junction Marker may be placed in a hex adjacent to the hex of intersection, and in a manner so as to describe the second path of Friendly Rail hexes (as in hex 1215 of the diagram).

Note: It is entirely possible to use the Rail Markers far more economically than in the manner in which they have been used in this diagram. For instance, if all intersecting Rail Lines passing through a hex are Friendly, no Rail Junction Marker whatsoever need be used in that hex. In general, the Rail Markers should be used only when and where they are absolutely necessary to define the status of particular Rail hexes and the outline of the Allied and Axis Rail networks.

7.0 Sea Movement

General Rule. There are three types of Sea Movement: Naval Transport, from one Friendly Port hex to another Friendly Port hex; Emergency Transport, also from one Friendly Port hex to another Friendly Port hex; and Amphibious Assault, from a Friendly Port hex to any non-Mountainous Coastal hex. The ability to move units by Naval or Emergency Transport is expressed in terms of Naval Transport Points; each Transport Point represents the capability to move one division (or division-equivalent) of ground units. The ability to have units perform an Amphibious Assault is expressed in terms of Amphibious Assault Points; each Assault Point represents the capability to have one division or division-equivalent perform an Amphibious Assault. Assault Points may also be treated as Transport Points in order to move units by Naval or Emergency Transport.

The Sea and Coastal hexes on the map are divided into various Sea Areas and labeled High Seas, Black, Baltic, Aegean, Adriatic, and West, Central and East Mediterranean. Small land-locked bodies of water are not seas. The capability to use Sea Movement in a given Sea Area is defined for each Player.

Procedure. All Friendly Sea Movement occurs during the Friendly Sea Movement Phase. Units may not combine Sea Movement with any other form of movement in the same Game-Turn (exception: see Case 7.2). In all types of Sea Movement, the transported units must be able to trace a path of contiguous Sea, Coastal or River hexes from the embarkation hex to the debarkation hex, specifying the exact route followed. Sea Movement may not be traced through a hex occupied by an Enemy ground unit, although an Amphibious Assault (only) may be launched into such a hex. Naval Transport is considered to have unlimited range; there is no limit to the number of hexes a unit may move in a single Sea Movement Phase, provided that the required path of hexes is traced. Amphibious Assault is also considered to have unlimited range. [KC Errata 7.0 (Correction): Delete the reference to Amphibious Assault Range as being unlimited.] Emergency Transport has a range of four hexes; i.e., the path of Sea, Coastal or River hexes traced by the moving unit may be no more than four hexes in length.

Normal stacking limitations apply throughout the Sea Movement Phase. No more than four non-Soviet (or three Soviet) units may embark or debark from a hex in a single Sea Movement Phase.

Units attempting to move by Sea may be vulnerable to attacks by the Enemy Player either in the form of Air-Sea Interdiction, or due to Allied Naval Interdiction. Units which are successful in attempting Sea Movement are simply moved to their destination hex by tracing the required path.

7.1 Naval Transport

[7.11] The Allied Player receives a set Naval Transport Capability measured in Naval Transport Points available per Game-Turn, according to the Standard Scenario Instructions or Rule 33.86. This capability may be increased or decreased during the course of a Scenario by the Scenario Instructions. Axis Naval Transport Points available are listed by the specific Scenario Instructions or German Production. The use and attrition of these Points is controlled by the Axis High Seas Movement Rules.

Additionally, certain nations have a permanent Naval Transport Capability in certain Sea Areas, which the Player may fall heir to.

[7.12] Naval Transport is always completed in a single Friendly Sea Movement Phase (exception: see Case 7.16). Naval Transport requires no Movement Points, and is exempt from normal restrictions imposed on movement by terrain, supply, weather and Zones of Control. Naval Transport is vulnerable to Air-Sea Interdiction. Axis Naval Transport in the High Seas Area is vulnerable to Allied Naval Intervention.

[7.13] A unit using Naval Transport may only leave (embark) from and land (debark) in a Friendly Port hex. A unit using Naval Transport may embark and/or debark in Enemy-controlled hexes. A unit using Naval Transport may not attack or participate in an Overrun in the Game-Turn in which Naval Transport was used by that unit; it may defend normally.

[7.15] All ground units may be moved by Naval Transport, regardless of unit type (exception: see Case 7.16).

[7.16] Only infantry and anti-tank units may use Naval Transport in the Black Sea Area. Mobile Supply and Repair Units may only embark or debark at a Friendly Major Port hex. In addition to his normal capabilities, the Allied Player may transport units off the map, by tracing a path off the Northern mapedge of Map Section F, the Northern or Western mapedge of Map Sections A or B, and the Southern mapedge of Map Section E. A unit which has left the map in this manner may return on any of the listed map edges after four Game-Turns during the Sea Movement Phase. This off-map procedure allows, for example, movement between Great Britain and Egypt, without traversing the Mediterranean and is called "Rounding the Horn." [KC Errata 7.16 (Clarification): Axis units also may "Round the Horn;" however, they are subject to High Seas Intervention Attrition during all four turns, and Air Sea Interdiction the first turn.]

[7.17] Certain nations have a permanent Naval Capability in certain Sea Areas. These capabilities, if any, are given in the Exclusive Rules Booklet in the rules section pertaining to the particular country in question.

7.2 Emergency Transport

Emergency Transport is a type of Naval Transport which is also calculated on the basis of Naval Transport Points. Emergency Transport is conducted in the same manner as Naval Transport except for the following rules.

[7.21] A unit moving by Emergency Transport need not have begun the Friendly Turn in a Friendly Port hex. Instead, the unit need only begin the Sea Movement Phase in such a hex (that is, a unit may move to a Port hex during the Initial Movement Phase). This is the only case where a unit attempting Sea Movement may participate in any other movement during the Player-Turn.

[7.22] The path of Sea and/or Coastal hexes traced by a unit using Emergency Transport may not exceed four hexes in length (not including the hex of embarkation).

[7.23] A unit using Emergency Transport is automatically reduced to its battlegroup strength. If the unit would not normally form a battlegroup, it is eliminated; however, the Owning Player receives one Replacement Point of the same type unit (on the appropriate Front) on the following Game-Turn. [KC Errata 7.23 (Correction): Delete the last half of the last sentence beginning with the word "however". The Owning Player does not receive any Replacement Points for using Emergency Transport.]

[7.24] Emergency Transport is not subject to Enemy Air-Sea Interdiction. Axis units tracing Emergency Transport through a High Seas hex are subject to Allied Naval Intervention.

7.3 Amphibious Assault

The Allied Player begins each Scenario with a certain amount of Amphibious Assault Points, and may receive more as reinforcements. At the start of the Scenario, place the indicated number of Amphibious Points in the Amphibious Assault Availability Box. The Axis Player may only receive Amphibious Points through German Production. On a Game-Turn that a Player conducts an Amphibious Assault, he must remove the appropriate number of Amphibious Points from the Availability Box and place them nine Game-Turns ahead on the Turn Record Track (i.e., used Amphibious Points automatically appear as reinforcements nine Game-Turns after they are used). This is done during the Sea Movement Phase. Each Amphibious Assault Point may transport one division, regiment or brigade.

[7.31] Amphibious Assault is completed in a single Friendly Sea Movement Phase (units may not remain "at sea"). Amphibious Assault does not require Movement Point expenditure. It is vulnerable to Air-Sea Interdiction, and Axis Amphibious Assault traced through any High Seas hex is vulnerable to Allied Naval Intervention. [KC Errata 7.331 (Addition): A unit being moved via Amphibious Assault Point may move a maximum of 24 hexes from the port of embarkation to the hex of debarkation over Water hexes. The debarkation hex must be within 12 hexes of a Friendly non-Mountainous hex in Major Supply (see Case 14.6). Gibraltar is an exception to the non-Mountainous hex restriction; all operations that can occur from Major Supply can embark from Gibraltar.]

[7.32] Like Naval Transport, Amphibious Assault may not be combined with any other form of movement during the same Game-Turn.

[7.33] A unit using Amphibious Assault may only embark in a Friendly Port hex and may only debark in either a Friendly Port hex or any non-Mountainous terrain Coastal hex. If the unit debarks in a Friendly Port hex, it is treated exactly as if it had moved by Naval Transport (the Amphibious Points used must still be placed nine Game-Turns ahead on the Turn Record Track); if it debarks in a non-Port hex, then the following procedure applies:

Place the debarking units on the desired non-Mountainous hex. Assaulting units may debark in a hex containing an Enemy unit. In the Player-Turn that they debark (only), the assaulting units do not have a Zone of Control. Instead, they control only the hex they physically occupy; if this hex is also occupied by an Enemy unit, both Players are considered to control the hex for purposes of judging supply during the Combat Phase. Units performing an Amphibious Assault may not attack adjacent units. They must, however, attack all Enemy units in the hex that they debark in during the Combat Phase. All defending units in this attack must retreat (or be eliminated) on Combat Results of "Br," "Dr," "Ex," "AEx" or "De" with the attacking units applying the indicated Combat Results as normal. If any other Combat Result is indicated, the assaulting units are totally eliminated (they do not form battlegroups). All mechanized units performing an Amphibious Assault have their Attack Strength quartered; all other assaulting units have their Attack Strength halved.

[7.34] Allied Naval Gunfire Support: All Allied units performing an Amphibious Assault have the die roll increased by "one" when resolving combat during the Combat Phase of the Player-Turn in which they debarked. This modification is made in addition to any other die roll modification due to Air Ground Support or weather. If the Axis units attack an Allied unit on a Beach hex, the die roll is reduced by one. "Beach" is defined as a hex which has been Amphibiously Assaulted.

[7.35] After providing transport for an Amphibious Assault, an Amphibious Point may be placed on the "Beach" hex. When so placed, it performs as an Amphibious Supplyhead (see Case 14.32), and is considered a Minor Port for purposes of Naval Transport only. Such usage delays the nine-Turn recycling until the Player removes the Point (after he has established a better Supply Line). [KC Errata 7.35 (Clarification): An Amphibious Assault Point on a Beach hex may not be captured or destroyed. If the Beach hex is recaptured, the Amphibious Assault Point is recycled.] [KC Errata 7.35 (Addition): An Amphibious Assault Point being used as a Minor Port may transfer only two units via Sea Movement (example: one unit brought in and one kampfgruppe shipped out). Normal stacking rules apply, and up to four Amphibious Points in addition to the normal units may be in one hex.]

[7.36] Only ground combat units may perform an Amphibious Assault. Units performing an Amphibious Assault may not debark into a Coastal hex of the High Seas Area during a Snow Game-Turn. [KC Errata 7.36 (Omission): Amphibious Assaults are prohibited in the Baltic Sea during Mud and Snow Game-Turns.]

[7.37] Example of an Amphibious Assault: Four Western Allied 8-10 units perform an Amphibious Assault against a German (5)-1 on a Coast hex. The attacking Strength of 32 is halved to 16, yielding "3 to 1" Odds. The Allied Player uses Air-Ground Support combined with Naval Gunfire Support to raise the die roll number by two. The two 9-8 units landing in the adjacent hex cannot participate in the assault. [KC Errata 7.37 (Clarification): Ground Combat units on land may assist (at full strength) an Amphibious Assault, and may take the appropriate losses if called for by the Combat Results Table.]

8.0 Air Movement

General Rule. There are two types of Air Movement: Air Transport, from one Friendly supplied hex to another Friendly supplied hex, or hex occupied by a Friendly ground unit; and Air Assault, from a Friendly supplied hex to any other hex (within certain restrictions). Air Transport Points are used for either purpose. Each Allied Air Transport Point lifts one division or brigade. Each Axis Air Transport Point lifts one regiment. Air Transport Points are allocated by the Player to his respective Air Front Air War Displays.

Procedure. All Friendly Air Movement occurs during the Friendly Air Movement Phase. Air Movement may not be combined with any other form of movement in the same Game-Turn. In all types of Air Movement, the transported unit must be able to trace a contiguous path of hexes from the embarkation hex to the debarkation hex, specifying the exact route followed. Air Movement may be traced through a hex occupied by an Enemy unit or through an Enemy-controlled hex. Under certain circumstances, Air Movement may also be traced into such a hex. Air Movement may not be traced into any hex of a neutral country without violating that country's neutrality. Air Transport has a range of 20 hexes; Air Assault has a range of 12 hexes. The path traced by the moving unit may not exceed these lengths, depending on the type of Air Movement used. Once the movement path has been traced, units using Air Movement are simply placed in their destination hex. Air Movement may not be traced through any hex of an Air Front in which the Enemy Player has Air Superiority (see Case 13.12). Only airborne units may use Air Movement. If any unit is not in supply at the end of a Player-Turn in which it has used Air Movement, it is eliminated.

The Axis airborne divisions (German 7-5, Italian 3-4) may not be moved by air. Instead, they break down into three 2-5 and two 1-4 regiments, respectively. These regiments may use Air Movement separately and may combine into the proper division if they are stacked together at the end of the Axis Player-Turn.

8.1 Display of Air Movement

[8.11] When not in use, Air Transport Points are kept in the Air Points Available Box of the Air Front Air War Display. When the Player desires to use the Points for Air Movement, he places them in the Air Movement box of the Display, during the Joint Air War Turn. This act creates an air-lift capability, which the Player may then use during his Player-Turn.

[8.12] A section of the Air Points Available Box is "Airborne Units available for Air Assault." The Owning Player removes airborne units from the map and places them in this box. This removal occurs during the Friendly Player's Initial Movement Phase. The units so removed must be in a Friendly Supplied hex within the Air Front from whose box they are removed. The hex may not be Enemy-controlled. This act positions airborne units for use in Air Assault (see also Case 8.52). Such units may be returned to the map only via Air Assault (or Air Transport). While in the Box, the units can be presumed to exist "at large" somewhere behind their own lines. This somewhere will be defined by the Friendly Player at the moment he executes an Air Assault. [KC Errata 8.12 (Omission): Such units may be returned to the map via Assault (or Air Transport), or as a reinforcement (see Case 8.52).]

[8.13] Air Transport Points are liable to "attrition" and must be "recycled" after participating in Air Movement. At the end of an Air Movement Phase in which they have performed Air Movement, each ATP must roll the die for attrition. On a die roll of "1" (after moving a unit by Air Transport) or a die roll of "1" or "2" (after moving a unit for Air Assault) the ATP is considered destroyed and is removed from play of the game. If the ATP is not thus eliminated, it is instead removed from the Air Movement Box and placed four Game-Turns ahead in time on the Turn Record Track. When play progresses to this future Turn, the Air Point is retrieved (during the Reinforcement/Replacement Phase) and may be deployed by the Player into any Air Front.

8.2 Air Assault

[8.21] Only airborne units which begin the Air Movement Phase in an Available Units Box may use Air Assault.

[8.22] During the Air Movement Phase, the Player declares an Air Assault. He identifies the hex from which the airborne units and the lifting Air Transport Points are presumed to originate (embarkation hex), and traces a path in hexes to the hex he designates as the debarkation hex (drop zone). The designated embarkation hex must be in the same Air Front as the Air Transport Points and airborne units and must meet the supply criteria outlined in Case 14.6.

[8.23] Units moved by Air Assault may not execute any other type of movement during the Game-Turn in which they moved by air.

[8.24] Units which are moved by Air Assault may end their Air Movement Phase (debark) in any hex not prohibited to land units and within their range limitation (see Case 8.28), regardless of the presence of Enemy units or Zones of Control, with the exception that the airborne units may not debark in a Mountainous terrain hex. If the unit does debark in an Enemy-occupied hex, it must attack all Enemy units in the hex during the Combat Phase of the present Player-Turn. This may be done in conjunction with other adjacent ground combat units which are also attacking Enemy units in the hex. If a Combat Result of "De," "AEx," "Ex," or "Dr" is obtained, the appropriate results are applied, first to the defending units and then to the attacking units. The defending units may not exercise their combat option to remain in the hex (see Case 12.7), and all surviving defending units must retreat from the hex or be completely eliminated. The airborne units performing the Air Assault would remain in the (debarkation) hex.

Units performing an Air Assault may not retreat from their debarkation hex during the Player-Turn in which they used Air Movement. If a Combat Result of "Br" is obtained, the procedure for the defender remains the same as above (i.e., the defending units must retreat or be completely eliminated). After this has been done, the attacking units must suffer an Attacker Exchange Result (i.e., exercise their combat option to remain in the hex since they cannot retreat).

On a Combat Result of "AEx" or "Ae" the airborne units performing the Air Assault are completely eliminated, and do not form battlegroups. The defending units are unaffected.

[8.25] During the Player-Turn in which they debarked, units performing an Air Assault may only attack Enemy units in the same hex as themselves. They may not perform Overruns. However, other Friendly ground combat units adjacent to the debarkation hex may combine to attack Enemy units in the debarkation hex and these adjacent units may be used to fulfill the Attacker Exchange requirements of a "Br" Combat Result outlined in Case 8.24. Adjacent units participating in combat which survive the application of Combat Results may advance into the debarkation hex.

[8.26] During an Assault, airborne units never have a Zone of Control (see Section 8.0, Procedure). Moreover, until the beginning of the Air Interdiction Phase of the Player-Turn in which they debarked, units which have performed an Air Assault do not control the hex they physically occupy, nor block Enemy supply paths, cut rail lines, control hexes for any purpose, or perform any of the other functions which would normally be performed by a unit physically occupying a hex. This is true regardless of the presence of other Enemy or Friendly units in the hex.

(Exception: There may be a brief time before the Air Assault is resolved during the Combat Phase when both Friendly and Enemy units occupy the same hex. Until the combat mandated by the Air Assault is resolved, neither Friendly nor Enemy units may retreat into the hex in question.) At the beginning of the Air Interdiction Phase of the Player-Turn in which they debarked, the debarked units are considered to control the hex they occupy and are treated for all purposes as ground combat units with Zones of Control. At this time the supply state of the debarked units must be judged. If the unit is not in a supplied state, it is completely eliminated, and does not form a battlegroup. If the unit is eliminated for this reason, it is considered to have been retroactively eliminated before the start of the Air Interdiction Phase and to have never controlled the hex it occupied (i.e., it would not have been able to control or destroy Port hexes, cut rail lines, etc.). If the unit is in a supplied state, it remains in play and is thereafter treated exactly as a normal airborne unit. [KC Errata 8.26 (Correction): Airborne units dropped via Air Assault partially do own the hex they are dropped into if the hex is unoccupied by Enemy units. The Paratroop units do block retreats, but do NOT block supply. The dropped units do not have a zone of control into the surrounding six hexes. An airborne unit may not be dropped either into a combat situation or into an unoccupied hex if there is no chance for the unit to be in Supply at the end of the Air Interdiction Phase.]

[8.27] For each Friendly ATP which is used for Air Assault, the Phasing Player must roll for attrition and recycle the ATPs (see Case 8.13).

[8.28] Air Assault Range Limitation: Units using Air Assault may not be dropped in any hex which is more than twelve hexes away from an embarkation hex. [KC Errata 8.29 (Addition): An airborne unit being used in an Air Assault is halved on Attack Strength during the combat phase of the drop. Note that attacks at odds less than 1-2 are prohibited.]

8.3 Air Transport

[8.31] Only Friendly airborne units which fulfill the conditions may be Air Transported: they must begin the Air Movement Phase in an Available Airborne Units Box or be physically deployed on the map in a hex from which a supply path to a Major Supply Source may be traced. This hex may not be in an Enemy Zone of Control (Friendly units do not negate Enemy Zones of Control for this purpose). Only ATPs which began the Air Movement Phase in the Available ATP Box "on the same Front" as the airborne unit to be moved may be used, i.e., the airborne unit must be in the Available Airborne Units Box of the same Air Front as the ATP, or must physically occupy a suitable hex within the same Air Front to which the ATP is allocated.

[8.32] [KC Errata 8.32 (Deleted): this Case is deleted by the Kansas City Group errata; the printed text is retained below for reference only.] All units transported by a given ATP must begin the Air Movement Phase in the same hex, or in the Available Airborne Units Box of the same Front as the ATP.

[8.33] Airborne units which begin the Air Movement Phase in a hex to which a Supply Path of Major Supply quality cannot be traced, or in a Mountainous terrain hex, may not use Air Transport. Supply for this purpose is judged at the beginning of the Air Movement Phase.

[8.34] Units which are moved by Air Transport may be debarked in either a Friendly supplied hex, or in a hex occupied by a Friendly ground unit, regardless of the presence of Enemy Zones of Control. Units may not debark in a Mountainous terrain hex.

[8.35] Units moving by Air Transport may debark in a hex in which other units are performing an Air Assault, since the units performing the Air Assault would fulfill the requirement for a Friendly ground unit outlined in Case 8.34. However, such units would be treated exactly as units performing an Air Assault, with the exception that the units would not participate in combat and would instead suffer the same Combat Results as the units performing the Air Assault. If the assaulting units are eliminated due to lack of supply (see Case 8.26), the units which debark in the hex by Air Transport would also be eliminated. If this method is used, then the ATPs which were used must undergo the die roll for attrition as if they had performed an Air Assault.

[8.36] A unit using Air Transport may not attack an Enemy unit or participate in an Overrun on the Game-Turn that it uses Air Transport. It may defend normally.

[8.37] If the debarkation hex of a unit moving by Air Transport is on an Air Front other than the one in which the unit was embarked, the unit is transported as usual. However, Air Transport may not be traced into any hex of an Air Front in which the Enemy Player has Air Superiority (see Case 13.2).

[8.38] Air Transport Range Limitation: Units using Air Transport may not be debarked in any hex which is more than twenty hexes away from a non-Mountainous terrain hex from which a supply path of Major Supply quality can be traced.

8.4 ATP Inter-Front Transfer

Air Transport Points which are not used for Air Movement on a given Game-Turn may be transferred from one Front to another at the end of the Joint Air War Turn.

8.5 Airborne Units

[8.51] During the Reinforcement Phase, the Phasing Player may receive additional ATPs and airborne units as reinforcements. ATPs may be placed on any Front, within the normal restrictions. Airborne units must be placed on the map and treated as normal reinforcements.

[8.52] Airborne units employed on the map may not be used for Air Assault. In order to perform an Air Assault, they must be transferred to an Available Airborne Units Box. At the beginning of the Initial Movement Phase, the Phasing Player may remove any supplied airborne unit from the map and place it four Game-Turns ahead on the Turn Record/Reinforcement Track. At the end of these four Game-Turns, the unit may be placed in any Air Front Available Airborne Units Boxes, and they then may use Air Assault. At any time during or after this four Game-Turn period the unit may reenter the game as a reinforcement, at the option of the Owning Player. However, the unit would then require another complete four Game-Turn period before it would be available for Air Assault. [KC Errata 8.52 (Clarification): An airborne unit in the Available Airborne Units Box on one Front may transfer to the Available Airborne Units Box on another Front and be ready for Air Assault on the next turn; i.e., the transfer takes one turn.]

9.0 Zones of Control

General Rule. The six hexagons immediately surrounding a hex constitute the Zone of Control of any units in that hex. Hexes upon which a unit exerts a Zone of Control are called "controlled" hexes, and inhibit the movement of Enemy units. All units exert a Zone of Control (except as noted in the Cases below).

9.1 Units with Modified or No Zones of Control

[9.11] Entrained units do not exert a Zone of Control.

[9.12] A Partisan unit exerts a Zone of Control only upon the hex it actually occupies. A Partisan Cadre has no Zone of Control.

[9.13] The Zones of Control of armored and mechanized infantry units never extend into Rough terrain, Swamp or Woods hexes. The Zones of Control of armored and mechanized units do extend out of Rough/Woods/Swamp hexes into surrounding Clear Terrain. [KC Errata 9.13 (Clarification): Zones of Control of Armored and mechanized units do extend out of Rough/Woods/Swamp hexes into surrounding Clear Terrain.]

[9.13 continued] The Zones of Control of cavalry units do extend into Rough terrain, Swamp and Woods hexes. No unit's Zone of Control extends across Blocked, Sea or unfrozen Lake hexsides. [KC Errata 9.25 (Omission): Until the completion of the first Movement Phase triggering the violation of one country by another, Zones of Control do not extend across border hexsides. NOTE: Zones of Control do extend across border hexsides for those countries which are belligerents at the start of a scenario.]

[9.14] Adjacent Friendly units do exert their Zones of Control into each other's hexes. Note: This is important during the execution of an Overrun (see Case 5.7).

[9.15] Enemy Air Interdiction Markers function in a manner which is similar to a Zone of Control. A unit must expend two additional Movement Points to enter a hex containing an Enemy Air Interdiction Marker, but this is a temporary impediment and is not considered a Zone of Control. There is no additional Movement Point cost to leave a hex containing an Enemy Air Interdiction Marker. Enemy Air Interdiction has no effect on a hex that is in the Zone of Control of an Enemy ground unit.

9.2 Effects of Zones of Control on Movement

[9.21] All units must expend two additional Movement Points, over and above the ordinary cost to enter a given hex, if it is an Enemy-controlled hex. All units must expend two additional Movement Points to leave an Enemy-controlled hex. Therefore, units may move directly from one Enemy-controlled hex to another, at the cost of four additional Movement Points. Friendly units do not negate Enemy Zones of Control for movement purposes. The presence of more than one Zone of Control in a hex has no additional effect on the cost in Movement Points to enter the hex. The presence of an Enemy Zone of Control in a hex is not negated by a Friendly Zone of Control which extends into the same hex.

[Zone of Control movement example diagram omitted from transcription; the printed example shows Movement Point expenditures in parentheses.]

[9.22] Units which are participating in an Overrun may ignore the Zones of Control of all Enemy units in the hex being Overrun (see Case 5.7).

[9.23] Units using Rail Movement are restricted from entering or entraining in Enemy-controlled hexes (even if occupied by a Friendly unit).

[9.24] Motorized infantry units possess a non-mechanized Zone of Control.

Summary of Zones of Control Effects

  • Condition: Enemy Controlled Hex, Vacant (or occupied only by Friendly Partisan Unit). Cost to Enter: +2 MP. Cost to Exit: +2 MP. Effects: Blocks Rail Movement; blocks line of retreat, supply and Line of Communications.
  • Condition: Enemy Controlled Hex, Occupied by Friendly Unit. Cost to Enter: +2 MP. Cost to Exit: +2 MP. Effects: Blocks Rail Movement (does not block Supply Line, Line of Communications or retreat).
  • Condition: Enemy Occupied Hex. Cost to Enter: +2 MP. Effects: May only be entered by units performing Overrun movement. Units performing Overrun may ignore Zone of Control of unit(s) being Overrun; expend +2 MP to enter hex. "13 to 1" Odds necessary; see Case 5.7.
  • Condition: Hex Interdicted by Enemy Air Point (whether or not it is occupied by Friendly unit). Cost to Enter: +2 MP for unit moving overland; +5 for entrained unit. Effects: No effects other than entry cost. Interdiction has no additive effect upon Zone of Control of same Player's ground units.

10.0 Stacking

General Rule. Each Player is restricted as to the number of units he may have in any one hex at the end of any Phase. No more than four Axis, Neutral or non-Soviet Allied units may be so stacked. No more than three Soviet units may end a Phase in any one hex. All units count against a Player's stacking limit, except as specified in the following Cases.

10.1 Units Which Do Not Count Against Stacking Limits

[10.11] Partisan units and Partisan Cadres do not count against the Stacking Limit. Game Points and Markers (of all types) never count against the Stacking Limit.

10.2 Stacking Inhibitions and Prohibitions

[10.21] There is no limit to the number of units which may enter or move through a hex during a Game-Turn, as long as the Stacking limits are strictly observed at the end of each Phase. Units may never occupy a hex at the end of any Phase in violation of the Stacking limits. At the end of any Phase, any units in violation of the Stacking limits may be immediately removed from play by the Enemy Player.

[10.22] The relative size of units (divisions, corps, etc.) has no bearing on Stacking.

[10.23] Units of different types and units of allied nationalities may stack together freely.

[10.24] There is no additional Movement Point cost to stack or unstack Friendly units. Entrained units may stack.

11.0 Combat

General Rule. Ground combat may occur between adjacent opposing ground combat units at the Phasing Player's discretion. The Player whose Combat Phase is in progress is the Phasing Player. The Phasing Player is the Attacker; the non-Phasing Player, the Defender, regardless of their overall strategic position.

Procedure. Total the Combat Strengths of all the attacking units involved in a specific attack and compare it to the total Combat Strength of all units in the hex under attack. State the comparison as a probability ratio: Attacker's Strength to Defender's Strength. Round off the ratio in favor of the defender to conform to the simplified Odds found on the Combat Results Table, roll the die and read the result on the appropriate line under the Odds. Apply the result immediately, before resolving any other attacks being made during that Combat Phase.

11.1 Which Units May Attack

[11.11] During the Combat Phase of his Player-Turn, the Phasing Player may attack any and all Enemy units adjacent to Friendly units. Only those Friendly units directly adjacent to a given Enemy unit may participate in an attack upon that unit.

[11.12] Attacking is completely voluntary; units are never compelled to attack, and not every unit adjacent to an Enemy unit need participate in any given attack. Friendly units in a stack that are not participating in a given attack are never affected by the results of that attack.

[11.13] An Enemy-occupied hex may be attacked by as many units as can be brought to bear in the six adjacent hexes.

[11.14] No unit may attack more than once per Combat Phase, and no Enemy unit may be attacked more than once per Combat Phase.

[11.15] A unit which participated in an Overrun during a Friendly Movement Phase may participate in an attack during the Friendly Combat Phase of the same Player-Turn. Overruns are considered a function of movement, not of combat.

[KC Errata 11.16 (Addition): Only units physically deployed on a map section may be involved in combat (Russian units may not fight back onto the eastern map-edge, nor Allied units onto the southern map-edge).]

11.2 Multiple Unit and Multi-Hex Combat

[11.21] All units defending in a given hex must be involved in the combat, and they must all be attacked as a single strength. The defender may not voluntarily withhold any units in a hex under attack. The attacker must attack all the units as a whole; i.e., the Strengths of all the units in the hex are totalled, and this total Strength is attacked. Different units in a given hex may not, therefore, be attacked separately.

[11.22] Units in a hex that contains an attacking unit need not participate in that same attack or any attack. Thus, when one unit in a stack is attacking a given hex, another could attack a different hex or not attack at all.

[11.23] If a unit (or units) is adjacent to more than one Enemy-occupied hex, it could attack all of them in a single combat. Thus, units in a single hex can attack more than one other hex. The only requirement is that all attacking units must be adjacent to all defending units. Friendly units in different hexes may not attack Enemy units in different hexes in a single combat unless all opposing units are mutually adjacent.

11.3 Kampfgruppen-Battlegroups

Certain combat units have core elements called either kampfgruppen (Axis units) or battlegroups (Allied units). The terms are identical in meaning and they are used interchangeably in the rules, unless otherwise noted. Units that have battlegroups have a reduced strength unit of the same type printed on the back of the counter. The notation "BG" or "KG" is on this unit. Units that do not have such notations on their reverse side do not form battlegroups.

[11.31] A unit is turned into a battlegroup (by flipping it over) when it is eliminated by combat. Units which make unsuccessful Amphibious or Air Assaults or are Overrun will be totally removed from the map and do not form battlegroups.

[11.32] At the moment that a unit is reduced to its battlegroup, the battlegroup has the option to retreat one hex. In some cases, this will save the unit from being Overrun on the Enemy Mechanized Movement Phase.

[11.33] Battlegroups have the capacity to be built back up to full Strength. Once rebuilt, the counter is again flipped over to reveal the full Strength unit.

[11.34] A battlegroup is in all ways considered a normal unit. It may fight, move, etc. If a battlegroup is attacked and eliminated, it is removed from the map; it does not form a still smaller unit.

[11.35] When an infantry battlegroup attempts to force march and a die roll of "one" is made, the battlegroup is eliminated.

[11.36] A battlegroup-sized unit counts as one unit for all purposes.

12.0 Combat Resolution

General Rule. War in Europe uses four Combat Results Tables for resolving combat under differing climatic conditions, and to reflect changes in doctrine during the four-year span the war encompassed.

Cases. (For the Combat Results Table and Cases 12.1 through 12.3, see the separate sheet of tables.)

[Transcriber's note: the Combat Results Table and the other tables printed on separate sheets (Air Superiority, Sea Superiority, U-Boat Combat and Attrition, Flak, Bomb Damage, Production Schedule, Bombing and Strategic Air tables) are not contained in the scanned booklets and are not transcribed here.]

12.4 Effects on Combat Strengths and Combat Resolution Die Rolls

The Combat Strength of a unit may be affected by terrain, weather, the supply state of the unit and whether or not the unit is entrained. These effects always act cumulatively upon a unit's Combat Strength. Whenever a unit's Combat Strength is halved, fractions are retained. The die roll used when resolving a combat may be affected by Air-Ground Support, and/or terrain effects.

[12.41] Various Terrain Effects change the Combat Strength of attacking and/or defending units (see the Terrain Effects Chart).

[12.42] Unsupplied units have their Combat Strengths halved (fractions retained, see Supply). Note that the retention of fractions (instead of rounding up or down) will affect Combat Odds calculations. If an attack is made at Odds of 30 to 10%, the Odds would be rounded off to "2-1" for combat resolution. An attack made at 30 to 10 is resolved at "3-1" Odds.

[Transcriber's note: the example figures in 12.42 are transcribed from the OCR text layer and were not confirmed against the page image.]

[12.43] Whenever any unsupplied units participate in an attack, the attacking group automatically loses attacking Combat Strength Points equal to the printed Strength of the defending unit(s). The automatic loss is in addition to any losses incurred by the Combat Result dictated by the Combat Results Table. For example, if three unsupplied Axis units with a modified Combat Strength of 12 attack an Allied unit with a printed Combat Strength of 4, the Axis units automatically become liable to lose a minimum of four Combat Strength Points. This automatic minimum loss is added to any loss dictated by the Combat Results Table. Thus, using the above example, if the Combat Result indicated were an Ex Result, four Allied Strength Points would be eliminated and the Axis units would be required to lose eight Strength Points. Note: The attacker's automatic losses are not eliminated until after that particular combat has been resolved. If both supplied and unsupplied units participate in an attack, the attacker is still subject to automatic losses equal to the printed Defense Strength(s) of the unit(s) being attacked. These automatic losses may be taken from either supplied or unsupplied attacking units (at the attacking Player's option), or both, if necessary.

[KC Errata 12.43 and Case 5.75 cross-reference: see Case 12.43 at 5.75.]

[12.44] Certain units have their Combat Strengths affected by Weather.

[12.45] Entrained units are automatically detrained if attacked and have their Combat Strength halved, retaining fractions.

[12.46] The die roll for combat resolution is increased by "one" if the attacker allocated Air-Ground Support (before die rolling). However, a die roll of "six" remains a "six."

12.5 Advance After Combat

[12.51] If, as a result of combat, any of the defending hexes are completely vacated by the defending units and there exist attacking units which were not retreated as a result of that combat, the attacking units may advance into the vacated hex up to the normal Stacking Limits. This advance is optional. The advance must, however, take place immediately, before resolving any other combat. This advance is not considered movement and expends no Movement Points.

[12.52] Attacking units advancing after combat may do so even in a situation where they are moving from one Enemy-controlled hex to another. Advancing units may not engage in another combat during that Phase.

12.6 How to Retreat

Units are required to retreat as a result of "Dr" and "Br" Combat Results. A "Dr" result requires all units defending in that particular combat to be retreated one hex. A "Br" result requires that all of the attacking and defending units involved in that particular combat be retreated one hex. The Owning Player may always choose his own route of retreat within the restrictions of the following cases. Retreats are not considered movement and do not expend Movement Points.

[12.61] The Owning Player is restricted when choosing a retreat route for any and all of his units which must be retreated due to a "Dr" or "Br" Combat Result. Units must be retreated in the priority in which these restrictions are presented.

[12.62] Whenever possible, units must be retreated into a vacant hex which is not in an Enemy Zone of Control. If this is not possible, units should be retreated into Friendly occupied hexes. Units may not retreat into an Enemy-controlled hex. For retreat purposes, Enemy Zones of Control do not extend into Friendly-occupied hexes. Due to a retreat combat result (only), units may be retreated into Friendly-occupied hexes in excess of normal Stacking Limits. However, in all such cases, the normal Stacking Limits must be met by the end of the next Friendly Movement Phase or any excess units are eliminated (the Owning Player may choose which units). A unit which is retreated into a Friendly-occupied hex may not add its Combat Strength to the defense of that hex if it is subsequently attacked in the same Player-Turn, but the retreated unit would be affected by the results of an attack against that hex executed during the same Player-Turn. [KC Errata 12.2 (Clarification): When a combat result forces a stack of units to retreat, the Player who owns the retreating stack may split up the stack and send the units making it up into different hexes. He must split up the stack if there is no other way to prevent his units from being overstacked at the end of the Combat Phase.]

[12.63] Whenever a kampfgruppe or a battlegroup is formed as a result of combat, that unit has the option to retreat one hex. This retreat must be made immediately during the Combat Phase, before any other combat is resolved. [KC Errata 12.63 (Clarification): Only kampfgruppen or battlegroups formed in this manner may be so retreated.]

[12.64] Repair units may only be retreated into an adjacent Friendly Rail hex. If they cannot do so, they are eliminated.

[12.65] Partisan Cadres do not retreat. Partisan units may be retreated normally.

[12.66] Units are prohibited from retreating into the following hexes (or through the following hexsides):

  1. Enemy-occupied hexes;
  2. Enemy-controlled hexes, unless occupied by a Friendly unit;
  3. Sea hexes or unfrozen Lake hexes;
  4. Sea hexsides, blocked hexsides or unfrozen Lake hexsides;
  5. Off the mapedge.

Within these restrictions, a unit may be retreated in any direction. If a unit has no other course of retreat except into or through a hex or hexside forbidden to it, it is eliminated.

12.7 Retreat Conversion Option

Whenever a Retreat result is obtained on the Combat Results Table, the affected Player(s) may choose to stand in place and convert the result into a loss result. The one exception is that the defending Player may not exercise this option when subjected to an Amphibious or Air Assault.

When the result is "Dr," the defender may lose his entire force and reduce his unit(s) to battlegroup(s) and stand in place. The attacker is unaffected.

When the result is "Br," the defender first decides whether or not he'll stand (and lose and reduce all his units to battlegroups); then the attacking Player decides whether or not to stand and lose units and reduce to battlegroups a force at least equal to that of the defender (in face value Strength Points). These two decisions are made independent of each other.

Units which do not form battlegroups may be involved in such conversions or retreats, but, of course, they are totally lost. There is no benefit in exercising the option if one's entire force is composed of such units.

[KC Errata 12.7 (Clarification): A kampfgruppe or battle group formed by exercising the Retreat Conversion Option may not be retreated (exception to 12.63). It may advance as per 12.5.]

[KC Errata 12.7 (Clarification): In a multiple hex battle, different options cannot be applied to the units in different hexes. If the defender or attacker applies the Retreat Conversion Option, then all units of that side involved in that specific combat must do the same. However, the attacker needs to meet the required losses only once - not for each hex.]

[KC Errata 12.7 and Combat Results Table (Clarification): A "DE" result causes the unit to form a battlegroup or kampfgruppe if it can, and not removed from play as per the Combat Results Table.]

[KC Errata 12.1 (Omission): When units of nationalities using different Combat Results Tables combine in an attack, the attack is resolved on the Combat Results Table most favorable to the attacker.]

13.0 Tactical Air Power

General Rule. Tactical Air Power is represented by Tactical Air Points (hereafter simply called Air Points). The Players use these Points to indulge in the Tactical Air War, which consists of the execution of four different Missions: Air Superiority; Sea Superiority (applied as two Missions: Port Suppression and Air-Sea Interdiction); and Air-Ground. The conduct of the Tactical Air War is regulated by the use of the Air Front Air War Display, of which there are three, corresponding to the three Air Fronts (or Theatres). The boundaries of these Air Fronts are outlined on the map. The Players assign their Air Points to these Tactical Air War Displays (Air Charts). In so doing they are assigning the Points for use on that Air Front. An Air Point may only be used for a Mission on the Front to which it is assigned. The conduct of the Tactical Air War is prepared during the Air Commitment Phase of the Joint Air War Turn. Thereafter, the different Missions are executed in accordance with the Sequence of Play.

13.1 How to Use the Tactical Air War Displays

[13.11] Each Tactical Air War Display consists of an Available Air Points Box and six tributary boxes, labeled respectively: Air Movement, Air Superiority, Port Suppression, Air-Ground, Air-Sea Interdiction and Air Transfer (see Section 8.0 for use of Air Movement). At the beginning of the game, the Players divide their Air Points between the three Displays in accordance with the Scenario Deployment Instructions. Thereafter, the number of Air Points in a Display will fluctuate to reflect losses, reinforcements and transfers between Theatres.

[13.12] During the Air Commitment Phase of each Joint Air War Turn, both Players simultaneously remove as many Air Points from their respective Available Air Points Boxes as they desire and secretly redistribute them in whatever manner they wish between the four Air Mission Boxes for each Front. One Air Point may only be committed to a single Mission per Turn, for one Turn at a time (exception: see Case 13.31). It may only be committed for a Mission in the same Air Front that it is available in. (You may not take a Point available in the West Display and commit it to a Mission on the South Front.) Air Points may be left "uncommitted" in the Available Air Points Box.

[13.13] At the end of the appropriate Phase, each Player should return all of his surviving Air Points from the various Air Missions Boxes to the Available Air Points Box of the same Front. At the end of the Game-Turn, all Air Points remaining in an Air Missions Box are automatically returned to the Available Air Points Box of the same Front. At the end of each Air Commitment Phase, both Players reveal the number of Air Points they have allocated to each of the various Air Missions on each of the Fronts. Uncommitted Air Points may not be attacked and have no effect on the play of the game for the Game-Turn in which they are uncommitted.

13.2 Air Superiority (Air Combat)

During each Air Combat Phase, all Air Points committed to Air Superiority must participate in Air Combat. Air Superiority on each Front is resolved separately in the following order: East Front, South Front, West Front. For each Front, the Player who has committed more Air Points to Air Superiority Missions becomes the "attacker" on that Front for the entire Air Combat Phase. The attacker allocates his Air Points assigned to Air Superiority into a number of attacks against Enemy Air Points which were allocated to Air Superiority. The attacker may allocate his attacks in any manner he wishes, as long as every defending Air Point is attacked in a separate combat action, and is attacked once and only once.

Example: On the West Front, the Axis Player has committed six Air Points to Air Superiority, while the Allied Player has committed only three Air Points to Air Superiority. The Axis Player would become the attacker and the Allied Player, the defender. The attacker could allocate: three attacks at "2 to 1" Odds; or two "1 to 1" attacks and one "4 to 1" attack; or one "3 to 1," one "2 to 1" and one "1 to 1" attack.

[13.21] For each attack he makes, the attacker rolls the die and cross-references the result with the appropriate Odds Column on the Air Combat Table. After each defending Air Point is attacked, the defender counter-attacks one of the attacking Air Points of each attacking group, using the "1 to 1" Odds Column on the Air Combat Table. This counterattack takes place regardless of whether or not the defending Air Point was eliminated in the original attack, and the procedure is repeated for as many separate attacks as were allocated by the attacker. After each attack and counterattack, the eliminated German Air Points are placed in a separate "dead" pile (see German Production). All other eliminated Air Points are removed from play.

[13.22] Air Superiority Combat Results Table: (See separate sheet.)

[13.23] Determination of "Air Superiority": When the Air Combat on a given Front is resolved, each Player should then count up the number of Air Points which remain in his Air Superiority Box for that Front, in order to determine overall Air Superiority. (This procedure is repeated separately for all three Air Fronts.) If one Player has more than twice as many surviving Air Points allocated to Air Superiority than the number of surviving Enemy Air Points allocated for that Mission, then the former Player is said to have "Air Superiority" on that Front. For each surviving Friendly Air Point allocated to Air Superiority in excess of double the number of surviving Enemy Air Points allocated to that mission, the Friendly Player may eliminate, at his option, one Enemy Air Point allocated to either Sea Superiority or Air-Ground Missions. These eliminated Air Points are immediately removed and placed in the counter tray and are out of play.

[13.24] If there are no Enemy Air Points allocated to Sea Superiority or Air-Ground Missions, no additional losses would take place after Air Superiority is determined. Uncommitted Air Points or Air Points in the Transfer Box, are never affected by Air Superiority. It is possible for neither Player to have Air Superiority on a given Front; in which case, no additional losses would be taken by either side.

[13.25] Example: After all Air Combat on the West Air Front has been resolved, the Axis Player has eleven surviving Air Points which were allocated to Air Superiority, while the Allied Player has only five. The Axis Player would have Air Superiority on the Front and the Axis Player could immediately remove from play one Allied Air Point allocated to Sea Superiority or Air-Ground Missions, at the choice of the Axis Player. If no Allied Air Points were committed to those Missions on this Front, there would be no additional losses.

[13.26] At the end of the Air Combat Phase, after Air Superiority for all three Fronts has been resolved, both Players should return those Air Points remaining in their Air Superiority Boxes back to the appropriate Available Air Point Boxes, after noting which Player, if any, is considered to have Air Superiority on each Front. This is important in determining whether Air Transport Points may be used on a given Air Front (see Case 8.0).

[13.27] If both Players have committed the same number of Air Points to Air Superiority Missions on a given Front, each Player attacks all of the other Player's Air Points at odds of "1 to 1."

[13.28] If, on a given Front, no Enemy Air Points were allocated to Air Superiority, or if none survive the Air Combat Phase, then for every Friendly Air Point remaining in the Air Superiority Box, one Enemy Air Point in either the Sea Superiority or Air-Ground Boxes is eliminated.

13.3 Sea Superiority

During each Air Commitment Phase, both Players simultaneously commit Air Points to Sea Superiority Missions. Each Player does this by moving any number of Air Points from his Available Air Point Boxes and placing them in his Sea Superiority Boxes. During the Air Combat Phase, those Air Points in the Sea Superiority Boxes may be eliminated (see Case 13.2). Air Points committed to Sea Superiority may also be eliminated through Sea Superiority Combat. Air Points committed to Sea Superiority Missions may perform two separate types of attacks: Port Suppression, during the Joint Air War Turn; and Air-Sea Interdiction, during the Enemy Player's Sea Movement Phase.

[13.31] Port Suppression Procedure. After the completion of the Air Combat Phase, both Players may use any or all of their Air Points in Sea Superiority Boxes to attack specific Enemy Port hexes. A Player may apply up to five Air Points for each Port Suppression attack he executes. Air Points which participate in Port Suppression attacks and are not eliminated due to Combat Results (see 13.33) may then be shifted to the Air-Sea Interdiction Box for use against Enemy Sea Movement (see Case 13.32) or they may be returned to the Available Air Points Box. In other words, Points assigned to Port Suppression may be used twice, once to suppress a Port and once to interdict Sea Movement.

A Player may make no more than one Port Suppression attack on a given Port hex per Game-Turn, although all Ports in that hex are affected by the results of the attack. A given Air Point may only execute one Port Suppression attack per Game-Turn. Port Suppression attacks may never be applied to a hex which is more than twelve hexes from a Friendly supplied hex (see Case 14.6). Such attacks may only be executed against Port hexes and have no effect on other units that may be in the hex.

[13.32] Air-Sea Interdiction Procedure. During the Phasing Player's Sea Movement Phase, the non-Phasing Player may commit any Air Points remaining in his Air-Sea Interdiction Box to Air Interdiction attacks (Air Points which executed Port Suppression attacks in the preceding Joint Air War Turn may be allocated for this purpose). During the Phasing Player's Sea Movement Phase, units using Sea Movement must trace a route of hexes between their departure hex and their destination hex (see Section 7.0). At any hex along this route, the non-Phasing Player may allocate any Air Points remaining in his Sea Superiority Box of the appropriate Front to Air-Sea Interdiction attacks. The number of Air Points participating in the attack is totaled (up to a maximum of five per attack) and the non-Phasing Player rolls the die and cross-references the result with the appropriate column on the Sea Superiority Table (see Case 13.36). The die is rolled once for each unit undergoing Sea Movement.

[13.33] No more than one Air-Sea Interdiction attack may be executed against a unit using Sea Movement so long as the movement path of the unit remains within a single Air Front. Multiple Air-Sea Interdiction attacks against the same unit are possible only when the unit enters a different Air Front, up to a theoretical maximum of three attacks per Game-Turn.

[13.34] Air-Sea Interdiction attacks can only occur in a hex which is no more than twelve hexes from a Friendly supplied hex (see Case 14.6). Air Points which are on Air-Sea Interdiction Missions automatically attack all units attempting to use Sea Movement within their Air Front, so long as their twelve hex range is not exceeded. They may trace from different hexes when attacking different units.

[13.35] Combat Results against defending units are applied immediately, after which the moving units may continue their movement (and may, in fact, "change" their debarkation hex due to the results of the Interdiction attacks). Combat Results against the attacking Air Points are not applied until the end of the Phasing Player's Sea Movement Phase.

[13.36] Sea Superiority Table: (See separate sheet.)

[13.37] Explanation of Sea Superiority Table: (See separate sheet.)

13.4 Air-Ground Missions

During each Air Commitment Phase, both Players simultaneously commit Air Points to Air-Ground Missions. Each Player does this by moving any number of Air Points from his Available Air Point Boxes and placing them in his Air-Ground Mission Boxes. During the Air Combat Phase, those Air Points in the Air-Ground Boxes may be eliminated (see Case 13.2). (Air Points committed to Air-Ground Missions may not be eliminated during Air-Ground attacks.) During the Phasing Player's Ground Combat Phase, any Air Points in his Air-Ground Boxes may be used to raise the die roll of normal ground attacks within the appropriate Air Front. During the Phasing Player's Air Interdiction Phase, any Air Points committed to Air-Ground Missions which were not used during his Ground Combat Phase may be committed to Air Interdiction.

[13.41] For each ground attack, the Phasing Player may apply one, and only one Air Point for Air-Ground Support. For each Air Point he uses for Air-Ground Support during the Ground Combat Phase, the Phasing Player should immediately remove one Air Point from the appropriate Air-Ground Box and place it back in the Available Air Points Box for that Air Front.

[13.42] For each ground attack executed with Air-Ground Support, the attacker increases his die roll by "one" before referring to the appropriate column on the (ground) Combat Results Table. The die roll may never be increased by more than "one" due to Air-Ground Support.

[13.43] Air-Ground Support may never be applied to an attacked hex more than twelve hexes from a Friendly supplied hex (see Case 14.6).

[13.44] Air-Ground Support may not be executed except in conjunction with Friendly ground combat units which are attacking during a Ground Combat Phase.

[13.45] Air-Ground Support may never be applied in any way to an Overrun. It may be used in an attack against Partisan units or Partisan Cadres.

13.5 Air-Ground Interdiction

During the Phasing Player's Air Interdiction Phase, he may commit any Air Points remaining in his Air-Ground Boxes (i.e., those which were not used for Air-Ground Support during his Ground Combat Phase), to Air-Ground Interdiction, which is used to hinder the movement of Enemy ground units. To do so, he counts them, and returns them to the Available Air Points Box. He may then take an equal (or smaller) number of Interdiction Markers from the counter tray.

[13.51] Interdiction Markers are used to represent Air Points performing Air-Ground Interdiction. One Interdiction Marker may be placed on any hex of the mapsheet not prohibited to ground units within the appropriate Air Front. No more than one Interdiction Marker may be placed in a single hex. Once placed, the Interdiction Markers remain on the map until the beginning of the next Enemy Air Interdiction Phase. Before the Enemy Player begins placing his own Interdiction Markers on the map, he removes all Friendly Interdiction Markers and returns them to the counter tray.

[13.52] Players will note that during the course of play, one Player's Interdiction Markers will remain on the map during the Joint Air War Turn. Air Interdiction Markers do not affect Air Combat or any other activity during the Joint Air War Turn. Interdiction Markers are never used on the Air Power Charts.

[13.53] A unit must expend two additional Movement Points (above and beyond the normal Movement Point cost for the hex) to enter a hex containing an Enemy Interdiction Marker. An entrained unit must expend five additional Rail Movement Points to enter a Rail hex containing an Enemy Air Interdiction Marker.

[13.54] An Air Interdiction Marker may never be placed in a hex which is more than twelve hexes from a Friendly supplied hex (see Case 14.6).

[13.55] The presence of an Enemy Air Interdiction Marker in a hex never affects Friendly units in a manner other than that described in Case 13.53. It has no effect against retreats, entraining, detraining, or tracing a Friendly supply path through the hex it occupies. Moreover, the additional cost for a Friendly unit to enter a hex containing an Enemy Air Interdiction Marker is applicable only if that hex is not already in an Enemy Zone of Control or occupied by an Enemy unit; i.e., the Movement Point cost of Zones of Control and Air Interdiction are not added together.

[13.56] Air Points which have been exchanged for Air Interdiction Markers in order to perform Air-Ground Interdiction may never be eliminated while in that capacity.

13.6 Air Unit Transfer

During each Air Commitment Phase, both Players simultaneously commit Air Points to Transfer Missions. Each Player does this by moving up to ten Air Points per Air Front from his Available Air Points Boxes and placing them in Transfer Boxes. These units have no effect on the Joint Air War Turn and may not be eliminated at any time during the Game-Turn. At the end of the Air Commitment Phase, Players may move Air Points in the Transfer Box of a given Air Front to the Available Air Points Box of any other Front (this is done before Air Combat is resolved). Air Points which have been allocated to Transfer Missions may not be attacked and may perform no other Missions during the Game-Turn.

[13.61] No more than ten Air Points may be allocated to the Transfer Box of a given Air Front. However, there is no limit (up to the theoretical maximum of 20) to the number of Air Points which may be transferred into an Air Front by this method.

[13.62] Air Points allocated to an Air Front which no longer have a Friendly supplied hex from which they can trace Air Missions (see Case 14.6) are automatically transferred by the Owning Player to the Available Air Points Box of another Air Front. This transfer takes place immediately at the point in the Game-Turn that supply becomes unavailable. However, no more than ten Air Points per Game-Turn may be transferred by this method, although this number may be in addition to Air Points which have been allocated to Transfer Missions on that Front. Any remaining Air Points allocated to that Front are considered eliminated.

[13.63] The Air Points of certain nations are prohibited from being placed in the Available Air Points Boxes of certain Air Fronts. Such restrictions are given in the Exclusive Rules Booklet in the rules section pertaining to the particular country in question.

13.7 Creation and Replacement of Air Points

Each Player receives a number of initially-available Air Points as specified by the particular Scenario being played. The number of Air Points available to each Player at any given time will change to reflect the loss of Air Points during each Air Combat Phase, and the replacement of these losses by each Player. Eliminated Air Points (except German) are gone for good and may be placed among a Player's unused counters. When using the Campaign Game rules, the Axis Player may "rebuild" destroyed German Air Points (as may the Soviet Player in War in the East, etc.). All other Axis and Allied Air Point "replacements" are incorporated in the Reinforcement Schedules.

13.8 Restrictions

[13.81] A Player may only operate an Air Front if he has at least one Friendly supplied hex within that Air Front. (For example, the Allied Player will rarely have a Friendly supplied hex in the East Air Front during War in the West.)

[13.82] Missions may not be conducted across Air Front boundaries. For example, an Air-Ground attack may not be used on a hex lying in the South Air Front with an Air Point from the West Air Front and vice versa.

14.0 Supply

General Rule. Supply directly affects the ability of ground combat and support units to move and fight. It also indirectly affects the use of Tactical Air Power from a "supplied" hex. A unit may either be in a supplied state or an unsupplied state for purposes of movement and combat. A hex may either be in supply or not in supply for purposes of establishing the range of application of Tactical Air Power. A unit (or hex) is considered supplied if a Line of Supply can be traced from the unit in question to some Friendly Supply Center. This Line of Supply (or Supply Path) is a path of hexes (contiguous and connecting) between the unit and the Supply Center. Except in cases where a unit is in direct proximity to a Supply Center, the Line of Supply will be further defined by one or more Supplyheads, which link together with each other, the unit and the Supply Center.

14.1 Judging Supply

[14.11] For movement purposes, the supply state is determined at the beginning of each Friendly Movement Phase, and its effects remain throughout that Phase. Thus, units which are supplied at the beginning of a Friendly Movement Phase may freely move out of supply. Units which begin the Movement Phase unsupplied do not regain a supplied state by moving within supply range until their following Friendly Movement Phase.

[14.12] For combat purposes (both offensive and defensive) supply status is judged at the instant of combat. Thus, a unit may have been supplied at the beginning of the current Combat Phase, but when its combat action is about to be resolved, it might be unsupplied.

[14.13] The supply state for all units involved in an Overrun (both the Overrunning and the Overrun units) is determined at the beginning of the Movement Phase in which the Overrun will be executed rather than at the instant the Overrun is executed.

[14.14] Units performing an Amphibious or Air Assault are automatically considered to be in supply during the Combat Phase of the Player-Turn in which they debark (only).

14.2 Supply Effects

[14.21] Unsupplied units have their Combat Strengths and Movement Allowances halved. This halving is rendered before any of the other factors which can affect the unit's Movement Allowance or Combat Strength (terrain, weather, etc.) are taken into account. When halving the Combat Strength, all fractions are retained; when halving the Movement Allowance, all fractions are dropped. Thus, a unit with a Movement Allowance of five would retain only two Movement Points in an unsupplied condition. (Exception, see Case 14.43.) Unsupplied units participating in an attack also suffer additional Combat Results (see Section 12.0).

[14.22] An unsupplied unit may use Sea Movement or Rail Movement, without additional restrictions because of its unsupplied state.

[14.23] Units may remain out of supply indefinitely; i.e., units are never eliminated through lack of supply alone (exception: see Case 8.26).

14.3 Supply Sources

[14.31] Supply Centers: Supply Centers are defined for each nationality by the Exclusive Rules Folder. (Usually, they are a home city of a unit.) A Supply Center is the ultimate source of supply. Any number of Centers may each supply any number of units of its nationality.

[14.32] Supplyheads: Supplyheads can be viewed as intermediate steps between a Supply Center and the unit being judged. They are defined and categorized as follows:

  1. Major Supplyhead: A Mobile Supply Unit, a Major Port or a Rail hex.
  2. Minor Supplyhead: A Minor Port (or suppressed Major Port).
  3. Amphibious Supplyhead: See Case 7.35.

[14.33] In order to function as part of the Line of Supply, a Supplyhead must be linked with: (1) a Supply Center; or (2) some other Supplyhead or series of Supplyheads, one of which eventually links to a Supply Center. The maximum length of the link between Supplyheads is described in Case 14.4. There is no limit to the number of Supplyheads which may be linked to form a Line of Supply.

14.4 Tracing the Line of Supply

A Line of Supply begins at the unit in question and is judged, Supplyhead by Supplyhead, back to some Supply Center. Each step or link is established in turn according to the following criteria:

[14.41] From the Unit to the nearest Supplyhead: The Player traces a line of hexes from the unit (exclusive) to some Supplyhead (inclusive). The maximum length of this path is determined by the category of the Supplyhead being traced to and is measured in Movement Points as though the unit in question were an infantry unit moving to the Supplyhead. When traced to a Major Supplyhead (or actual Supply Center), the path may be no more than ten Movement Points in length. When traced to a Minor Supplyhead, the path may be no more than four Movement Points. When traced to an Amphibious Supplyhead, the path may be no more than one Movement Point. [KC Errata 14.41 (Correction): A Supply path traced to an Amphibious Point being used as a Minor port may be a maximum of one hex, not one Movement Point.]

[14.42] Mobile Supply Units: Mobile Supply units primarily represent a logistical and transport base; e.g., supply dumps, trucks, etc. They are the only Supplyheads which are actual units. They may move in both the Initial and Mechanized Movement Phases. They may voluntarily be destroyed by the Owning Player at the beginning of a Friendly Player-Turn. They may not attack, but do defend normally. If Overrun, they are considered "captured" and are replaced by a Mobile Supply unit of the same nationality as the Overrunning units. The Mobile Supply unit traces back to the next Supplyhead just as though it were an infantry unit; i.e., ten MP's to a Major Supplyhead, four MP's to a Minor Supplyhead, etc. [KC Errata 14.42 (Clarification): No more than one Mobile Supply unit may be included in a Line of Supply being traced in the Severe Weather Area. No more than one Mobile Supply unit may be part of a Supply path being traced to a Supplyhead in a Severe Weather Area.]

[14.43] From a Rail hex Supplyhead: A Rail hex Supplyhead traces back along any length of contiguous, connecting Friendly Rail hexes to meet either a Port hex (Major or Minor) or a Mobile Supply unit (which must be located on the Rail Line).

[14.44] From a Port hex Supplyhead: A Port hex (Major or Minor) Supplyhead traces back along any length of Sea or Coastal hexes to another Friendly Port, or it transfers Supply to a Rail Line in the same hex. [KC Errata 14.44 (Clarification): A Naval Transport Point is not required to trace Supply over Water hexes (exception: Case 37.57).]

[14.45] From an Amphibious Supplyhead: A "Beach" hex Supplyhead traces supply back along any length of Sea or Coastal hexes to a Friendly Port. (Note: a Railroad may not connect with a Beach hex for supply purposes.)

[14.46] The Friendly Player traces supply for each unit being judged. Naturally, he may choose between alternate lines. Every link in a line so traced must be operative (see Case 14.5).

[14.47] Any number of units may be supplied from one Line of Supply, regardless of the category of the various Supplyheads along the Line. However, for purposes of supply judgment when applying Sea and Air Power, the "weakest" step in a Line of Supply determines ultimate supply status (see Case 14.6). For example, if a Line of Supply passes through a Minor Supplyhead at any point, then the quality of supply is considered "Minor" supply.

[14.48] Tracing a Line of Communications: A Line of Communications is a path of hexes traversible to a ground unit leading from a given unit to a Friendly Supply Source. This path may be any number of hexes in length. It is blocked in the same way that a Supply Path is blocked (see Case 14.5). Note that a unit may be able to trace a Line of Communications and still be out of supply. Units which cannot trace a Line of Communications, however, cannot trace Supply Paths, either. [KC Errata 14.15 (Addition): Naval Supply can be traced for the Axis Player during the Allied/Soviet Combat Phase.]

14.5 Blocking Lines of Supply

The Line of Supply of a unit or a Supplyhead may never be traced through a hex occupied by an Enemy unit, nor may it be traced through a hex containing an Enemy Zone of Control, unless that hex is occupied by a Friendly unit. These restrictions apply both to a unit's Supply Path and non-Rail portions of a Supplyhead's Line of Supply. If a unit cannot trace a Supply Path within these restrictions, then the unit is considered unsupplied. If a Supplyhead cannot trace a Line of Supply within these restrictions, then the Supplyhead is considered inoperative.

[14.51] The Rail portion of a Supplyhead's Line of Supply may never be traced into or through an Enemy or Neutral Rail hex, even if occupied by a Friendly unit. The Rail portion of a Line of Supply may be traced through any Friendly Rail hex, regardless of the terrain in the hex. The non-Rail portion of a Line of Supply may be traced through any type of terrain traversible to ground units, as long as the appropriate Movement Point length is not exceeded.

[14.52] A Line of Supply may never be traced through an Enemy Zone of Control, unless the Enemy-controlled hex is occupied by a Friendly unit. [KC Errata 14.41 (Clarification): Terrain, Weather and Weather Areas are the only factors which are counted when determining the length of a Supply path; Zones of Control, Air Interdiction Markers, etc., are ignored for this purpose (exception: Case 14.52; Ref: Case 14.5, Blocking Supply).]

14.6 Tracing Ranges from Supplied Hexes

Certain Air Missions (Sea Superiority and Air-Ground), Air Movement and Amphibious Assault have ranges, expressed in terms of a maximum number of hexes. These ranges must be traced from a non-Mountainous terrain Land hex. This hex must be a supplied hex; i.e., it must have a Line of Supply just as though there were an infantry unit present on the hex. Moreover, the quality of the Line of Supply determines the type of Air Mission and its weight.

[14.61] Air Movement (Transport and Assault) and Amphibious Assault may only embark from a hex which is in Major Supply. (The Supply Path contains no Minor or Amphibious Supplyheads.)

[14.62] An unlimited number of Air Points may be presumed to originate from a hex which has a Major Supply Line.

[14.63] Only five Air Points may originate from a hex or hexes dependent on a single Minor Line of Supply. In other words, if you wish to apply Air Points from an area on the map whose supply at some point funnels through a single Minor Supplyhead, then you could only use five Air Points from that area. If the area could be fed by a second Line of Supply tracing through another Minor Supplyhead (avoiding the first), then it could support ten Air Points, etc.

[14.64] Air Points may not originate from a hex fed by an Amphibious Line of Supply.

15.0 Weather

General Rule. Weather has an important influence on the play of the game. Many of the Standard game rules are modified to account for the effects of changing weather conditions on Movement, Combat, Terrain, etc. Certain Game-Turns are designated as either Mud or Snow Game-Turns on the Turn Record/Reinforcement Track. Mud and Snow Game-Turns modify many of the rules which govern the play of the game during Clear Game-Turns. These effects are summarized below. The map is divided into three Weather Areas: Arid, Severe and Moderate. The effect of weather varies greatly, depending on the Area.

15.1 Summary of Weather Effects by Weather Area

ARID WEATHER AREA: No Weather Effects throughout the Game-Year.

MODERATE WEATHER AREA:

  • Mud Game-Turn: Movement Allowance, Supply Range, and Combat Strength for attack is reduced to half value for all units.
  • Snow Game-Turn: Movement Allowance is reduced to half value for all mechanized and motorized units. Supply Range is halved for all units*. Combat Strength for attack is halved for mechanized units*. Note: Mainland Italy (Map D) experiences Snow Game-Turns as if they were Mud Game-Turns.

SEVERE WEATHER AREA:

  • Mud Game-Turn: Movement Allowance for all units is reduced to one (1) Movement Point**. Supply Range and Combat Strength (attack and defense) is reduced to half value for all units*.
  • Snow Game-Turn: Same as Moderate Snow Game-Turns. All Lakes and Rivers are frozen (treated as Clear terrain for all purposes). The Rail Movement Allowance for all non-Soviet units is reduced to 25 Rail Movement Points.

HEXES NORTH OF ARCTIC CIRCLE:

  • All Game-Turns: Mechanized units prohibited. No effect on Movement Allowance of other units. Supply Range halved.

Arctic Swamp hexes may not be entered by mechanized or motorized units; other units pay 4 MP per Arctic Swamp hex. Defender is doubled when attacked in Arctic Swamp.

APPLICABILITY NOTES:

  • * Items marked with the asterisk do not apply to Soviet and Finnish units in the War in Europe/War in the East games.
  • ** In this instance, Soviet and Finnish Movement Allowances are reduced to half value.

SEASONAL EFFECTS ON AIR ALLOCATION BY AIR FRONT: During Snow and Mud Game-Turns, Players may not use their entire available force of Tactical Air Points.

  • West Air Front: Two-thirds available, during Snow and Mud.
  • South Air Front: Two-thirds of available, Mud only.
  • East Air Front: One-half of available, during Mud; one-half during Snow (Soviets exempted during Snow).

In all cases, round up fractions to the nearest whole Air Point.

16.0 Combining Battlegroup (BG and KG) Units

General Rule. Battlegroups (kampfgruppen) may be combined to form a single full-strength unit. To do so, three identical battlegroup-sized units must be stacked in the same hex at the beginning of the Friendly Player-Turn. At the end of the Friendly Reinforcement Phase, two of the battlegroup-sized units are removed from the map (placed in the counter tray) and the third unit is flipped over to reveal a full-strength unit.

16.1 Which Units May Combine

[16.11] Only battlegroup-sized units may be combined in this manner. The three battlegroup-sized units which are to be combined must be identical in terms of strength and unit type.

[16.12] The full-strength unit which is formed by combining the three battlegroup-sized units may neither move nor attack Enemy units during the Player-Turn in which it is formed.

[16.13] Unsupplied battlegroup-sized units may combine to form a full-strength unit; i.e., the supply state of the combining battlegroups has no effect on their ability to form a single full-strength unit in this manner.

[16.14] Battlegroups may be combined only with identical battlegroups of the same nationality. Units which do not form battlegroups may not be combined in this manner.

16.2 Restrictions

[16.21] The full-strength unit which is formed by combining three battlegroup-sized units may neither move nor attack Enemy units during the Player-Turn in which it was formed.

[16.22] When the full-strength unit formed by combining battlegroups is revealed to be a German Security Division (6-3) unit, the Axis Player should immediately remove that unit and replace it with a normal German (6-5) infantry division unit.

[16.23] Entrained battlegroup-sized units may never be combined in this manner.

17.0 Replacements

General Rule. Battlegroups (BG and KG) and eliminated "minor" units (those which don't form battlegroups) may be rebuilt to their full strength by the expenditure of Replacement Points. The act of rebuilding may occur during the Reinforcement/Replacement Phase of each Player-Turn. Players receive Replacement Points via the Reinforcement Track (or, for the Germans and Soviets, via their Production Systems). When received, the Points are added to one of the Replacement "Pools" allocated to each Front. When expended, the Points are "subtracted" from the Pool Level. The Players should use a Replacement Point as a marker to indicate Pool Level.

Procedure. To rebuild a battlegroup, the Player flips the counter over (to its full-strength configuration) and expends (reduces the Pool Level by) the number of Replacement Points indicated in Case 17.2. This rebuild occurs "in place." To rebuild a "minor" unit, the Player retrieves the unit from his "dead" pile and expends the required Point. The rebuilt unit is then placed on any city of its home country.

17.1 Restrictions

[17.11] Each Reinforcement Phase, the Phasing Player may rebuild one full-strength unit for every six (or fraction of six) Replacement Points accumulated on a given Front. The accumulated Replacement Points must all be of the same type and nationality as the unit being rebuilt, and allocated to the same Front. Only one of the six (or fraction of six) Replacement Points is actually expended to rebuild the battlegroup; the remainder are left in the "pool." For example, if the Axis Player has between seven and twelve Infantry Replacement Points on hand, he could rebuild two infantry battlegroups that Reinforcement Phase (expending a total of two Replacement Points, and having five Replacement Points remaining on that Front). If the Axis Player had had thirteen Points on hand, he could have rebuilt three battlegroups (and have ten Points remaining).

[17.12] There is no limit to the number of times a particular unit can be reduced to battlegroup strength and be subsequently rebuilt through the use of Replacement Points.

[17.13] A unit may not move or attack in the same Player-Turn in which it was rebuilt with Replacement Points.

[17.14] Units may only be rebuilt by Replacement Points of the same type and nationality. Units which do not form battlegroups may be rebuilt through the following procedure. Place all eliminated units which do not form battlegroups in the counter tray. Such units may be rebuilt (and brought back into the game) in the same manner as described in Case 17.11. Such rebuilt units are treated as reinforcements and appear during the Reinforcement Phase in which they were rebuilt.

[17.15] When a German Security Division (6-3) or Static Division ((S) 1) is rebuilt, it may be replaced with a normal German Infantry Division (6-5) unit.

[17.16] Replacement Points may be transferred between Fronts. This is done at the end of the Reinforcement Phase and does not require any sort of transport. Points which are transferred may be considered part of the Pool of the Front they were allocated to at the beginning of the Reinforcement Phase for the purpose of rebuilding battlegroups. [KC Errata 17.3 (Omission): REPLACEMENT POINT INTER-FRONT TRANSFER. Replacement Points are transferred from one Front to another Front during the Reinforcement/Replacement Phase of each Player-Turn.]

[17.17] Units that can form battlegroup-sized units which are completely destroyed (eliminated after being reduced to battlegroup size) may not be rebuilt by expending Replacement Points.

[17.18] An unsupplied unit may not be rebuilt. [KC Errata 17.25 & 7.27 (Clarification): A Player may spend two Replacement Points to rebuild the referenced units even if he has fewer than six total Replacement Points of the appropriate type.]

17.2 Replacement Expense

[17.21] All infantry division battlegroups and all motorized infantry division battlegroups cost one Infantry Replacement Point each to rebuild.

[17.22] All armored infantry (panzer grenadier) and armored (panzer) division battlegroups cost one Mechanized Replacement Point to rebuild.

[17.23] "Minor" infantry and motorized infantry units cost one Infantry Replacement Point to rebuild.

[17.24] "Minor" armored infantry and armored units cost one Mechanized Replacement Point to rebuild.

[17.25] SS Panzer Grenadier and panzer division kampfgruppen cost two Mechanized Replacement Points to rebuild.

[17.26] Cavalry units cost one Infantry Replacement Point to rebuild.

[17.27] Allied, German and Italian airborne divisions cost two Infantry Replacement Points to rebuild.

[17.28] Axis airborne regiments may not be rebuilt by expending Replacement Points.

[17.29] Units which do not fall in the preceding classifications (for instance, Mobile Supply, RR, Amphibious, etc.) may not be rebuilt by expending Replacement Points.

18.0 Fortified Units

General Rule. Beginning 1/8/40, Soviet (1-4) and French (3-4) Infantry Divisions may be converted (flipped over) into fortified units. When so fortified, these units possess a printed intrinsic Defense Strength and, in addition, they double the Defense Strength of any one Friendly infantry unit in the same hex. When the unit is fortified, flip the unit over to indicate its fortified status. A fortified unit may also be converted back into a normal unit; when it does so, the unit is flipped back over to reveal its normal infantry division status. [KC Errata 18.0 (Clarification): The Cycle Date given (1/8/40) applies only to a historical game beginning 3/5/40. In other Scenarios, French units may fortify beginning 10 Game-Turns after an Axis unit has entered any hex of Belgium or France, or has attacked a Belgian or French unit.] [KC Errata 18.0 (Correction): Delete reference to Soviet units (see Case 74.57 for Soviet fortifications).] [KC Errata 18.0 (Correction): A Fortified unit affects the Defense Strength of a Friendly infantry unit of the same nationality as the Fortified unit.] [KC Errata 18.0 (Clarification): An Air-Sea Interdiction attack against French or Belgian units, or land attacks against these units in German territory, will not trigger the ability of the French to fortify.]

Procedure: Conversion into a Fortified Unit. At the end of the Friendly Combat Phase, any supplied infantry division capable of becoming fortified which has not moved or attacked during the current Player-Turn may attempt to be converted into a fortified unit. When the unit is attempting conversion, total up the face-value of the non-moving, non-attacking infantry Combat Strength Points in the same hex as the unit which is attempting the conversion. Each infantry Combat Strength Point raises the chance for the successful conversion of the unit by one-sixth.

Example: A Soviet (1-4) is stacked with a (4-4) infantry unit. The total number of infantry Combat Strength Points in the hex is five. The Player then rolls a die and if any number between "one" and "five" (inclusive) is rolled, the conversion takes place and the unit is flipped over to reveal its fortified Strength. The (4-4) unit in the hex would have its Defense Strength doubled when resolving combat (or Overrun). Note: If six or more infantry Combat Strength Points are stacked in a hex and are aiding in the conversion, an infantry division in that hex could be converted into a fortified unit automatically; no die roll would be necessary.

Procedure: Conversion of a Fortified Unit into a Normal Infantry Division. At the end of any Friendly Combat Phase, any fortified unit may automatically be converted back into a normal infantry division by the Owning Player. This conversion takes place after all attempts to fortify units have been executed. Simply flip the fortified unit over to reveal the normal infantry division. No computation or die roll is required.

18.1 Restrictions on Conversion

[18.11] An unsupplied infantry division may not attempt to convert into a fortified unit.

[18.12] Infantry units may never attempt to become fortifications when Mud Weather is in effect. Units may not attempt to become fortified during the First Game-Turn of any Scenario.

[18.13] There is no limit to the number of times a unit may be converted into a fortified unit and then back to a normal unit.

[18.14] A fortified unit may always be converted back into a normal unit, regardless of its supply state or any other condition.

18.2 Restrictions on Fortified Units

[18.21] Fortified units have a Movement Allowance of "zero." They are completely immobile. If forced to retreat, the fortified unit is eliminated instead.

[18.22] Fortified units have an Attack Strength of "zero." They may never attack.

[18.23] A fortified unit has no Zone of Control, but fortified units affect Enemy Zones of Control exactly as a normal unit would. A non-fortified unit which is stacked in the same hex as a fortified unit retains its Zone of Control.

[18.24] Only one fortified unit may be created per hex. Only one non-fortified infantry unit in a hex may have its Defense Strength doubled by the fortified unit. [KC Errata 18.26 (Omission): Infantry units may not fortify in hexes containing non-destroyed printed fortifications.]

[18.25] Except as specifically stated in the preceding Cases, a fortified unit is considered to be a normal ground combat unit and is governed by all the normal rules which pertain to such units.

Exclusive Rules

The following sections (19.0 through 43.0) are the SPI "Exclusive Rules for War in the West," which apply only to War in the West and are read in conjunction with the Standard Rules above.

19.0 Introduction

This rules booklet contains those systems which are peculiar to the War in the West game of the War in Europe game system. It should be read in conjunction with the Standard Rules booklet.

[Transcriber's note: the booklet's "Summary of Unit Counters" (pages 1-3 of the Exclusive Rules, a graphic listing every counter type and quantity by nationality) is a counter illustration and is not transcribed here. Counter quantities are given by the printed summary.]

20.0 Barbarossa

Commentary. The turning point of World War II was undoubtedly the German invasion of Russia (code named "Barbarossa"). It is a historical watershed and its influence on the course of the war in the West cannot be minimized. It would be nice to play War in the West with a choice of what if's. What if Hitler hadn't invaded and Stalin had remained neutral? What if Hitler had invaded and won early? What if he had been content with a "limited" campaign? What if Hitler hadn't invaded, but the Soviets attacked in 1942? Etc., etc., etc. Who knows? Your guess is as good as ours.

The fact is that so much of the historical course of the western war flowed from the events in the East that we have little choice but to assume that Barbarossa occurs. [To take one example, the invasion and early Soviet disasters presented the Japanese with the opportunity for Pacific adventure. It is hard to imagine them taking on the U.S. in the face of an unawakened, undistracted Soviet Union. If Pearl Harbor doesn't happen, will the U.S. join the fight against Germany?]

War in Europe will present the Axis Player with a range of strategic choices vis-a-vis the Soviet problem. In War in the West, we deprive him of any options deliberately. In designing War in the West, we assume that the Axis invade the Soviet Union on June 22, 1941 (1/7/41). From this assumption we derive certain consequences for the Axis Player. Initially, he will be required to remove from play a specified number of ground and air units representing those units committed to the East. Then beginning on Production Cycle 0/8/41, he will be required to spend a specified number of Production Points per Cycle, for the East Front. This will be a shorthand method of requiring him to reinforce the East. At a specified time, the Axis Player will be allowed to withdraw units from the East and return them to play in War in the West. Finally, a schedule is given which details the Production Cycle on which the Axis Player irretrievably loses the use of the Soviet, Rumanian (Ploesti) and Turkish Resource Centers, regardless of the flow of play in War in the West.

20.1 Eastern Front Definition

[20.1] War in the West assumes: that the Russo-German Non-Aggression Pact was signed and implemented; that Poland falls and is divided between Germany and Russia; that the Soviets occupy the Baltic States and Bessarabia; that the Winter War occurs with resultant Finnish border changes; that the Eastern Front line then is the (Barbarossa) 1941 Start Line, as depicted on the map.

20.2 Invasion

[20.2] Before 4/7/41, the Axis Player must move the following units into the Soviet Union:

  • 18 Panzer Divisions (10-8)
  • 15 Pz. Gren. Divs. (8-8)
  • 7 Pz. Brigades (3-8)
  • 110 Infantry Divs. (6-5)
  • 9 Security Divs. (6-3)
  • 3 RR Repair Units
  • 26 Air Points (AP)

This movement must be made by normal ground movement from the Axis side of the 1941 Start Line to someplace in the Soviet Union (no Rail Movement into Russia).

[20.21] Use of Barbarossa Units. When the German Player moves the specified units into the Soviet Union, he has, for all intents and purposes, removed these units from the War in the West game. Except for a limited amount of units (see Case 20.5), he may not retrieve them nor use them in any way for War in the West.

[20.22] Movement Prior to 4/7/41. Implied in this rule (20.2) is the requirement that the Axis Player has deployed the invasion forces in the proximity of the Eastern Front prior to Game-Turn 4/7/41. It matters not what form this deployment takes, so long as the German Player meets the requirement to move the units into the Soviet Union before 4/7/41. He could conceivably mass them all in Rumania, or whatever, as long as he gets the necessary units into the Soviet Union by the end of 3/7/41.

As a practical matter, the Game-Turn 3/7/41 start date is of little consequence. The Axis Player could begin moving units into the Soviet Union before that date if it suits him. There is no way that this early invasion could hurt the Allied Player and if it helps the German Player speed play, so much the better. Regardless of when they exit, the units are permanently out of play.

[20.23] Air Point Movement. Technically, Air Points don't move from hex to hex. To meet the invasion requirements, the German Player just takes a total of 26 Air Points from any of his Front Boxes (by having them perform a Transfer Mission) and places them in the Soviet Union. They are effectively removed from War in the West. [It is not enough to place them in the East Front Air Box. They must be taken out of play completely. The East Front Air Box may be needed for War in the West operations.]

20.3 Subsequent Reinforcement

[20.3] The German Player is required to expend a specified amount of Production Points per Production Cycle to simulate the creation of reinforcements which are assumed to go East.

[20.31] East Front Production Point Schedule. Beginning with Production Cycle 0/8/41, the Axis Player must deduct an amount of Production Points from his Production Point Pool each Cycle. This deduction simulates the creation and dispatch of reinforcements to the East. The amount deducted each Cycle is shown on the Cycle Record Track under the listing "EPP" (Eastfront Production Penalty).

[20.32] The balance of Production Points left in the Pool after the East Front deduction may be used by the German Player for production of units for War in the West.

20.4 Effect on Resource Centers

[20.4] The course of the War in the East had an effect on the availability of resources for German industry. This is simulated by the denial of the enumerated Resource Centers, which are considered permanently denied to the German Production System. The Cycle on which the Resource Centers no longer function is shown on the Cycle Record Track. The Allied Player conceivably could deny one or more of these Centers to the Axis Player prior to the scheduled date either by bombing or ground action. Regardless of whether this occurs, the Axis Player must consider these Centers lost on the Production Cycle listed on the Cycle Record Track and on all subsequent Cycles.

20.5 Re-Entry of East Front Units

[20.5] Historically, the Germans rotated units to and from the Eastern Front. For the most part, this process is shown in the abstract rules governing Eastern reinforcement (see Case 20.2). However, certain events in the West did cause the Germans to remove substantial forces from the Soviet Union for employment against the Allies. This rule simulates that action.

[20.51] Re-Entry Schedule. When the following schedule permits, the German Player may retrieve the enumerated units from the Soviet Union and return them to play in War in the West.

Game-TurnRe-Entering Units
3/13/414 Air Points
1/1/434 Air Points
2/8/4312 Inf. Divs., 3 Pz. Divs., 3 Pz. Gren. Divs.

[20.52] Implementation. When retrieved from the East, Air Points are placed in the East Theatre Air Box (the German Player being able to do as he pleases with Air Points so disposed). Ground units appear on any hex along the Axis side of the Barbarossa start line. Within the limits of the Rail Movement Rules, such units may appear entrained. Re-entry takes place at the beginning of the given Game-Turn, and the re-entering units may be immediately employed by the German Player.

[20.53] The 2/8/43 re-entry of ground forces corresponds historically to the Allied invasion of Sicily. Hitler was forced by this event to weaken the Eastern Front to shore up the Mediterranean. In view of the fact that the actual course of War in the West will rarely conform so exactly to historical precedent, Players may substitute the following trigger: the Axis Player may take his 2/8/43 re-entry allotment beginning the Game-Turn after the Allies invade (have a ground combat unit enter any hex of):

  1. Sicily, Sardinia or Italy
  2. Greece, Spain or Portugal
  3. France, the Low Countries or Scandinavia.

20.6 Penalty

[20.6] The Axis Player must meet the requirements set out in Cases 20.3 and 20.4. The invasion requirement before 4/7/41 is particularly important. The German Player cannot just send the Wehrmacht on a grand tour of Europe and Africa during 1940 and early 1941 and then fail to meet the invasion deadline on a timely basis with the required force. Even a penalty which allowed the Allied Player to remove Axis units at his pleasure to make up a lack of invasion forces would be inequitable. Therefore, failure of the Axis Player to invade the Soviet Union with the required force by the stated time means he forfeits the game.

[20.61] When he invades the Soviet Union, the Axis Player may always substitute a high valued unit (in terms of Production Points) for a required unit. He may, for example, send a panzer division instead of a panzergrenadier division.

[20.62] It is conceivable (though improbable) that the Allied Player, by bombing or ground operations, could so reduce the German Production Capacity that the German Player would not be able to make his required Production Point reinforcement for the East Front. If this occurs, the Axis Player must spend all his Production Points in the East, and will simply have no Production Points available to create units for use in War in the West.

20.7 War Boundaries

[20.7] The assumed existence of an Eastern conflict serves to circumscribe the area of War in the West operations.

[20.71] Allied units may never enter the Soviet Union (including Soviet-controlled Poland) or Finland. Axis units may never enter the Soviet Union or Finland, except as pursuant to invasion requirements. For all intents and purposes, the Soviet Union and Finland are off-limits and are prohibited to either the Axis or Allied Player. [KC Errata 20.71 (Clarification): In this case the word Control means Friendly and not Zone of Control.]

[20.72] The area to the west of the 1941 Start Line (all of Europe, Asia and Africa, excepting the Soviet Union and Finland) is the area of War in the West operations.

[20.73] When the Axis Player is subjugating Poland, he may operate anywhere in Poland, including parts of Poland which are east of the 1941 Start Line. The Axis Player must withdraw behind the 1941 Start Line within three Game-Turns of the fall of Warsaw (surrender of Poland).

21.0 The Strategic Cycle

Commentary. Originally, the Campaign Scenario Game-Turn provided for an Allied Reinforcement Phase, a Strategic Bombing Phase, a German Production Phase, etc. In a game lasting hundreds of Turns, repetitive execution of these functions in small increments would be, to say the least, boring. It was decided to work these events into a Strategic Cycle, which intervenes after every fourth Game-Turn. It is a break in the progression of Game-Turns, a distinct function unto itself. Sections 20.0 through 29.0 and 36.0 are not used when playing the Standard Scenarios.

21.1 Sequence

[21.1] Just like a Game-Turn, the Strategic Cycle has a Sequence of Play dictating an orderly procedure for the Players to follow. The Cycle is composed of four Stages, each Stage having one or more Phases, Steps and Segments.

Stage 1. The U-Boat War.

  • U-Boat Combat Phase: The number of existing U-Boats may affect the availability of scheduled Allied reinforcements.
  • U-Boat Attrition Phase: Chance (a die roll) acts to eliminate a variable number of U-Boats from the existing German force.

Stage 2. Allied Reinforcements. The Allied Player receives and deploys units, Points and Markers as per his Cycle Record Track, as modified by the results of the U-Boat War.

Stage 3. The Strategic Air War. The Allied Player uses his Strategic Bombing Points, Escort Points and (at his option) a percentage of his Tactical Air Points to bomb Axis targets (Manufacturing and Resource Centers). The Axis Player uses Tactical Air Points ("interceptors") and Flak Units to oppose the Allied Player. As a result of the interaction, Air Points may be eliminated and targets bombed.

Stage 4. German Production. The Axis Player removes completed German units, etc. from his Production Spiral and deploys them on the map. He deploys other Axis reinforcements (Italians, etc.) as scheduled by his Cycle Record Track. He implements new German Production. Finally, he attempts to remove bombing damage from his Manufacturing/Resource Centers.

22.0 The U-Boat War

Commentary. Between 1939 and mid-1943, the Allies and Axis fought a battle of attrition over the Atlantic sealanes, pitting the German U-Boat arm against a developing Allied ASW effort. From the Allied standpoint, this was the necessary battle. Failure to secure sea communication with England meant, at the very least, no hope of return to the continent; at the worst, loss of the war. Suppression of the U-Boat menace was the top Allied priority. The Germans, on the other hand, did not accord the U-Boat war the same high priority, at least not during the early war years. During these years, an increased U-Boat build-up might have shut down the Atlantic. It would, in any event, have forced the Allies to divert even more of their scarce resources into replacing lost tonnage and strengthening ASW forces. This diversion would have had to be at the expense of amphibious, army and air forces. After mid-1943, the Allies mastered the U-Boats. The premise of the U-Boat war is that the German Player can affect the pace of Allied reinforcement by the size of his U-Boat force. Essentially, he tailors the size of his U-Boat force by his Production System. Either he produces fewer U-Boats than he did historically, or more or the same amount. The more U-Boats he has than the historical level, the greater the chance that the Allied reinforcements will be delayed.

General Rule. During every Strategic War Cycle, there is a U-Boat War Stage. During this Stage, the Axis Player executes the U-Boat War routine. This routine has two Phases; the first, the U-Boat Combat Phase, determines what effect the number of existing U-Boats will have on the Allied reinforcements nominally due in the following Allied Reinforcement Stage; the second, the U-Boat Attrition Phase, determines the number of U-Boats that the Axis Player must eliminate.

22.1 U-Boat Combat

[22.1] The Axis Player attempts to retard the pace of Allied reinforcements via the U-Boat Combat Results Table during the U-Boat Combat Phase.

[22.11] U-Boat Combat Results Table. (See separate sheet. The U-Boat Combat Results Table is not reproduced in the scanned Exclusive Rules; see the transcriber's note at Case 22.24.)

[22.12] Explanation of Procedure. Two markers are used on the Allied Strategic Cycle Record Track: a Cycle Marker (to record the actual Cycle in play) and a Reinforcement Marker (to record which reinforcements are due the Allied Player). If the results of the U-Boat war proceeded in an exact, historical manner, the Reinf Marker would always exactly correspond to the position of the Cycle Marker. However, if the Axis Player more vigorously prosecutes the U-Boat war, the Reinf Marker will be retarded (and the Allies will receive their reinforcements later than historically). Conversely, if the Axis Player does not match the historical effort, the Reinf Marker will outpace the Cycle Marker and the Allies will receive their reinforcements sooner than historically.

At the beginning of the U-Boat Combat Phase, the Axis Player totals up the number of U-Boat Points available and locates the column heading corresponding to this number on the appropriate year-date line on the U-Boat Combat Results Table. He rolls the die, cross-indexing the die number with the column to yield one of three possible results.

[22.13] Explanation of Results.

  • D = Delay. The Reinf Marker is not advanced and the Allied Player receives no reinforcements that Cycle.
  • A1 = Advance One Cycle. The Reinf Marker is advanced one Cycle and the Allied Player receives whatever reinforcements are indicated for that position on the Cycle Record Track.
  • A2 = Advance Two Cycles. The Reinf Marker is advanced two Cycles and the Allied Player receives (in the current Cycle) whatever reinforcements are indicated in those two Cycle positions on the Cycle Record Track.

Example: The Cycle is 3/42. The Reinf Marker is in position 2/42. The Axis Player has 14 U-Boats available. He rolls a "5" on the U-Boat Combat Results Table, yielding an "A2." The Allied Player advances the Reinf Marker through Cycle 3/42 to Cycle 4/42 and receives all the reinforcements for both those Cycles in the current (3/42) Cycle.

Note that the Reinf Marker is never moved automatically (only the Cycle Marker is so moved); the Reinf Marker is only moved when directed to do so by the U-Boat Combat Results Table. Note also that it can never be directed to move backwards and that the Allied Player never receives the same reinforcements twice.

[22.14] Theoretically, with good luck, the Axis Player could, by building and maintaining a large enough U-Boat force, stop the Allied Player from ever receiving Commonwealth and American reinforcements. By the same token, he could refuse to build any U-Boats at all with the result that the Allied Player would eventually be receiving his reinforcements far earlier than he did historically. If the Reinf Marker reaches the final Cycle (0/6/45) before the Cycle Marker, the Allied Player receives AP's, IR's and MR's, both US and CW, in the same pattern established in the last four Cycles listed.

22.2 U-Boat Attrition

The Axis Player must use the U-Boat Attrition Table once every Cycle to determine the number of U-Boat Points he loses (as a result of the abstracted Allied ASW effort which this procedure represents). See the separate sheet carrying this table and read the procedure below.

Procedure. Read across the column headings in the appropriate year date on the U-Boat Attrition Table until the number range corresponding to the number of U-Boats available is found. Roll the die and cross-index the die result with the appropriate column. The result indicated is the number of U-Boat Points destroyed that Cycle.

Example: The year is 1943; the Axis has 32 U-Boat Points available. The Axis Player rolls a "5" on the die, indicating that two U-Boat Points are eliminated.

[22.21] U-Boats Available. The Axis Player begins the Scenario with a number of U-Boats. These are placed in the U-Boats Available Box of his Naval Operations Display. As he produces U-Boats, he adds them to the Box. When he loses U-Boats (through attrition), he removes them from the Box. The number of U-Boats available is simply the total U-Boats in the Box.

[22.22] Compulsory Attrition. U-Boats are exposed to attrition on every Strategic War Cycle. The Axis Player has no mechanism to shield them from attrition. When he produces a U-Boat, it is placed in the U-Boats Available Box. He has no choice in the matter. (This vulnerability is different from the rules governing Air Points. There, the Axis Player could shield his Air Points from attrition by refusing to commit them to operations. U-Boats available are U-Boats on operations.)

[22.23] Discretionary Force Level. The Axis Player can refuse to build U-Boats. Attrition then will eventually wipe out his strength. Or he can build a great many U-Boats. The decision is up to him. He determines the intensity of the U-Boat War by his Production decisions.

[22.24] U-Boat Attrition Table. (See separate sheet. The U-Boat Attrition Table is not reproduced in the scanned Exclusive Rules.)

22.3 Effect on Other Reinforcements

U-Boat results affect only the arrival of Commonwealth, American and General Reinforcements. They have no effect on the arrival of other national reinforcements, such as French, Italian, Neutral countries, etc.

22.4 Allied Reaction (Optional)

Within the context of the stated rules, the Allied Player is left at the mercy of the Axis Player vis-a-vis his reinforcements. He really can do nothing to directly affect German U-Boat strength. Recognizing that this passivity will grate on some, we offer the following.

[22.41] Immediately following the U-Boat Attrition Phase, and before Strategic Bombing, the Allied Player may expend Air Points to further reduce the German U-Boats. He does this by voluntarily eliminating his own Air Points and eliminating U-Boats according to the following schedule:

[22.42] U-Boat Elimination Schedule

Nr. of Air PointsNr. of U-Boats
1-21
3-52
6-93
10 or more4

Note that the cost per U-Boat eliminated to the Allied Player (in terms of Air Points) rises. It costs him one Air Point to eliminate one U-Boat. It costs him 10 Air Points if he wishes to eliminate four U-Boats.

23.0 Allied Reinforcements

General Rule. The Allied Player receives reinforcements as per the Reinforcement Track as modified by the results of the U-Boat War (see Case 22.1). On Cycles when he does receive reinforcements, they are placed according to the following rules.

23.1 Allied Reinforcements (Common)

[23.11] Bomber and Escort Points are immediately assigned to a Strategic Base Display. If the Allied Player has failed to deploy a Base, the Points are simply held in limbo until a subsequent Cycle.

[23.12] Allied Amphibious Points are placed in the Amphibious Points Available Box.

[23.13] Railroad Repair units are placed in an unsuppressed Major Port hex of Great Britain.

[23.14] Air Transport Points are assigned to a Theatre Available Box.

23.2 Commonwealth Reinforcements

Commonwealth reinforcements are divided into those which appear in Great Britain and those which appear at Suez.

[23.21] Air Points are placed in the Western Air Front Available Box.

[23.22] Replacement Points (Inf or Mech) are placed in any of the three Theatre Replacement Pools at the Player's option.

23.3 U.S. Reinforcements

[23.3] U.S. Ground Combat and Support units appear in any Major Port hex (Friendly and functioning) adjacent to a High Seas hex. Other Points and Markers may be applied to any Front.

23.4 Other Allied Reinforcements

[23.4] Unless otherwise restricted, reinforcements due to other Allied countries appear in any Friendly indigenous city.

24.0 The Strategic Air War

General Rule. The Strategic Air War allows the Allied Player to directly attack the German Production System, by bombing Manufacturing Centers and Resource Centers. With luck, the results of this bombing will "destroy" a number of Centers. Since German production basically depends on the number of Centers in operation ("undestroyed") each Cycle, bombing, in the long run, will reduce the total German Production.

The Allied Player receives Strategic Bomber Points as per the Reinforcement Track (beginning on 0/1/43, assuming a historical U-Boat War). Thereafter, he may use these Points to attack Axis targets. He also receives Escort Points and may transfer a number of Tactical Air Points for use as Escorts ("Trf" on the Track). These accompany the bombers and shoot down Axis Air Points (Interceptors) which oppose the Allied strikes. The Axis Player may allocate a limited percentage of his Air Points available as Interceptors ("Inept" on Track) to shoot down Allied Bombers or Escorts. He may also deploy Flak Points on targets. These also serve to shoot down Allied Bombers.

The Allied Strategic Air Assets (bombers and Escorts) are always considered to be based at Strategic Air Bases, which the Allied Player deploys on the map. The location of a Base determines the range between the Base and a given target (also located on the map). Range is important because the bombers can only attack targets within their range (50 hexes) and Escorts also have a range (which increases with time). When the Allied Player strikes a given target, it will, geographically, either be in escort range, or out of escort range.

The actual implementation of a Strategic Air War Stage follows a rigid sequence of Phases and Steps.

24.1 Strategic Air War Stage Sequence Outline

A. Targeting Phase: The Allied Player states what targets he is striking, and from which Strategic Air Bases.

B. Air Asset Allocation Phase: Both Players secretly and simultaneously assign their available Air Assets to their respective Strike/Interception Charts. The Allied Player must assign Air Assets to create a number of strikes matching the number of targets he has announced (no more, no less). The Axis Player may assign Air Assets to intercept none, one, some or all of the Allied strikes.

C. Strike Declaration Phase: The Allied Player now states which strike is attacking which target, while revealing his Strike Track(s). The Axis Player reveals his Interception Track(s). The dispositions of Air Points on these Tracks are compared and it is determined which strikes are intercepted.

D. Air Combat Phase: The following Steps are executed for each strike that has been intercepted.

  1. Escort Attack: The Allied Player uses the fighter vs. fighter combat routine to execute the attack of any Escort Points against German Interceptor Points which have intercepted the strike "within escort."
  2. Interceptor Attack: Normally, the Axis Player uses the fighter vs. bomber routine to execute the attack of his surviving Interceptor Points against Allied Bomber Points. (Or he may attack the Escorts or split his Interceptors to attack both Bombers and Escorts.)
  3. Bomber vs. Interceptor Attack: The Allied Player uses the Fighter vs. Bomber routine to execute the attacks of his surviving Bombers against the remaining Axis Interceptors.

E. Strategic Bombing Phase: Surviving Bomber Points in each strike now attack their designated target, using the Bombing routine. Any results are noted and appropriate Markers are placed. This Phase is repeated for each strike.

F. Flak Attack Phase: Any Flak Points located in target hexes attack surviving Bomber Points using the Flak routine.

G. Air Asset Return Phase: Air Points used in the Strike/Interception roles are now placed in the "Available Strategic Air Assets Box" of their respective Base Chart or Theatre Chart.

H. Air Asset Deployment/Redeployment Phase: The Allied Player may now distribute his available Air Assets between his various Strategic Bases and the Theatres. The Axis Player may do likewise. Note that this is the only time that the Players can reinforce or reduce their Strategic Air strength. The decisions they make at this point will determine what strength they have available for the next Strategic Bombing Cycle. The Players execute this deployment secretly and simultaneously.

[Players' Note: We cannot stress enough the consequences of the placement of this Phase within the Sequence. Not only does the deployment affect the strength on the next Strategic Cycle, but as a corollary, it affects the Tactical Air Strength available to the Players during the following four Game-Turns. Points allocated to the Strategic System are not available for tactical use and vice versa.]

24.2 Strategic Air Bases

The Allied Player has three Strategic Air Base Markers. (The number of markers is a deliberate design limitation.) He receives these at the beginning of the game. They may be deployed on any Allied Major-supplied Clear terrain hex. They serve to identify the point of origin of Strategic Air Strikes, and in so doing, establish the area of the map and targets which lie in Escort range and the area of the map and targets which lie outside Escort range.

[24.21] Deployment of Strategic Air Bases. It takes a total of three months to deploy a Base Marker. Assume it is Strategic Bombing Cycle One: the Player places the Marker face down. On the following Cycle, he turns the Marker face up. Then, on Cycle Three, he may bomb from this Base. Deployment of Air Bases occurs during Phase H. Once deployed, a Base may only be moved by reversing the routine, as follows: Cycle One, turn base face down; Cycle Two, remove Base from map; Cycle Three, deploy Base face down on new deployment hex.

The Allied Player is not required to deploy the Base Markers at the start (considering the fact that he does not receive any Strategic Bombing capability before 1943), but if he does not deploy them eventually, he cannot conduct a Strategic Air War.

[24.22] Base Numbering. The three Strategic Air Base Markers have no individual, printed identification numbers. The Allied Player should label the Bases 1, 2 and 3. This identifies each Base with a specific Strategic Air Display.

[24.23] Strategic Air Display. Each Display has a Box to hold Air Assets assigned to it, and has three Strike Tracks emanating from the Box, labeled Strikes A, B and C.

[24.24] Strike Limit. During each Strategic Air War Stage, the Allied Player may launch up to three Strikes from each Base.

[24.25] Base Deployment Limit. No more than one Base may be deployed in one country at any point in the game. (The intent of this rule is simple. No more than one Base may be placed in Britain.)

[24.26] Base Capacity. Any Base can accommodate any number of Allied Bombing Points and Escorts. The only limitation is the three Strike maximum from one Base in one Cycle. Thus, it follows that the Allied Player, after a certain point in the build-up of his Strategic Bombing forces, will find it advantageous to deploy a second or third Base so that he can maximize his bombing potential.

[24.27] Base Vulnerability. The normal Tactical Air War cannot affect a Strategic Base in any way. Only two things can affect a Base. First, the hex it is located in can become unsupplied; and, second, the hex can be occupied by an Axis unit. If a Base is unsupplied, it can't be used for Strategic Air operations while it remains unsupplied. Planes assigned to that Base may, however, transfer to another Base. Supply is judged at the beginning of the Cycle. If the Base is ever occupied by an Axis unit at the end of any Game-Turn, then the Base is eliminated and any Air Assets assigned to that Base are eliminated. (And the Allied Player should be eliminated.)

24.3 Allied Strategic Bombing Points (Bombers)

Strategic Bombing Points may only be used in the Strategic Air War. They may never be transferred to the Theatre Tactical Air War Chart and used in the normal Tactical Air War. These Points are received by the Allied Player according to the Turn Record/Reinforcement Track (which may be accelerated or delayed by the outcome of the U-Boat War). Destroyed Points may be recovered after a ten Cycle delay, at the rate of one Point per Cycle.

[24.31] Incidental Effect of Strategic Bombing. Though it is presumed that Strategic Bombing will be directed against the Manufacturing/Resource Centers, there is one result of bombing which can have an effect during the regular Game-Turns. This is a "transportation hit."

While a hex suffers such a result, any Rail line passing through it cannot be used for Rail Movement in the following four Game-Turns, nor may supply be traced through the Rail Line.

24.4 Allied Escort Points (Fighters)

These become available to the Allied Player according to the Turn Record/Reinforcement Track. Their function is obvious when one refers to the actual sequence of Strategic Air Combat. If they are part of a Strike, they can attack German Interceptors before the Interceptors get to attack the Allied Bombing Points. Statistically, over a series of Strikes, their presence will serve to reduce the Luftwaffe while increasing the chance of survival of their own Bombers. Like Bombing Points, there is a finite number of hexes from the Strategic Base (the Escort Range) within which the Escorts may be used. This Range is set chronologically and increases as time passes according to the Cycle Record Track. By the simple act of determining his targets, the Allied Player will define which are within Escort Range and which are not. Knowing the target and the Base hex from which the Strike originates, one simply counts the shortest path of hexes between the target hex (inclusive) and the Base (exclusive). This number either is or is not within the Escort Range for a given Bombing Cycle.

[24.41] Transfer of Escort Points. Escort Points can be transferred to a Front Tactical Air Chart, in which case they function exactly as though they were normal Air Points (on a one-for-one basis).

[24.42] Use of Tactical Air Points as Escorts. The Allied Player may transfer Tactical Points from the Available Box of a Front Chart to a Strategic Air Base in the same Front (on a one-for-one basis). These Tactical Points perform as Escorts in every way. The number of Tactical Air Points he can transfer each Cycle is listed on the Cycle Record Track.

24.5 German Interceptors

There are no specific Interceptor Air Points. The Axis Player simply uses Air Points to contest the Allied Strategic Bombing. Within certain proportions, the Axis Player may use his Air Points either for the Tactical Air War or the Strategic Air War. Basically, the Axis Player may never use more than a specified percentage of existing Air Points as Interceptors. This percentage varies chronologically and is shown on the Cycle Record Track.

Air Points removed to the East in accordance with Section 20.0 are not counted. [If the Allied Bomber offensive begins before Cycle 1/43, the percentage is 25%.]

[24.52] Front Interception Display. There are three Front Interception Displays, labeled East, South and West. Each Chart has a Box labeled "Interceptors Available," and nine Strike Tracks, corresponding to the Strikes that the Allied Player could launch from his three Strategic Air Bases. Each Strike Track has two sections, labeled "within Escort" and "beyond Escort."

To intercept, the Axis Player places his Interceptor Points on a Strike Track in the "within Escort" Box or in the "beyond Escort" Box, or divides them between both. Then he finds out during the Strike Assignment Phase what Allied Strikes match his Interceptions, at which point each Interception/Strike is resolved through Air Combat.

[24.53] Interceptor Basing. Unlike Allied Strategic Air Points, which are deemed to originate from a specific Base hex, the Axis Interceptors have no specific geographical base on the map. Interceptors available in a Front Interception Display are available to combat any Strike directed at a target in that Front.

24.6 Targeting

To assign a target, the Allied Player simply states, "I am attacking this target hex (nr.) with a Strike from the Base in hex (nr.)." He repeats this statement for each target he wishes to attack. The Axis Player then knows exactly what targets will be struck and from where. He does not know exactly which letter-coded Strikes will be used.

24.7 Allied Air Asset Allocation

Having stated his targets, the Allied Player must now assign Air Assets to create sufficient Strikes to attack these targets (one target, one Strike). He does this by transferring the Points from the Air Assets Available Box to one, two or three of the Strike Tracks.

[24.71] Escort Points are always placed in the "within Escort" section of the Strike Track.

[24.72] Bomber Points are placed:

  1. "within Escort" if the target lies within the current Escort Range.
  2. "beyond Escort" if the target lies beyond the current Escort Range.

Naturally, when he is placing his Points, the Allied Player must think ahead to the next Phase when he must state what Strike is attacking what target.

[24.73] One Strike must be created for each stated target. No more, no less. Within this restriction, the Allied Player may choose exactly which lettered Strike will attack which target. If he has only one target, he could use any one of the three Strike Tracks.

[24.74] A Strike must contain at least one Bomber Point. There is no maximum limit.

[24.75] Strike Declaration. Having formed his Strikes, the Allied Player must now identify exactly what Strike (by letter) is to attack what target. He then reveals his Strategic Air Displays and the Axis Player reveals at the same time his Interception Displays.

[24.76] Air Combat. The Allied Strategic Air Displays are compared to the German Interception Displays to see if any German Interceptions match Allied Strikes (see Case 24.52). That is, to see if the letters match, and then if a match occurs "within Escort" or "beyond Escort" or both. Assuming a match, combat is resolved, as shown for the following four situations:

Situation 1: Escorts, Bombers and Interceptors "within Escort;" presence of Interceptors "beyond Escort" ignored. Procedure: (1) Escorts attack Interceptors. (2) Surviving Interceptors attack either Bombers or Escorts, so long as no Point attacks twice. (3) Surviving Bombers attack Interceptors.

Situation 2: Escorts "within Escort"; Bombers and Interceptors "beyond Escort." Procedure: (1) Interceptors attack Bombers. (2) Surviving Bombers attack Interceptors.

Situation 3: Escort and Interceptors "within Escort;" Bombers and Interceptors "beyond Escort." Procedure: (1) Escorts attack Interceptors "within Escort." (2) Surviving Interceptors may attack Escorts OR join... (3) Interceptors "beyond Escort" attack Bombers. (4) Surviving Bombers attack Interceptors.

Situation 4: Escorts and Interceptors "within Escort;" Bombers "beyond Escort." Procedure: Same as Situation 1.

[Transcriber's note: the printed text of Situation 3, step 2, is incomplete ("...OR join..."); it is transcribed as printed.]

24.8 Air Combat Procedures

[24.81] Interceptors vs. Escorts and Bombers. Escorts and Interceptors are fighters. When they attack each other, the following procedure is used, with Table A: (1) Total attacking Points. (2) Roll die and cross-reference result with attacking total. The number located is the number of attacked Points eliminated.

When Interceptors attack Bombers, or vice versa, the same procedure is followed, except Table B is used.

[24.82] Bombing Procedure. After Air Combat, surviving Bomber Points in a Strike attack their designated target, as follows:

  1. The Allied Player rolls the die once for each Bomber Point.
  2. He consults the Bombing Table, and compares the die roll with the current "Accuracy" Column heading. He reads the result.
  3. If the result is an effective hit he places a "Destroyed" Marker on the target hex and shifts the Accuracy Column one to the right, establishing a new "current" Accuracy Column. The Accuracy Column can only be shifted one column per Cycle, regardless of the number of effective hits scored in that Cycle. The Players should keep a written record of the current Accuracy Column.

[24.83] Definition of Bombing Hit. The Strategic Bombing Table lists four possible results: "Resource Center Destroyed," "Manufacturing Center Destroyed," "Transportation Line Destroyed," and "No effect." If a hit is scored against a target hex which does not contain that type of target, the hit is ineffective. A Resource Center Hit has no effect against a Manufacturing Center and vice-versa. A Transportation Line hit is effective against the Rail Line in the hex and also against either a Manufacturing Center or a Resource Center in the same hex (Allied Player's choice). Hits have the effect of rendering that Center (or Rail Line) inoperable for all purposes until the damage is repaired (and the Hit Marker removed) via the Bomb Damage Repair Table.

[24.84] Multiple hits of the same type on the same target have no additional effect, and are ignored for all purposes. Hits of all three types can be scored against the same hex in a single Cycle if, indeed, all three types of target exist in the hex being bombed.

[24.85] The Accuracy can only be shifted one Column per Cycle, regardless of the number of hits achieved by Bombing in that Cycle.

[24.86] German Flak Units. German Flak units may be stacked up to six per target hex. [Note that some hexes contain two or five targets.] After the target has been bombed, they attack Bombers using the Flak routine (see Case 24.87). Flak units may only be moved during the Rail or Sea Movement Phase, using Rail or Sea Movement. Each unit has a ground combat Defense Strength of "1." The Flak Stacking Limit is independent of the normal Stacking Limits.

Flak units have no effect on the conduct of the Tactical Air War. Their presence in no way affects Port Suppression, etc.

[24.87] Flak Results Table. (See separate sheet.)

[24.88] Bomb Damage Repair Table. (See separate sheet.)

24.9 Non-Map Deployment

The Allied Strategic Air Bases must be located on the map. The Players must use the Axis Production Display to locate Flak units directly on target boxes, to place Destroyed Markers, etc. Of course, the map must be referenced when calculating Escort Ranges, etc. Toward the end of the game, Players must be aware of the location of German Flak units when a chance of ground combat exists. One Flak Point is equal to one Defense Strength Point. Flak units should be placed on the map when in transit.

25.0 Ploesti

General Rule. Ploesti has five Resource Centers located in one hex. This requires a special treatment (when Ploesti is a target), governing the placement of Flak, designation of target and application of bombing.

25.1 Restrictions

[25.11] Flak can be placed in any one of the five targets, so long as no more than six Flak Points are placed as a total for all of the targets in the hex. Regardless of which Centers are actually the targets of the bombers, the total Flak Points will shoot at all the bombers.

[25.12] When he targets Ploesti, the Allied Player need only identify Ploesti as the target. At that point, he need not specify between the individual Centers. He may only send one strike to Ploesti and the German then intercepts only one Strike.

[25.13] After the Axis Player intercepts the Strike and after the Air Combat, but before actual bombing, the Allied Player may divide his surviving Bomber Points into two groups, and at that point verbally identify exactly which Center each group will bomb. In other words, he can bomb two targets for the "price" of one.

[25.14] A Transportation Hit on one of the Ploesti Centers does not affect the other Ploesti Centers for purposes of Production.

[25.15] The same rules apply to the two Swedish and the two Iraqi Resource Centers which occupy the same hex.

26.0 German Production

General Rule. The German Production System permits the Axis Player to create units (the various combat units, markers and points necessary to play). This routine is regulated by the Production Sequence and the Production Rules and is graphically displayed on the Production Spiral and its appendages. Production occurs during the Production Stage of each Strategic Cycle, which intervenes between every fourth and fifth Game-Turn. To produce a unit, the Axis Player must expend an appropriate number of Production Points and then place the unit ahead in time on the appropriate slot of the Production Spiral. Then, at the indicated later Cycle, he removes the unit from the Spiral and deploys it into the game. Within the parameters of the system and the following limitations, the Axis Player is free to produce what he wants when he wants it.

Players' Note. Unquestionably, the thrust of German Production can have a decisive effect on the strategic direction of war. Whether or not the Allied Player knows what is being produced is an important question, and is one that can affect the whole flavor of play. We make no hard and fast rule about the right of the Allied Player to monitor German Production. This decision is left to the Players. In theory, we recommend concealed production, because of the element of suspense introduced. In practice, we recommend monitored production because of the possibility of error in implementation (to say nothing of cheating).

26.1 The Production Spiral

Viewed from a distance, the chart appears to be a cross between a psychedelic wall poster and a map of a spiral galaxy. In fact, it is a compact device to allow the Axis Player to make "one-decision" production. It is divided into thirteen radiating slices and thirteen spiral arms emanating from a center circle. Each spiral arm is composed of five slots (formed as a result of the intersection of slices and spiral arms) and each slot is located in a slice progressively further away from the center. If we view time as progressing clockwise from slice to slice, then the chart can be viewed as a clock to record the passage of thirteen Strategic Cycles (and a full year of Game-Turns). Since no unit takes more than thirteen Cycles to produce, this one spiral can encompass all of the German Production.

Example: Let us say it is Cycle nr. 1. The Axis Player wishes to produce a 1-5 Kampfgruppe (which requires three Cycles). He simply traces along the spiral arms emanating from Cycle nr. 1 and places the 1-5 KG in the slot where its picture appears, and this locates the KG in the Cycle nr. 4 slice. When time advances to the Fourth Cycle, there is the Kampfgruppe waiting to be removed from the slice and be deployed.

26.2 Production Stage Sequence

This sequence regulates the actions of the Axis Player as he operates his Production System. It is composed of a series of Steps, and they must be followed in the order given in the outline.

[26.21] Production Stage Outline

Step 1. Add to Production Point Pool. The Axis Player calculates the number of Production Points he receives on the basis of his Manufacturing/Resource Center availability, the existing Economic Multiple and looting. He adds these Points to any unexpended Points in the Pool.

Step 2. Remove Produced Units from Current Production Slice. Knowing what Cycle it is, the Axis Player removes all units on that slice of the Production Spiral and deploys them (placing them on the map, or on Air/Sea Boxes, etc.). Because some of the stronger combat units are built from a weaker unit (e.g., a Panzer Division from an Infantry Division), he may choose to reserve such cadre units for the next Step by simply placing them aside temporarily.

Step 3. Implement New Production. The Axis Player places units he desires produced on the Production Spiral in the appropriate slot of the appropriate spiral arm (thereby placing them ahead in time to be taken off in some future Cycle), and reduces the Production Point total in his Pool of Points accordingly (thereby expending the necessary number of Production Points to produce the unit). Note that some units are produced from whole cloth, requiring only the expenditure of time and Production Points. Others require the additional expenditure [down-payment, if you will] of a cadre unit. Cadre units may be drawn from those just produced in Step 2 or may be drawn from a unit existing on the map (see Case 27.5). In either event, the cadre unit is removed from the game as it is assumed to be absorbed in the current production.

Step 4. Attempt Repair of Strategic Bombing Results. See the Strategic Bombing Rules for the procedure. This Step need only be taken, obviously, when bombing damage exists.

Step 5. Advance Production Spiral One Cycle. Move the Strategic Cycle Marker on the Spiral one Cycle clockwise. (If you just went through Cycle One, move it to Cycle Two.)

26.3 Production Points

The Production Point is an abstraction. It simulates, in a very rough manner, manpower, weapons, POL, manufactured material, etc., necessary to create a unit. Obviously, the real equipment in, for example, a Panzer Division differs radically from a Jagdgeschwader (which is what an Air Point roughly represents). Be that as it may, in this game, the Players need only concern themselves with the fact that a unit takes a specified amount of Production Points to produce and that some units take more Production Points than others. Production Points do not exist, per se, as die-cut counters. Rather, their creation, existence and expenditure is kept track of through the Production Point Pool. When a given amount of Production Points are added to the pool, the Markers on the Pool tracks are moved to reflect the additional Points, and, conversely, when Points are expended, the Markers are moved in the opposite direction.

[26.31] Addition of Production Points. The actual number of Points to be added during Step 1 depends (1) on the state of the economy, (2) on looting, and (3) on the number of Production Points withdrawn for the Eastfront (see Case 20.31).

[26.32] Production Points from the German Economy. The Axis Player possesses Manufacturing Centers and Resource Centers. The number of available Manufacturing Centers and Resource Centers will vary with the course of the war. On Step 1 of each Production Stage, the Axis Player will count up the total number of Manufacturing Centers he has, and he will count up the total number of Resource Centers he has. These two totals will either be the same number or one of the totals will be smaller than the other. He then takes whichever total is smaller and multiplies this total by the Economic Multiple (which is given chronologically on the Turn Record Track). The result of this multiplication is the number of Production Points he then adds to his Production Point Pool.

[26.33] Production Points from Looting. The Axis Player may loot conquered countries of Production Points. The Looting Schedule details how many Points may be looted per country. At Production Step 1, the Axis Player simply asks himself: (1) Has he conquered this country? (2) If he has, does the Schedule permit looting? If it does, he just adds the number of Points detailed on the Schedule to the Pool.

Note that the definition of a conquered country may vary with the country and circumstance. Note also that the total number of Points that the Axis Player may loot from a given country over a period of time is limited.

26.4 Economic Multiple

The Economic Multiple (the number which is multiplied by the total of available Manufacturing or Resource Centers, whichever is smaller, to give Production Points) is stated for each Production Stage on the Turn Record Track. There is nothing either Player can do to alter this number as it is given.

Players' Note. As a design element, the fluctuations of the numerical value of the Economic Multiple represent several historical forces at work. Among other things, there was the accelerating mobilization of the German economy for total war, and the overall cumulative effects of Allied bombing (which don't necessarily show up in the bombing results).

Players' Note (continued). Paradoxically, the Germans increased their production efforts as the war turned against them. In the salad days of 1939 through early 1941, the capacity of the economy was under-utilized for war production. When the Germans finally realized they were in serious trouble, they had plenty of slack to call up on. In this sense, the increasing Economic Multiple represents an increasing German determination to squeeze all they can from their economy. It is given historically because that approach works if the general course of the game follows the course of history. The problem with a non-historical mechanism to vary the multiple is that it defies logical implementation. We could say, for example, "the multiple increases by one whenever the Germans suffer a military disaster." But then how do you describe a disaster in the terms of a game. If we define a disaster as the loss of twenty divisions, then we could conceivably visualize the Axis Player happily attacking at low odds, content with the knowledge that while it is tactically stupid, it is economically sound. By the same token, it would be distortion to allow the Player to "re-invest" some of his production surplus in building new capacity at an increased rate. This would allow the Player the distinct advantage of perfect hindsight (since he knows that historically, the German economy was poorly managed and under-utilized at the outset of the war). The freedom to produce ahistorically at an historical rate is a compromise between the more rational planning of the Player, as opposed to the millstone of actual German economic planning.

26.5 Manufacturing and Resource Centers

These are located on the map and listed on the Axis Production Display. The Manufacturing Centers are located in City hexes and are named after those cities. The Resource Centers may or may not be located in a City hex. They are identified by hex number on the map and by name and number on the Axis Production Display. The presence of these Centers on the map has no effect on normal movement and combat. They exist solely to function within the Strategic War/Production Stages. (The fact that Berlin is, by coincidence, a Manufacturing Center does not make it any more or less important as a city.)

Players' Note. Obviously, many more cities and areas were involved in the German economy than those given in the game. These particular Centers were chosen on the basis of their vital importance to the German economy to strike a balance between realism and playability: to allow for Strategic Bombing while keeping it within limits. We could have provided a much more expanded list of less important Centers, lowered the Economic Multiple and developed the bombing as a full-sized game in itself. But the end result would have been the same, except for an increase in playing time in an already long game.

26.6 Availability of Centers

Manufacturing and Resource Centers provide the count from which the Axis Player derives Production Points. As such, a Center doesn't do anything except exist. Each Production Stage, the Axis Player simply counts his Manufacturing Centers and his Resource Centers (separately) and multiplies the lower total by his Economic Multiple to derive his Production Points.

[26.61] Availability of Centers in Germany. Manufacturing and Resource Centers located within Germany are always available to the Axis Player, except when specifically denied by some Allied action. Centers located outside Germany become available according to the timetable following, and according to the course of the war.

[26.62] Lille and Brussels. Lille and Brussels are located in France and Belgium, respectively. The Axis Player may count these Centers as available after he has physically occupied them with a ground combat unit.

[26.63] Availability of Swedish Centers. These are available to the Axis Player from the start of the war (Cycle 0/10/39). They continue to be available to him so long as Sweden remains neutral or Friendly and there is at least one Axis Port in the Baltic. During Snow months, these Centers are available so long as the Narvik Port hex (in Norway) is not controlled by the Allied Player.

[26.64] Availability of Ploesti. There are five Resource Centers in Ploesti (in Rumania). Two of these are available from the start of the war. All five become available in Cycle 0/10/40.

[26.65] Availability of Soviet Centers. There are five Centers located near the Caspian Sea. One of these is available to the Axis Player after the occupation of Poland. It continues to be available to the Axis Player so long as the USSR remains "neutral" (until Cycle 0/8/41).

[26.66] Availability of Turkish Centers. One Center is located in Turkey. This is available to the Axis Player from the start of the war.

[26.67] Availability of Iraqi Centers. Two Centers are located in Iraq. These become available to the Axis Player after he conquers them. To count these Centers, the Axis Player must also expend fifty Production Points to bring them "on line."

26.7 Denial of Centers

Manufacturing and Resource Centers may be denied to the Axis Player for several reasons. The two most common are bombing and the ebb and flow of ground combat.

In each Production Stage, the Axis Player "tests" the availability of each Center. A Center either meets the test and is available or it fails and is not available. The test is as follows:

  • Question 1: Is the Center legally mine?
  • Question 2: Is it free of a "Destroyed" bombing result (which would deny it to me)?
  • Question 3: Was an Axis ground unit the last unit to pass through or occupy it?
  • Question 4: If it is a Foreign Resource Center, does it meet its specific requirements?

[26.71] Denial of Foreign Centers.

  1. Lille and Brussels: Once the Axis takes these two Centers, the only way the Allied Player can deny them to the Axis Player is to bomb them or take them back.
  2. Sweden: During Snow months, the Swedish ore had to pass through the ice-free port of Narvik. If this hex or any hex of the Rail Line leading from the Centers to Narvik is in Enemy hands, the Axis Player is denied the Centers during Snow.
  3. Ploesti, Soviet Union and Turkey: These Centers are available so long as the Axis Player can trace a Rail Line, free of Enemy units, from them to Berlin.
  4. Iraq: These Centers are available if the Axis Player can trace a Line of Communications from them to either Beyrouth or Haifa; Alexandria and Cyprus are in Axis hands; and the Allied Player cannot Air Interdict the hypothetical sea route from the aforementioned ports to Venice. In other words, it's very unlikely.

[26.72] In order for Manufacturing and Resource Centers which have either been captured or recaptured by the Axis Player to be considered available, the Axis Player must first expend ten Production Points per Center upon capture or recapture and allow two Strategic Cycles to elapse with the Center in his continuous control.

[26.73] Permanence of Centers. Manufacturing and Resource Centers may not be permanently destroyed. Results of bombing are temporary, in the sense that there is always a statistical chance that the Axis Player can "repair" bombing results. Normal combat has no effect on the Centers. Lille and Ploesti, for example, can change hands fifty times during the game without affecting their existence as Centers. The sole criterion is who owns them at the moment in time that the Axis Player must total the number he owns and has available.

26.8 Progressive Building

Most of the ground combat units are "built" progressively in one or two steps. First, a 1-5 KG is created (or withdrawn from the map); this KG is then "turned in" as the base for a larger unit, usually a 6-5 infantry division. The 6-5, in turn, serves as a base for the more powerful mechanized formations. The Production Schedule lists the Production Point expense and, where applicable, the base unit which must be "turned in."

[26.81] Panzer Grenadier Conversion. The Axis Player may build a panzer division (10-8) from either an infantry division (6-5) or a Panzer Grenadier division (8-8). Using the 6-5 base is the cheapest method (in terms of overall Production Point cost and overall time), and can be considered the normal method. However, the Axis Player may find pressing need for 10-8's, and he can create them quickly (two Cycles) if he is willing to "turn in" existing 8-8's. In such an instance, he would place the 10-8 on the rebuild picture on the Spiral.

[26.82] Panzer Brigade. The panzer brigade (3-8) is built on a 1-5 KG base. This brigade is a "final product" in the sense that it specifically does not provide a base for the production of a higher unit. The Axis Player must take care not to confuse this unit with the 3-8 KG of the SS formations. Historically, the Germans did produce a limited number of panzer brigades when they needed mechanization cheaply and quickly.

[26.83] Airborne Regiment. The 2-5 airborne regiment is the only airborne unit which the Axis Player may create in production. The airborne division (7-5) is formed by the application of the General Rule in Section 8.0, which essentially amalgamates these 2-5 regiments. [This build-up and breakdown takes place within the Axis Player-Turn and is not a Production event.] The Axis Player may not directly create a 7-5 airborne division via Production. He may do so indirectly by producing three 2-5's. And he may rebuild a 7-5 from a 2-5 airborne KG.

[26.84] U-Boats, Amphib's and Surf's. Unlike all other units, these three require two revolutions of building. They are built in two steps. First they are placed face-down, five Cycles in the future. Then, when time rolls around to them, they are retrieved, turned face-up and placed another five Cycles into the future. At that future time, they will be deemed completed and are placed into play. Note that the Axis Player pays the Production Point cost once at the beginning of the two-step procedure. The extra placement is simply a means of extending the time of production without expanding the Spiral to an unmanageable size.

26.9 Rebuilds

[26.91] Infantry divisions, static divisions and security divisions may be rebuilt from their 1-5 KG's. In essence, this is no different than normal production of a new unit. The base unit (the 1-5 KG) is the same in all cases. In fact, the Axis Player may use the 1-5 KG of a static division as the base for an infantry division build, and vice versa. [A 1-5 is a 1-5 is a 1-5.]

[26.92] The stronger mechanized formations (8-8 and above) may be rebuilt from their various KG's. When this occurs, the Axis Player may rebuild a panzer division from a panzer grenadier KG, or may rebuild an SS panzer division from an SS panzer grenadier KG (and vice versa), paying the appropriate Point and time costs.

[26.93] The airborne division may be rebuilt from the airborne KG. It may not be rebuilt from the airborne regiment, even though the airborne KG and regiment have the same values.

[26.94] Destroyed Air Points may be rebuilt. It costs half as much in Production Points to rebuild a destroyed Air Point as it does to create a new Air Point. During play, the Axis Player must take care in segregating destroyed Air Points from those which are unused, so that he does not confuse his Production Costs.

[26.95] Rebuild vs. Replacement. Take care to differentiate a rebuild from the use of the Replacement Point system. A rebuild is part of the Production System. The KG of the unit being rebuilt must be removed from one of the eighteen Placement hexes (see Case 27.5) when it is turned in as the base of the rebuild. Which means that the Axis Player at some prior point would have had to have moved the KG to the Placement hex. On the other hand, using a Replacement Point allows the German Player to reconstitute the KG in the field. This flexibility is purchased at a premium. It costs more in time and Points to create a Replacement Point than it does to rebuild.

[26.96] Axis Fortified Units. There are special rules for the Production and Deployment of Axis Fortified units (see Case 30.5).

27.0 German Reinforcement

General Rule. The first step in the German Production routine is for the Axis Player to remove completed units from his Production Spiral and deploy them into the game. The rules for this placement follow. They simulate, in a general way, the evolution of the German training establishment (Army) and OTU's (Luftwaffe).

27.1 Placement Hexes

[27.1] There are eighteen (18) Placement hexes located on the map. When the Axis Player removes completed ground combat units from the Production Spiral, he distributes them among these Placement hexes. (These hexes are located at the historical HQ of the various German Wehrkreis.) This act of placement introduces the units into play.

[27.11] Danzig and Posen are activated after the fall of Poland. Cracow and Prague are activated on 0/10/42. The other fourteen hexes are active from the beginning of the game.

[27.12] In his placement, the Axis Player may distribute the completed units as he sees fit among the active hexes. He must, however, distribute the units evenly so that no hex receives two units before all hexes have received one unit.

[27.13] No more than two units may be placed per Placement hex per Strategic Cycle. With all eighteen hexes active, this provides an upper limit of thirty-six units per Cycle which can be introduced into play.

[27.14] If, for some reason, the Axis Player creates more units than he can place, the balance are simply kept in limbo until a subsequent Cycle.

[27.15] For purposes of placement, a ground combat unit is defined as any formation with a combat strength and mobility. There is no weighing of units. An SS panzer division counts the same as an infantry kampfgruppe for placement purposes.

27.2 Disbanding of Placement Hexes

At his option, the Axis Player may disband a Placement hex. This action is taken at the beginning of the German Production Stage. The Axis Player simply announces, "I am disbanding Cracow, Posen (or whatever)." At the same time, the Axis Player may place a security division (6-3) on the disbanded hex as a product of disbanding the Placement hex.

[27.21] Once disbanded, the hex is considered inactivated. It may never be reactivated nor may it ever serve to place reinforcements.

[27.22] A simple scratch paper record of disbanded Placement hexes should be maintained.

27.3 Effect of Enemy Forces

[27.31] Reinforcements may not be placed in a Placement hex which is unsupplied.

[27.32] Reinforcements may not be placed in an Enemy-controlled hex, regardless of the presence of Friendly units. However, the disbandment option (27.2) may be exercised in the face of an Enemy unit.

[27.33] If an Enemy unit enters a Placement hex, that Placement hex is permanently inactivated. (Obviously, this does not apply to the Polish hexes until after Poland falls.)

[27.34] Allied air action may not in any way affect the placement of German reinforcements. The presence of Port Suppression, ground Interdiction, and Strategic Bombing results are ignored.

27.4 Placement of Other Reinforcements

[27.41] Completed Air Points and Air Transport Points are immediately placed in the West Front Air Available Box.

[27.42] Completed U-Boats, Surface Fleets, Naval Transport Points and Amphibious Assault Points are immediately placed on the Axis Naval Operations Display.

[27.43] Forts may be immediately placed on any supplied hex in Europe which is not Enemy-controlled (see Case 30.5).

[27.44] Infantry Replacement Points and Mechanized Replacement Points may be immediately allocated to the various Front Replacement Pools. This involves removing the Point from the Spiral and changing the Pool Level to reflect the addition.

[27.45] Railway Repair units are placed on Essen. Mobile Supply units are placed on Kassel. These units are not considered ground combat units for purposes of Rule 27.1.

[27.46] Flak units may be placed on any German target box on the Axis Production Display. They may not be placed on a target box outside of Germany (though the Axis Player could eventually move them via Rail).

27.5 Placement Hexes and Progressive Building

Units withdrawn from the map to serve as a base in a progressive build must be located on an active Placement hex at the moment that they are turned in (see Case 26.95).

28.0 Production Schedule

(See separate sheet. The Production Schedule is not reproduced in the scanned Exclusive Rules.)

29.0 Looting Schedule

General Rule. There are nine countries which the Axis Player may loot. That is, his occupation of a loot-able country permits him to "extract" Production Points from that country each Strategic Cycle and add these Points to his Production Pool. The looting rule simulates, in a general way, confiscations, enforced contributions and outright theft of goods and material, in addition to monetary and economic policies which tended to benefit the German economy.

What makes a loot-able country? That question is answered on a country by country basis. The rule permitting the looting of Italy differs from that pertaining to France. There is a time limit (1939-1942) to German looting. With the exception of Italy, the Axis Player may not loot after December 1942 (13/41).

Procedure. The Axis Player refers to the Looting Schedule on the Production Display, which gives a numerical value for each country. He adds this number to his Production Pool.

29.1 Belgium, Denmark, Switzerland and Yugoslavia

[29.1] These may be looted so long as the Axis Player occupies the capital city of the country (with any Axis units in supply). Capital cities are Brussels, Copenhagen, Bern and Belgrade.

29.2 Poland

[29.2] Poland may be looted from the time of its surrender until an Enemy unit enters the German-occupied portion of Poland.

29.3 France

[29.3] France may be looted after the establishment of the Vichy Regime (or after the complete elimination of any Allied units from France) and looting may continue so long as Paris is held by a supplied Axis unit.

29.4 Soviet Union

[29.4] The Soviet Union may only be looted after its surrender. (Applicable only in the War in Europe game.)

29.5 Great Britain

[29.5] Great Britain may be looted if the Axis Player has any ground combat unit in supply in London.

29.6 Italy

[29.6] Italy may be looted after the surrender of Italy (to the Allies) so long as there is an Axis unit in supply in Rome. Italy is an exception to Case 29.7. It may be looted even after December 1942 (as it was historically).

29.7 Time Limit

[29.7] The Axis Player may not loot after 13/41 (December 1942), except for Italy.

30.0 Special Fortifications

General Rule. In addition to the fortified infantry units which are present in the game, both Players have additional types of fortifications. These are: Maginot Line (Allied), West Wall (Axis), Tobruk (controlling Player), and Swiss Redoubts (neutral Switzerland). These fortifications are printed on the map. The Axis Player may also use Fortification Markers; specific Markers, which either begin the game deployed on the map or are created by the German Production procedure. The effect of fortification varies, depending on the type being considered. Friendly Fortifications may be used by any unit controlled by the Player, regardless of nationality. A Fortification hex is considered permanently destroyed when an Enemy unit ends any Phase in the hex (exception: see Case 30.4). Place a Destroyed Marker in the hex to indicate the destruction of printed fortifications (or simply remove destroyed Fortification Markers from the map). Fortifications never count against Stacking Limits.

30.1 Maginot Line

[30.11] When occupied by a Friendly unit, Maginot Line hexes have an intrinsic Defense Strength of "20" when attacked exclusively through front hexsides (hexsides to which the symbol points), and an intrinsic Defense Strength of "10" when attacked through any rear hexsides (or front and rear in combination). If not occupied by a Friendly unit, the intrinsic Defense Strength of the hex is reduced to "10" when attacked only through the front hexsides and "5" when attacked through a rear hexside. The intrinsic Strength of the hex is added to the Defense Strength of any Friendly units in the hex when resolving combat.

[30.12] Maginot Line hexes have no effect on Stacking and do not have a Zone of Control. In all other respects, they are treated as if there were Allied ground combat units in the hex. Additionally, Enemy Zones of Control do not extend into Maginot Line hexes for any purposes. Friendly units in a Maginot Line hex have a normal Zone of Control.

[30.13] Maginot Line hexes, and units in them, are not affected by combat results of "Br," "Dr" or "Ar." A combat result of "Ex," "AEx" or "De" permanently destroys the Maginot Line hex (even if battlegroups of Friendly units in the hex survive the combat). Place a Destroyed Marker in the hex. The modified intrinsic Defense Strength of the hex is counted when determining required Enemy losses for Exchange combat results.

[Transcriber's note: the second combat result in 30.13 is read from the OCR as "Ex" and is transcribed as "AEx" to match the result set used in the Standard Rules; this was not confirmed against the page image.]

[30.14] Allied units in Maginot Line hexes are always considered to be in a supplied state, as if they were tracing a Supply Path to an operative Supply Source. The intrinsic Strength of the hex is not affected by supply considerations.

[30.15] If a Vichy Government is ever declared, all hexes of the Maginot Line "surrender" and are immediately and permanently destroyed. Note that the Liege forts (hex C3208) are considered to have the same effects as the Maginot Line hex (exception: see Case 30.16). However, the Liege forts hex "surrenders" only when Belgium surrenders.

[30.16] Units in a Maginot Line hex must retreat from the hex, if they were attacked by an Enemy airborne unit performing an Air Assault in the hex, on a combat result of "Ex," "AEx" or "De." When attacked by Air Assault, the intrinsic Strength of the hex is determined as if it were being attacked through its rear hexsides. (Exception: the Liege forts, hex C3208, are considered to have an intrinsic Strength of "0" when attacked by Air Assault.)

30.2 West Wall

[30.21] West Wall hexes do not have an intrinsic Defense Strength. Instead, they add "2" to the total Defense Strength of Axis units in the hex. The West Wall adds its effects only if the hex is occupied by a Friendly unit; if no Friendly unit is in the hex, its effects may be ignored.

[30.22] West Wall hexes have no effect on the supply state of units and no effect on Stacking. Allied Zones of Control do extend into West Wall hexes, even if occupied by an Axis unit. Units in West Wall hexes suffer the normal effects of Retreat combat results. A West Wall hex may not be destroyed through combat results; it is destroyed only if an Allied unit physically occupies the hex at the end of any Phase.

30.3 Swiss Redoubts

The Swiss Redoubts (hexes C2622, C2823, C3023) triple the Defense Strength of one Friendly infantry unit in the hex. They have no other effect. Like West Wall hexes, they may only be destroyed if occupied by an Enemy unit at the end of any Phase.

30.4 Tobruk

The Tobruk fortress (hex E3716) is the only fortification that may be used by units of either Player. The Tobruk hex triples the Defense Strength of one infantry unit in the hex. Additionally, "Retreat" combat results against units in the Tobruk hex are treated exactly as if the defending units were in a Maginot Line hex [i.e., Retreat results have no effect unless accompanied by an Amphibious or Air Assault]. However, if units in the Tobruk hex attack adjacent Enemy units, then all Enemy units adjacent to the Tobruk hex must be attacked (by Friendly units) during that same Combat Phase. The Tobruk hex may not be destroyed by either Player. Instead, it is considered to be automatically destroyed at the beginning of the First Strategic Cycle of 1942.

30.5 Fortification Markers

[30.51] Fortification Markers are immobile; once placed on the map, they may not be moved. They are eliminated whenever an Enemy unit ends any Phase in the hex that the Fortification is in. Fortification units triple the Defense Strength of one Axis infantry unit in the hex. They have no other effects.

[30.52] Placement of Fortification Markers. After a Fortification Marker is removed from the German Production Spiral, it must immediately be deployed, face-down, in any Friendly supplied hex. This hex must be within the Supply Range of a German Supply Center or an operative Rail hex Supplyhead with an unbroken line of Friendly Rail hexes leading back to a German Supply Center (the Line of Supply for the hex of placement may not be traced from Mobile Supply units or Port hexes). At the beginning of the Strategic Cycle following the Cycle in which the Fortification unit was deployed, the unit is turned face-up. While deployed face-down on the map, the Fortification Marker has no effect on the play of the game, but is destroyed if an Enemy unit physically occupies the hex containing the Fortification Marker.

[30.53] Fortification Markers may not be placed in hexes containing Swiss Redoubts or outside of Europe. They may be placed in West Wall hexes. If this is done, normal production procedure is ignored. Instead of being placed on the Production Spiral, the Fortification Marker is immediately placed face-down in its deployment hex. At the beginning of the following Strategic Cycle, the unit is turned face-up. If a Fortification Marker is placed on a West Wall hex, that West Wall hex is considered destroyed for the remainder of the game.

[30.54] Fortification Markers may not be placed in hexes in an Enemy Zone of Control, even if the hex is occupied by a Friendly unit. Likewise, a Fortification Marker may not be flipped face-up if its hex is in an Enemy Zone of Control.

[30.55] No more than one Fortification Marker may be placed in a hex.

31.0 Allied Partisans

General Rule. The Allied Player has 21 Partisan counters, which he may place and employ in certain Axis-occupied countries under certain conditions (see Case 31.3). The Partisan counter has two sides, one face is the Partisan Cadre and the other face, the Partisan unit. Partisans may be deployed by the Allied Player at the beginning of his Player-Turn if certain trigger conditions exist within an Axis-occupied country. (An occupied country is one that the Axis Player has invaded and conquered; i.e., caused it to surrender, and one in which the Allied Player has no significant ground combat forces remaining from the initial period of belligerency.)

Procedure: Partisan Deployment/Conversion. Partisans are deployed as Cadres during the Reinforcement/Replacement Phase of the Allied Player-Turn in any non-Axis controlled hex. Existing Cadres may be converted during the same Phase into Partisan units. The Allied Player rolls the die once for each Cadre he wishes to convert. If a one is obtained, the Cadre is flipped over to form the unit. (Other results have no effect.)

31.1 Restrictions on Partisan Cadres

[31.11] Partisan Cadres may be ignored by the Enemy Player for all purposes (he may treat them as if they didn't exist if he wishes), except that a Partisan Cadre may be attacked at the Enemy Player's option.

[31.12] Enemy units may enter or move through a hex occupied solely by a Partisan Cadre at no additional Movement Point cost.

[31.13] Partisan Cadres have no Zone of Control and are never counted against normal Stacking Limits. An unlimited number of Partisan Cadres may occupy a single hex. Partisan Cadres are never affected by supply (they are always considered supplied). Partisan Cadres may never move in any manner.

[31.14] The sole function of a Partisan Cadre is that it may become a Partisan unit. For this reason, the Enemy Player may wish to attack the Cadre. The Enemy unit may attack a Partisan Cadre when occupying the same hex as the Cadre or from an adjacent hex. Each Partisan Cadre has a Defense Strength of "five," which may be modified by terrain effects, but not by supply effects. All Partisan Cadres stacked in a single hex must be attacked in a single combat. The Defense Strengths of all Cadres in a single hex are added together in the normal manner when determining the combat odds. An attacked Cadre is only affected by a "De" or "Ex" result (both of which destroy the Cadre). Any other result has no effect whatsoever on the Cadre. A unit which is attacking a Cadre is never affected by any combat result caused by that attack.

[31.15] Partisan Cadres may not be Overrun. Air-Ground Support may be used to aid an attack against a Partisan Cadre.

[31.16] If a Partisan Cadre is eliminated, it may never form another Cadre.

[31.17] A Partisan Cadre may not be attacked if stacked in the same hex as a Friendly non-Cadre unit. If the non-Cadre units are attacked, the Cadre unit does not add to the defense of the hex and is not affected by the result of that attack.

[31.18] An Enemy unit in a hex occupied by a Partisan Cadre is not required to attack the Cadre. Attacking a Partisan Cadre is always voluntary.

31.2 Partisan Units

[31.21] Partisan Cadres may be converted into Partisan units in a hex controlled or occupied by an Axis unit.

[31.22] A Partisan unit exerts a normal Zone of Control only into the hex it occupies. This Zone of Control is identical in every respect to a Zone of Control exerted by a normal combat unit, except that it does not extend into any of the six hexes adjacent to the Partisan unit. An Enemy unit will only negate a Partisan unit's Zone of Control when the Enemy unit is occupying the same hex as the Partisan unit.

[31.23] Partisan units may move normally; however, they may only move during the Friendly Initial Movement Phase, and they may never enter an Enemy-controlled hex. They may leave Enemy Zones of Control or Enemy-occupied hexes. Partisan units may always move one hex, regardless of the cost in Movement Points. Partisan units may not cross national boundaries nor force march.

[31.24] Partisan units never count against the normal Stacking Limits. Any number of Partisan units may occupy a single hex, regardless of the presence of other non-Partisan units.

[31.25] Partisan units may not attack Enemy units.

[31.26] An Enemy unit may attack a Partisan unit when occupying the same hex as the Partisan unit or from an adjacent hex. Partisan units are always considered supplied. The Defense Strength of a Partisan unit is subject to modification for terrain effects. Attacks against Partisan units are resolved exactly as against any non-Partisan unit, except that the Partisan unit is never affected by a "Dr" combat result. All other combat results affect both the Partisan unit and the attacking units normally. An Enemy unit which is in a hex occupied by a Partisan unit is not required to attack the Partisan unit. Attacking a Partisan unit is always voluntary.

[31.27] The 21 Partisan counters are a finite limit to the total number of Partisan Cadre/units which the Allied Player may employ during the course of the game. The Allied Player may create no more than 21 Partisan units.

[31.28] When stacked with other Friendly non-Partisan units, a Partisan unit may add its Defense Strength to the total Defense Strength if the hex is attacked.

[31.29] Partisan units may never be Overrun. Air-Ground Support may be used to aid an attack against a Partisan unit.

31.3 Preconditions for Partisan Deployment

There are two general situations, either one of which permit the Allied Player to deploy Partisan Cadres within a country, listed in Case 31.32. The first is a weak Axis garrison. The second is an Allied force returning to the country.

[31.31] The Axis Garrison of any country is measured by the number of Axis divisions (any flavor) physically present within the country in question at the beginning of the Allied Player-Turn. Case 31.32 defines the minimum Garrisons for the various countries in Europe in which Partisans may be placed. If the Garrison of any country is less than the stated minimum, the Allied Player may place Partisan Cadres of number equal to or less than the difference between the actual Garrison level and the stated minimum. This judgment is made on a Turn-by-Turn basis. The fact that on, say, Turn Six, the Allied Player could place Partisans in a given country in no way permits him to place them on Turn Seven. Obviously, the Cadres must be placed within the country of the insufficient Garrison.

[31.32] Minimum Axis Garrison.

Country Being JudgedMinimum Garrison Necessary
France, Spain or Great Britain30
Poland or Turkey15
Norway, Sweden or Switzerland10
Greece, Portugal or Eire5
Belgium, Denmark or The Netherlands2

Partisans in Yugoslavia, Finland or the Soviet Union are covered by separate rules. Partisans in Italy are covered in Case 31.6. Partisans may not be deployed (nor exist) in any country not listed above.

[31.33] The Axis Minimum Garrison criteria apply to a listed country during the time that a country is "occupied" by the Axis Player. In this context, "occupied" means that the country has been conquered by the Axis at some prior point in time, Allied forces have been driven out of the country and no Allied ground combat units have reentered the country since. When Allied ground combat units reenter an "occupied" country, the Allied Player may apply the set of criteria in Case 31.34.

[31.34] On the Game-Turn in which Allied ground combat units enter an Axis-occupied country listed in Case 31.32, the Allied Player may declare "Liberation Imminent." This declaration permits him to deploy any number of Partisan Cadres (up to the limit of 21) within that country on any subsequent Allied Player-Turn in which Allied non-Partisan ground combat units remain within the country. "Liberation" may only be declared once per country, regardless of the number of times the Allied Player enters and reenters a country.

Players' Note: The Partisans are a relatively insignificant force for the Allied Player. The threat of their deployment serves the indirect purpose of forcing the Axis Player to do at least some garrisoning and provides some historical flavor. The Players should be guided by this intent, because it is impossible to describe all the circumstances precisely defining "occupied" or "reinvade," etc., without recourse to an unwarranted length of rules. Common sense must prevail when employing the Partisan Rules.

31.4 German Security Divisions

German Security Divisions (6-3) units are restricted as follows: German Security Divisions may only attack Enemy Partisan units or Partisan Cadres. German Security Divisions may never move so as to place themselves in an unsupplied state (except as a result of combat). German Security Divisions may not attempt to force march.

31.5 Yugoslavian Partisans

In many respects, the Yugoslavian rules differ from the general Partisan Rules. First, Yugoslavian Partisan Cadres arise through an entirely different mechanism. Then they convert into Partisan units, and finally they may convert into Partisan divisions.

[31.51] Creation of Yugoslavian Cadres. Whenever a Yugoslavian infantry division or cavalry division is eliminated by Axis action (either as a result of combat or because of the surrender of Yugoslavia), the counter is flipped over in place to form a Yugoslavian Partisan Cadre.

[31.52] Creation of Yugoslavian Partisan Units. As the years progress, the Allied Player is allowed to attempt to convert Yugoslavian Cadres into units at an increasing rate. During 1941, the Allied Player may attempt to convert one Cadre per Turn. During 1942, two Cadres per Turn and during 1943, three Cadres per Turn may be attempted. Conversion requires a die roll of one as per Section 31.0, Procedure. The Cadre is replaced on the map by a Yugoslavian Partisan unit.

[31.53] Partisan Divisions. Beginning in 1943, the Allied Player is allowed to attempt to convert existing Partisan units into Partisan divisions, at a rate of one per Turn. This requires a successful die roll of "one." Partisan units may not be converted into divisions if they lie in an Axis-controlled hex. A Partisan division is a Ground Combat unit for all game purposes. However, it may exit Yugoslavia. Partisan divisions are automatically in supply at all times. The presence of Partisans has no effect on the Political Status of Yugoslavia.

31.6 Italian Partisans

Italy, unlike all the other countries mentioned in this Rule, is an Axis country (begins the game as a "pro-Axis neutral" and later, presumably, enters the war as an Axis nation unless Germany falls on its face). Thus, the Allied Player may not place Partisans in Italy until after Italy surrenders to the Allies. After this event, the Allied Player may deploy one Partisan Cadre within Italy per Game-Turn subject to the restrictions in Case 31.1. However, the Allied Player must roll the die on the Turn in which he desires to place the one Partisan Cadre. On a die roll of "one," he may place the Cadre; otherwise, he may not.

31.7 French Partisans

[31.7] Partisans may not be placed in France if Vichy France exists.

32.0 Axis Powers

General Rule. The Axis Powers are defined as Germany and four pro-Axis Neutrals: Italy, Hungary, Rumania and Bulgaria. The game begins with Germany belligerent and the sole active Axis Power. The Axis Player may himself invade still-neutral Pro-Axis nations with active Axis forces. But if he does so, the invaded country and its forces are presumed to surrender and are immediately removed from play. (Practically speaking, this means the Axis Player has no incentive to invade a Pro-Axis nation. Barring horrendous luck, it will eventually fall under his control anyway.) A normally Pro-Axis Neutral becomes an active Axis nation when the Axis Political Point total reaches or exceeds the nation's Activation Level. Thereafter, it remains an active Axis nation until its surrender conditions occur.

Note: Hungary and Rumania are listed and partially described because it is theoretically possible for the Allied Player to invade them in War in the West. However, their major role as Axis nations is described in the War in the East and War in Europe.

Pro-Axis Neutral nations also become Active Axis nations if the Allied Player violates their neutrality. (See the Political Rules.)

The listing of Axis Powers defines for each: (1) Territorial Holdings (if any); (2) Deployment instructions; (3) Supply Centers; (4) Reinforcements (if not described elsewhere); (5) Restrictions on use of national forces; (6) Special rules or capabilities; (7) Activation conditions; (8) Surrender conditions.

32.1 Germany

[32.1] Germany is the only initial Active Axis Power. German Supply Centers function as ultimate Supply Sources for both German forces and other Axis forces, while Supply Centers in other Axis nations do not function as Supply Sources for German forces. The fate of Germany determines the fate of the Axis Player. If Germany surrenders, then the game is over and the Axis Player loses, regardless of the status of the other Axis nations.

[32.11] Territories. East Prussia is part of Germany (as are Bohemia, Moravia and Austria).

[32.12] Deployment. German deployments are described under the various Scenario Instructions.

[32.13] Reinforcements. German Production status, reinforcements, etc., are described in the Scenario Instructions, or with the main text of the rules.

[32.14] Naval Transport Capability. Germany has a permanent Naval Transport capability in the Baltic Sea Area of 1 Naval Transport Point. Other Naval Transport Points and Amphibious Assault Points produced by the Axis Player may be used to lift any Axis unit within the Baltic or High Seas Area. German Naval Transport and Amphibious Assault Points may never be used within the Mediterranean Sea Areas. If the Axis Player conquers Greece, he may use the Greek capability within the Aegean Sea. [Transit within the Black Sea is described in War in the East.]

[32.15] Supply Centers. All German Manufacturing Centers are also Supply Centers. Their role

Their role as Supply Centers is independent of their role and status as Manufacturing Centers; bombing does not affect their ability to supply.

[32.16] Surrender. Germany surrenders at the end of any Game-Turn in which fifteen (or more) German Manufacturing Centers (or Berlin and any ten other German Manufacturing Centers) are occupied by Enemy ground combat units. The Manufacturing Centers at Brussels (hex C3107) and Lille (hex C2805) are not counted for purposes of this rule.

32.2 Italy

Italy is the second largest Axis nation. It is initially a Pro-Axis Neutral. However, its entry into the game as an active Axis nation is practically a foregone conclusion.

[32.21] Territories. Albania, Libya, Rhodes, Sicily, Sardinia and Elba are part of Italy.

[32.22] Deployment (When Neutral).

  • In Italy: 35 x 2-4, 12 x 1-4, 2 x 2-10, 1 x 4-6, 1 x 1-6 (Mobile Supply), 3 x 3-6, 2 Sup.
  • In Albania: 3 x 2-4, 2 x 1-4.
  • In Rhodes: 1 x 1-4.
  • In Libya: 4 x 2-4, 4 x 1-4, 1 x 1-10, 2 x 1-6, 1 Sup.
  • In South Front: 12 AP, 3 IR.

[Transcriber's note: the Italian deployment figures above are transcribed from the OCR text layer and were not confirmed against the page image; the "1 x 1-6kg" entry is read as a 1-6 Mobile Supply unit ("Sup.").]

[32.23] Reinforcements. See the Cycle Record Track. Ground combat and support reinforcement units are placed on any supplied hex in Italy. Air Points and Replacement Points are placed in the South Front.

[32.24] Naval Transport Capability. Italy has a permanent Naval Transport Capability of 1 Naval Transport Point, which may be used either in the Central Mediterranean or Adriatic Sea Areas, to lift any Axis unit (except Railroad Repair units). If Alexandria (hex E5325) is Axis-occupied, the permanent capability may be used in the Eastern Mediterranean Area. If Gibraltar (hex A1325) is Axis-occupied, the permanent capability may be used into the Western Mediterranean Area.

[32.25] Supply Centers. Rome (hex D2607) and Milan (hex C2707).

[32.26] Restrictions. Italian Air Points may only be used in the Tactical Air War on the South and West Air Fronts.

[32.27] Activation. Italy immediately becomes an active Axis nation and is controlled by the Axis Player at the end of any Game-Turn in which there is an Axis unit (with a Line of Communications) adjacent to Paris.

[32.28] Surrender. Italy surrenders at the end of the Game-Turn in which: (1) no Axis units exist in North Africa; and (2) there is at least one Allied ground combat unit in supply on some hex of mainland Italy; (3) no Axis units exist in either Sicily or Sardinia; and (4) the Axis Political Point Total is 60 or less. Italian forces are eliminated.

32.3 Hungary

[32.31] Deployment (When Neutral or Active). 12 x 2-4, 2 x 1-10, 2 x 1-3 deployed by Axis Player anywhere in Hungary.

[32.32] Supply Center. Budapest (hex C5133).

[32.33] Restrictions. Units may not enter any nation except Hungary, Germany, Poland and the USSR.

[32.34] Reinforcements. None.

[32.35] Activation. Hungary becomes an active Axis nation when the Axis Political Point total reaches or exceeds 55.

[32.36] Surrender. Hungary surrenders and Hungarian forces are removed from the game whenever Budapest is occupied by an Allied ground combat unit, or whenever the Axis Political Point Total falls below 25.

32.4 Rumania

[32.41] Deployment (When Neutral or Active). 22 x 2-4, 5 x 1-3 deployed by Axis Player anywhere in Rumania.

[32.42] Supply Center. Bucharest (hex H0215).

[32.43] Restrictions. Rumanian units may not enter any nation except the Soviet Union and Rumania.

[32.44] Reinforcements. None.

[32.45] Activation. Rumania becomes an active Axis nation when the Axis Political Point total reaches or exceeds 60.

[32.46] Surrender. Rumania surrenders and Rumanian forces are removed from the game whenever Bucharest is occupied by an Allied ground combat unit, or whenever the Axis Political Point total falls below 30.

32.5 Bulgaria

[32.51] Deployment (When Neutral). 10 x 2-4, 2 x 1-10, 2 x 1-3 deployed in any hex inside Bulgaria by the Axis Player.

[32.52] Supply Center. Sofiya (hex D5318).

[32.53] Restrictions. Bulgarian units may only operate within Bulgaria and four hexes beyond the Bulgarian border.

[32.54] Reinforcements. None.

[32.55] Activation. Same as Rumania.

[32.56] Surrender. Bulgaria surrenders when Allied units occupy Sofiya or when Rumania surrenders.

32.6 The Axis Player (Common Units and Capabilities)

The Axis Player operates all Axis forces starting with his initial German forces, and any he falls heir to as a result of either Political Activation or Allied neutrality violations. Certain German units and Points may be operated for the benefit of non-German Axis forces.

[32.61] Axis Ground Combat Units. These are the sum total of all the various national ground combat units under Axis control. The Axis Player may use them freely with regard to nationality.

[32.62] Axis Tactical Air Points. These are the sum total of the various national Air Points and may be employed freely within any restrictions listed by country. Non-German Air Points may not be used on the East Air Front. Common Axis Interdiction Markers reflect the use of any Axis Air Points.

[32.63] Axis Supply Centers. Supply Centers are listed by country. They may only supply forces of the same nation, except that German Supply Centers also serve as Supply Centers for all Axis forces. Supply Centers in other Axis nations may not function as Supply Sources for units of different nationalities.

[32.64] Axis Mobile Supply Units. A German Mobile Supply unit may supply all Axis units. An Italian Mobile Supply unit may only serve to supply Italian units.

[32.65] Axis Rail Capacity. The Axis Rail Capacity is twenty units before 8/41 in the Campaign Scenarios. This Capacity drops to ten after Cycle 7/41. The Standard Scenario Instructions may reduce this Capacity.

[32.66] Axis Naval Transport Capacity. The permanent German Naval Transport Capacity for the Baltic may only be used to transport German forces. The Italian permanent Naval Capacity in the Mediterranean may only be used to transport Italian and/or German forces. Other permanent capacities which the Axis Player may assume by conquest or alliance may benefit any Axis forces. German Naval Transport Points "produced" by the Axis Player may be used to transport any Axis forces and may only be used in the High Seas or Baltic Areas. The same holds true for any German Amphibious Assault Points.

[32.67] German Air Transport Points may be used to lift both German and Italian units.

[32.68] Not more than ten German and twenty Italian Ground Combat units are allowed in Africa at any one time.

33.0 The Allied Nations

General Rule. The Allied nations are France, the Commonwealth Nations, Poland, the United States, Belgium and the Netherlands. The Commonwealth and France are allied with Poland and the German violation of Polish neutrality which begins the game brings them into the war (their neutrality is considered to have been violated). Belgium and the Netherlands are Pro-Allied Neutrals. They remain neutral until violated by the Axis Player. The Allied Player may violate their neutrality, but if he does, the Belgian and Dutch forces are immediately removed from play. The United States enters the war as an Allied Power on 2/13/41, after Germany's declaration of war. This last event is a set occurrence and may not be altered in any way; and represents a violation of the United States neutrality by the Axis Player.

33.1 Poland

[33.11] Deployment. See Case 39.22.

[33.12] Supply Center. Warsaw (hex G0421).

[33.13] Reinforcements. None.

[33.14] Restrictions. Polish Air Points and Replacement Points may only be used on the East Front.

[33.15] Surrender. Poland surrenders and all Polish forces are removed from play on the Game-Turn that the Axis Player occupies Warsaw with a ground combat unit.

33.2 The Netherlands

[33.21] Deployment. 2 x 3-4 each in hexes C3403, C3503, C3505 and C3605; 1 x 2-4 in hex C3505.

[33.22] Supply Center. None.

[33.23] Reinforcements. None.

[33.24] Replacements. None.

[33.25] Restrictions. Dutch units may never leave the Netherlands.

[33.26] Surrender. The Netherlands surrenders and all Dutch forces are removed from play at the end of the Game-Turn in which Rotterdam (hex C3305) is occupied by an Axis ground combat unit.

[Transcriber's note: the printed case number 33.24 appears twice in the scan; the second occurrence (Restrictions) is transcribed here as 33.25 and the surrender case as 33.26 to keep the numbering sequential. The Netherlands deployment was checked against the page image.]

33.3 Belgium

[33.31] Deployment. 4 x 3-4 in hex C3109; 3 x 3-4 each in hexes C3208 and C3308; 2 x 3-4 each in hexes C3106, C3107 and C3207; 1 x 1-10 each in hexes C2911 and C3010; 1 x 1-3 each in hexes C3009 and C3108.

[33.32] Supply Center. None.

[33.33] Reinforcements. None.

[33.34] Restrictions. Belgian units may never leave Belgium.

[33.35] Surrender. Belgium surrenders and all Belgian forces are removed from play at the end of the Game-Turn that both Brussels (hex C3107) and Antwerp (hex C3106) are occupied by Axis ground combat units.

[33.36] Neutrality Violation. A violation of Dutch neutrality is considered a violation of Belgian neutrality, although the reverse is not true.

33.4 Commonwealth

Great Britain is a geographical entity. It is the "home" country of the Commonwealth, a term which embraces all of the forces contributed by the British Empire (Canadian, Anzac, Indian, etc.) and most of the exiled European forces (armed by the British: Polish armored division, etc.). As a practical matter, the fate of the Commonwealth and particularly the fate of Great Britain is the fate of the Allied Player. Barring inept play and horrendous luck on the part of the Axis Player, Great Britain and its territories will stand alone after the fall of France until Barbarossa and entry of the United States.

[33.41] Territories. Gibraltar, Malta, Egypt, Palestine, Trans-Jordan and Cyprus.

[33.42] Deployment. See Scenario Instructions.

[33.43] Supply Centers. Any Major Port in Great Britain and the West edge of Map Sections A and B (i.e., America).

[33.44] Reinforcements. Incorporated in the Turn Record Track.

[33.45] Garrison Rule. Only full-strength units may leave from Great Britain. Battlegroups deployed in Great Britain may not leave Great Britain. Garrison units deployed in Malta and Gibraltar may never be moved.

[33.46] Surrender. The Commonwealth never surrenders. However, Great Britain may be conquered at the end of the Game-Turn which finds Axis ground combat units occupying London (hex B2533), Liverpool (hex B2524) and Glasgow (hex B3017). If this event occurs, all surviving Commonwealth ground combat units and support units remaining within Great Britain surrender and are removed from play. Any Air Points and Replacement Points deployed in the West Front are destroyed. Surviving Commonwealth forces elsewhere continue the fight. Future reinforcements ticketed for Great Britain are ignored. Only Commonwealth reinforcements denoted by an asterisk may be taken.

33.5 The United States

The entry of the United States as an Allied nation is a set fact. It occurs on 2/13/41 as a result of the Axis declaration of war. The United States is not depicted on the War in the West maps. It may not be attacked by the Axis Player, and consequently it never surrenders. As such it is a permanent source of supply for the Allied Player. There is no neutral or war deployment for U.S. forces. Rather, they are introduced into play by the functioning of the Reinforcement Rules. Consequently, they may not be denied the Allied Player, though the results of the U-Boat War will determine the actual date that U.S. forces are available for deployment. As a result of this war, it is theoretically possible that U.S. forces would appear available prior to 2/13/41. If this occurs, the Allied Player should accumulate any such forces "in limbo" until the entry date when they may be deployed at once.

[33.51] Reinforcements. See the Turn Record Track.

[33.52] Supply Centers. Any all-Sea mapedge hex (except the Caspian).

[33.53] Restrictions. None.

33.6 France (Third Republic)

Initially, France is the predominant Allied ground combat power. However, the superiority of the Wehrmacht is such that its chances of survival are slim given a determined Axis attack within the first year of the war. War in the West is designed on the assumption that the Axis Player will attempt to eliminate France and probably succeed. Provision is made for two types of surrender. The first (and easiest for the Axis Player to accomplish) provides for the establishment of a successor French state (Vichy), the ramifications of which are the subject of a separate rules section. If for reasons known to himself, the Axis Player refuses to accept a Vichy surrender, then French forces in France remain on the map until the surrender conditions in Case 33.66 are met.

[33.61] Territories. Morocco, Algeria, Tunisia, Levant States (Syria, Latakia, Jebeled Druz and Lebanon), and Corsica (considered part of France).

[33.62] Supply Centers. Paris (hex C2209), Toulouse (hex C0720) and Lyon (hex C1420).

[33.63] Deployment. See the Scenario Instructions.

[33.64] Reinforcements. Incorporated in the Turn Record Track. Reinforcements for Cycles 9/40 and later are identical to Cycle 8/40; but are received only if 3rd Republic France has not surrendered.

[33.65] Naval Transport Capability. France possesses a permanent capability of one Naval Transport Point in the Western Mediterranean Area. It may only be used to transport French units. This capability is inherited by the Vichy successor state.

[33.66] Surrender. France surrenders either by terms of the Vichy Rules (Case 33.7), or, if that surrender is refused by the Axis Player, surrender occurs at the end of the Game-Turn in which Axis ground combat units occupy both Paris and Bordeaux. In the latter event, all French ground combat units in France (and Corsica) are removed from play. French forces in North Africa and the Levant States (plus any Air Points and Replacement Points in the South Theatre) remain under Allied control.

33.7 Vichy France

If the battle of France favors the Axis Player, there is a strong chance that a Vichy Government will be declared, setting up a neutral nation comprising southeastern France, Corsica and the other French territories (as shown on the map). Once created, Vichy acts as an armed neutral nation and remains such until one Player or the other violates its neutrality. If the Axis Player violates Vichy neutrality at any time thereafter, Vichy immediately becomes an Allied nation. If the Allied Player violates Vichy neutrality with a non-U.S. force (composed of 50% or less U.S. ground combat units) then Vichy immediately becomes an Axis nation. If the Allied Player violates Vichy neutrality with a predominantly U.S. force, then rules 33.73 and 33.74 apply. Free French units are derived from Vichy units interned by the Allied Player (see Case 33.76).

[33.71] How a Vichy Government is Established. At the beginning of any Allied Player-Turn which finds Paris occupied by an Axis ground combat unit, the Allied Player must roll the die to determine if a Vichy Government is established. He modifies the die roll result by adding "one" for every three full-strength Commonwealth divisions present in France. If the modified die roll is one through five, then Vichy is established. In this event, the Axis Player must immediately state if he accepts a Vichy surrender. If he does so, then the provisions of Case 33.72 are put into effect. If he refuses, the Vichy Government is dissolved, France continues in the war as an Allied power, and Vichy will never be established. [If the die roll fails, it is repeated on each succeeding Turn until it succeeds.] A Vichy Government may not be declared after the end of 1/13/41.

[33.72] Provisions of a Vichy Surrender and its Effects. At the beginning of the Allied Player-Turn following the Turn in which the Axis Player accepts a Vichy surrender, all French forces are removed from the map. (Until that Player-Turn, the Allied Player retains full control of French units. They may move and attack.)

Allied units of other nationalities in Vichy territory must be removed from Vichy territory by the end of the Player-Turn or they are considered in violation of Vichy neutrality (the Allied Player can voluntarily eliminate them). Any Axis units within Vichy territory have two Game-Turns after the surrender to evacuate Vichy. At the conclusion of the Allied Player-Turn, Vichy French units are placed as follows:

  • One 3-4 each in hexes: C1717, C1524.
  • One 1-4 each in hexes: A2134, A3237, A0225, A0426, D0311, D0703, D1015, D1017, D0513, J1222, J1517.
  • One 1-6 each in hexes: A3237, J1420.

Vichy France has the normal French Sea Movement Capacity in the Mediterranean Area.

If by some fit of insanity the Allied Player insists on occupying one or more of the Vichy deployment hexes, the Axis Player may deploy all of the Vichy units freely within Vichy territory.

[33.73] Effects of Predominantly U.S. Violation of Vichy Neutrality. On the Game-Turn of violation of mainland Vichy France or its territories, Vichy units remain in place and are Enemy units to the Allied Player. However, the Axis Player may not move them nor attack with them. All Vichy Railroads are considered destroyed for Allied purposes, and must be repaired on subsequent Turns if they are to be used. However, Vichy French Major Ports are not destroyed.

On all Game-Turns subsequent to the violation (assuming the Allies maintain at least one ground combat unit) the Vichy units remain in place and are ignored by the Allied Player. As far as the Allied Player is concerned, Vichy France ceases to exist and the Vichy units are simply left on the map. They remain "in Limbo" until the Axis Player moves into Vichy territory, at which point they are controlled by the Allied Player.

[33.74] Axis Occupation of Metropolitan Vichy. If the Allied Player has violated Vichy French neutrality (with predominantly U.S. forces), the Axis Player may move into and freely occupy Metropolitan Vichy France (i.e., continental France and Corsica), as if it were an Axis power. If this is done, remove the two 3-4 units in Metropolitan France. Vichy units in France are considered to automatically surrender to the Axis forces and are removed from play. (Vichy units in Africa and Syria would pass under Allied control.) French Railroads and Ports are not destroyed.

Theoretically, the Axis Player could refuse to counter a predominantly U.S. attack on Vichy France. This would, on one hand, prevent Vichy units from converting to Free French, but, on the other hand, it would expose southern France to an unimpeded Allied descent.

[33.75] The Levant States. After 2/3/41, the Allied Player may invade the Levant States without causing the rest of Vichy France to turn Axis. Only the Vichy units in the Levant States may be controlled by the Axis Player.

[33.76] Free French Units. Free French units originate from two sources: the conversion of Vichy French units and the conversion of French Partisan units. Either conversion requires that the Allied Player spend Replacement Points during the Replacement/Reinforcement Phase of his Player-Turn, remove the Vichy or Partisan unit and replace it with a Free French battlegroup.

[33.77] Conversion of Vichy Units [or Partisans] into Free French Units. The Allied Player may make one attempt to convert one Vichy or Partisan unit per Game-Turn. He designates the unit (which must be in Major Supply) and rolls the die. If he rolls a "2" through "6," nothing happens (although he may make another attempt on a subsequent Game-Turn). If the result is a "1," he may exchange the unit for a Free French battlegroup (2-10 or 2-8), expending either one U.S. Infantry or Mechanized Replacement Point in the process (depending on the type of battlegroup). This expenditure of Replacement Points is in lieu of a normal expenditure. Conversion must occur in a hex which is in Major Allied Supply and is not Axis controlled.

Note: Obviously, the Allied Player will never get Free French units unless he first owns French Partisans or Vichy French Units (and contrives to place them in Major Supply).

33.8 The Allied Player (Common Units and Capabilities)

The Allied Player operates all Allied forces, starting with his initial forces (Commonwealth, French and Polish) and any he falls heir to as a result of Axis neutrality violations. He also operates the common Allied units, points and markers, and Allied Partisans. He also has common capabilities, which he may use to benefit any national force under his command, unless otherwise restricted.

[33.81] Allied Ground Combat Units. These are the sum total of all the various national ground combat units under Allied control. The Allied Player may use them freely (within any restrictions listed under the country heading), while the country remains in play.

[33.82] Allied Tactical Air Points. These are the sum total of various national Air Points and may be deployed and employed freely (within the restrictions listed by country). The common Allied Air-Ground Interdiction Markers are used to mark the interdiction of any Allied Air Point.

[33.83] Allied Strategic Air Points and Markers. See Section 24.0.

[33.84] Allied Supply Centers. The indigenous Supply Centers of each nation are listed by country. These may only supply national forces, except that the Supply Centers listed for the Commonwealth and the United States also serve as Supply Centers for any Allied forces; i.e., French units can trace Supply from Commonwealth Supply Centers, but the opposite is not true.

[33.85] Allied Rail Capacity. The Allied Rail Capacity is ten units in all Campaign Scenarios. The Standard Scenario Instructions may reduce this capacity. The Allied Rail Repair unit is a common Allied unit; as such, it draws Supply from the Commonwealth or the United States.

[33.86] Allied Naval Transport Capability. Certain nations are given permanent Naval Capabilities, as listed under the country headings. These capabilities may only be used by the indigenous forces. The Allied Player has a permanent common Naval Transport Capability of fifteen Naval Transport Points, which may be used to transport any Allied forces in all Sea Areas, except the Baltic and the Black (and Caspian) Sea Areas.

[33.87] Allied Air Transport and Amphibious Assault Points. These are common Allied Points and lift any Allied airborne unit (for Air Transport) or any Allied ground combat unit (for Amphibious Assault).

[33.88] Allied Mobile Supply. A Commonwealth Mobile Supply unit may only serve to supply Commonwealth units. A U.S. Mobile Supply unit may only supply U.S. and Free French units. Common Allied units may draw supply from either Mobile unit.

34.0 Armed Neutrals

General Rule. Armed Neutrals are those countries which possess ground combat forces (and Air Points), and whose participation in the game is conditional on the violation of their neutrality by either Player. They never actively participate in the game unless they are violated by one Player or the other, in which case they immediately fall under the control of the non-violating Player.

The deployment of each Armed Neutral is stated at the beginning of the game. There is an additional war deployment. Each country listing describes: (1) Neutral deployment as of the start of the game; (2) War deployment of additional forces (if any) by the controlling Player during the Reinforcement Phase of his first Player-Turn controlling. If the deployment hex is Enemy-controlled, then these additional forces are considered destroyed; (3) Supply Centers; (4) Restrictions on the use of the forces; (5) Special Rules and Capabilities; (6) Reinforcements after country becomes active; (7) Surrender conditions and effects.

34.1 Norway

[34.11] Neutral Deployment: 1 x 3-4 in hex F3506.

[34.12] War Deployment: 1 x 3-4 each in Oslo (hex F0224), Narvik (hex F2908), Stavanger (hex B5222), Trondheim (hex F0916) and Bergen (hex B5518).

[34.13] Supply Center: Oslo (hex F0224).

[34.14] Restrictions: None.

[34.15] Reinforcements: None.

[34.16] Surrender: Norway never surrenders. It is defined as occupied whenever there are no Friendly ground combat units in Norway.

34.2 Greece

[34.21] Neutral Deployment: 3 x 3-4 each in Athens (hex D4631) and Salonika (hex D4823); 5 x 2-4 and 4 x 1-4 placed by the Allied Player such that every border hex is occupied by a Greek unit or Zone of Control; 1 x 1-4 in hex E4306.

[34.22] War Deployment: 9 x 3-4, 2 x 1-3 in any Friendly supplied hex. (No more than one unit on Crete.) These units may be placed by the Allied Player when a German unit enters Yugoslavia or Albania, or Greece.

[34.23] Supply Centers: Athens, Salonika.

[34.24] Restrictions: None.

[34.25] Naval Transport Capability: One unit per Game-Turn within the Aegean Sea Area.

[34.26] Reinforcements: None.

[34.27] Surrender: When both Athens and Salonika are occupied by Enemy ground combat units, Greece surrenders and all Greek units except those on Crete are removed from play. When Greece surrenders, the Occupying Player may use the Greek Naval Transport Capacity.

34.3 Yugoslavia

[34.31] Neutral Deployment: 35 x 1-4, 3 x 2-3 and 2 x 1-3 deployed by the Allied Player in any hex in Yugoslavia, so long as all border hexes are occupied by a Yugoslavian unit or Zone of Control.

[34.32] War Deployment: None.

[34.33] Supply Centers: None.

[34.34] Restrictions: Yugoslavian units may never leave Yugoslavia.

[34.35] Reinforcements: None.

[34.36] Surrender: At the end of any Game-Turn which began with both Zagreb (hex D4201) and Belgrade (hex D5009) occupied by Enemy ground combat units, Yugoslavia surrenders. Surviving Yugoslavian units immediately convert in place into Yugoslavian Partisan Cadres.

34.4 Turkey

[34.41] Neutral Deployment: 4 x 2-[5]-1 each in hexes H0127, H0226 and H0326; 1 x 2-[5]-1 each in Istanbul (hex H0428), Izmir (hex E5501), Sinop (hex H2130), Samsun (hex H2333), Trabzon (hex H2303), Erzurum (hex J3508), Merzin (hex J1313), Guleman (hex J2811) and Troy (hex D5628); 3 x 3-4 each in Ankara (hex J1302) and hex J1613; 3 x 2-3 in hex J1807.

[34.42] War Deployment: None.

[34.43] Supply Center: Ankara.

[34.44] Restrictions: None.

[34.45] Reinforcements: 1 x 2-[5]-1 each Game-Turn, placed in Ankara (if Friendly).

[34.46] Surrender: Turkey surrenders when all Turkish units have been eliminated. Turkey becomes Axis when the Political Point Level reaches 75.

34.5 Spain

[34.51] Territories: Spanish Morocco, Tangiers, Ibiza, Mallorca and Menorca.

[34.52] Neutral Deployment: 1 x 3-4 each in Barcelona (hex C0326), San Sebastian (hex A3814), Zaragoza (hex A3619), Valencia (hex A3126), Coruna (hex A2702), Bilbao (hex A3612), Malaga (hex A1624), Cadiz (hex A1221) and Madrid (hex A2718); 1 x 1-3 each in Valladolid (hex A2913), Salamanca (hex A2513) and Tangiers (hex A1124); 3 Air Points (South Air Front).

[34.53] War Deployment: None.

[34.54] Supply Center: Madrid.

[34.55] Restrictions: Units may only enter Portugal or Gibraltar. Spanish Air Points must operate from some Spanish hex.

[34.56] Reinforcements: One ground combat unit retrieved from the "dead pile" each Game-Turn and placed in any Friendly Spanish hex.

[34.57] Surrender: Spain surrenders when Madrid is occupied by Enemy units. Spanish units are then removed from play. Spain becomes Axis when the Political Point Level reaches 75.

[34.58] Naval Transport Capability: One unit per Game-Turn between Spain and the Balearic Islands, and Tangiers. May only be used by Spanish units.

34.6 Sweden

[34.61] Neutral Deployment: 3 x 4-4 in Stockholm (hex F1232); 2 x 4-4 each in Goteborg (hex B5932), Malmo (hex C5605) and Lulea (hex F3104); 1 x 4-4 in Gavilare (hex F3013).

[34.62] War Deployment: 8 x 4-4 and 3 x 1-3 in any hex in Sweden not controlled by the Enemy Player.

[34.63] Supply Center: Stockholm.

[34.64] Restrictions: None.

[34.65] Reinforcements: None.

[34.66] Surrender: Sweden surrenders when all Swedish units have been eliminated.

34.7 Eire (Republic of Ireland)

[34.71] Neutral Deployment: 1 x 2-4 in Dublin (hex B2018).

[34.72] War Deployment: 2 x 2-4, deploy in any hex in Eire.

[34.73] Supply Centers: None.

[34.74] Restrictions: Units may not leave Eire.

[34.75] Reinforcements: None.

[34.76] Surrender: Eire surrenders when Dublin is occupied by an Enemy unit.

34.8 Portugal

[34.81] Neutral Deployment: 1 x 1-4 in Lisbon (hex A1311); 3 x 1-4 and 1 x 1-3, deployed by the Allied Player in any hex in Portugal.

[34.82] War Deployment: 2 x 1-4 and 1 x 1-3 in any hex of Portugal.

[34.83] Supply Center: None.

[34.84] Surrender: Portugal surrenders when Lisbon is occupied by an Enemy unit.

[34.85] Restrictions: Units may not leave Portugal.

34.9 Switzerland

[34.91] Neutral Deployment: 2 x [7]-1 each in Biel (hex C2720), Zurich (hex C3021) and Bern (hex C2721); 2 x 5-5 each in hexes C2420, C2725, C3020, C2819, C2623 and C2721.

[34.92] War Deployment: None.

[34.93] Supply Center: None.

[34.94] Restrictions: Swiss units may never leave Switzerland.

[34.95] Reinforcements: None.

[34.96] Surrender: Switzerland surrenders when all Swiss units have been eliminated.

35.0 Minor Neutrals

General Rule. Minor Neutrals are countries which possess no armed forces. If their neutrality is violated, they are automatically considered to surrender to the violating Player. In some cases, violation and surrender affect Axis Political Point totals.

Cases:

[35.1] Danzig. Danzig is incorporated into Germany as soon as a German unit occupies it.

[35.2] Tangiers. Historically, the free city of Tangiers was occupied by the Spanish Army in June of 1940. In War in the West, we reflect this eventual occupation in the neutral Spanish deployment. Treat Tangiers as a Spanish Port/city for all purposes.

[35.3] Denmark. If the Allied Player violates Danish neutrality, Sweden automatically assumes the status of a Pro-Axis Neutral and Sweden becomes Axis if the Political Point Total reaches 70.

[35.4] Andorra. Andorra is considered part of Spain. An attack on Andorra is an attack on Spain.

[35.5] Luxembourg. Violation of Luxembourg is considered a violation of Belgium.

[35.6] Iran, Iraq and Saudi Arabia

[35.61] Commonwealth and Soviet units may freely enter Iran at any time. It is considered an Allied country.

[35.62] Commonwealth units may enter Iraq freely. It is considered a Commonwealth country.

[35.63] Any Player may enter and traverse Saudi Arabia freely.

[35.7] Latvia, Lithuania and Estonia. Movement into these countries is strictly prohibited in War in the West.

[36.0] Political Points

Commentary: Many of the events of the Second World War were influenced by a variety of personal and political factors which are not otherwise reflected in the game. The following rules section is provided to help govern the actions of many of the independent nations depicted on the map, particularly "neutral" nations. These rules are not, and cannot be completely accurate in their recreation of specific conditions. Rather, they are an attempt to place somewhat realistic constraints upon the Players and introduce elements of uncertainty into the play of the game.

General Rule: The effect of military events on the overall political situation is quantified in terms of Political Points, which are accumulated on the Political Point Track. These may be either positive or negative, depending on the condition fulfilled. The Axis Player keeps a record of such Points; Political Point Total may be altered due to the actions of either the Axis or the Allied Player.

Procedure: The game begins with a set number of Political Points entered into the Political Point Track. Thereafter, as each event described on the Political Point Award Schedule occurs, the Axis Player should reflect this event by recording the total on the Political Points Track. All effects derived from the rise and fall of Axis Political Points occur immediately. [The Strategic Cycle Record Track notes additions and subtractions, denoted "PLA," due to events in the Barbarossa Campaign; these should be reflected on the Political Point Track at the start of the Cycle noted.]

Definitions: Germany, Italy, France, the Commonwealth, the United States, (and the Soviet Union) are defined as Major Powers. All other countries are defined as Minor Powers. Every nation may be defined as belligerent ("at war"), occupied or neutral.

Belligerent: A country is belligerent if it is at war. In this state, it must "join" either the Allied Player or the Axis Player. A country becomes belligerent either when its neutrality is violated or when the Axis Political Point Level triggers its entry as an Axis nation. Once at war, a nation remains belligerent and Friendly to its Player until it is occupied by the hostile Player or until the end of the game, or until the Political Point Level indicates a change in its status.

Occupied: A country is considered occupied at the end of any Game-Turn which finds: (1) Enemy Ground Combat units within the country; (2) no Friendly Ground Combat units within the country; and (3) the country has surrendered (unless it is a country that does not surrender). Once occupied, a country remains occupied until at least one Friendly Ground Combat unit re-establishes itself in Major Supply within the country. The re-establishment is called liberation and the country is considered liberated and reassumes its Friendly belligerency. (Even though the bulk of the country's territory may still lie in hostile hands.)

Neutral: Those nations which are neither belligerent nor occupied (i.e., whose units, Rail Lines, Ports, etc. are not considered Friendly to either Player) are considered neutral. A nation remains neutral until one of two events occurs:

A) Its Neutrality is Violated: The neutrality of a nation is violated when a Player's units enter any hex of that nation (or its territories), or attack across the border of that nation, or trace Air or Sea Movement into or through any hex of that nation. Note that the tracing of Sea Movement into or through a "Coastal" hex (part Land and part Sea) of a neutral nation is considered to be a violation of neutrality (exception: see Case 37.2). When the neutrality of a nation is violated, the nation is immediately controlled by and Friendly to the non-violating Player.

B) A Political Condition is Met: A nation may become Friendly to the Axis Player due to the fulfillment of certain conditions listed in the rules section dealing with the nation in question. If such conditions are met, the Axis Player may, at his option, have the country join the Axis as a Friendly nation. If this is done, the nation becomes a belligerent power Friendly to the Axis Player, and no Political Points of any kind are awarded for this action.

Cases:

[36.1] Political Award for City Entry. Political Points are added or subtracted if units of either Player enter or re-enter certain specified cities. The award is made at the end of the Game-Turn that any Ground unit of the specified Player fulfills the award requirement. See the Political Points Award Schedule (36.6) for a complete listing of the specific awards.

[36.11] An entry award is made only once (exception: see Case 36.12); e.g., the Axis Player does not receive 5 Points for each unit that enters Paris, nor does he receive 5 Points on each Game-Turn that a unit enters Paris. He receives only five Points.

[36.12] The Player may receive an entry award for entering an objective a second or third time, etc., if there was an interval in which the Enemy Player had re-entered the objective, and by so doing caused an increase or decrease in Points. For example, let us assume that a German unit enters Paris on Turn One (award five Points to the Axis), then, on Turn Three, an Allied unit re-enters Paris (subtract five Points from the Axis total), and then, on Turn Seven, a German unit again enters Paris (award five Points to the Axis total).

[36.13] Note that the awards and losses given for Suez, Berlin, Rome and any German Manufacturing Center are given only once. For example, the Allied Player's entry into Rome causes a five Point loss. The Axis Player receives nothing for re-entering Rome, nor does the Allied Player's subsequent entry cause anything to happen. Only when a re-entry award is listed can the Point award be made.

[36.14] The loss of twenty Political Points for Allied entry into any German Manufacturing Center is a one-time event. The Axis Player does not lose twenty Points for each and every Center lost.

[36.2] Entry into Egypt and French North Africa

At the end of the first Game-Turn that finds an Axis Ground Combat unit in Egypt, the Axis Player receives three Political Points. The same award is made at the end of the first Game-Turn that finds an Axis unit in French North Africa. If at the end of some later Game-Turn it is found that there are no Axis units present in either territory, the Allied Player is considered to have driven the Axis Player out of the territory (regardless of whether the absence is due to Axis voluntary abandonment or some actual Allied action), and three Points are subtracted from the Axis Player total. These awards and losses may seesaw with the presence and absence of Axis units.

[36.3] Occupation, Liberation and Reoccupation

It is possible for a country to become occupied, liberated, again occupied, and again liberated, etc., etc. Each time the status changes there is an award or loss of Political Points. It is not necessary for the Axis to maintain a physical garrison in order to maintain occupation; occupation is only broken by liberation.

[36.31] The presence of Partisan (or Cadre) units is ignored when determining the Political status of a country.

[36.4] Use of Occupied Facilities

Once the Axis Player occupies a country he falls heir to any permanent capabilities indigenous to that country. All heretofore Enemy Railroads and Ports within that country are deemed to fall intact into his hands and are henceforth Friendly to him. If the country becomes liberated, the Axis Player loses the right to any permanent capability, but the Railroads and Ports would remain Friendly to the Axis Player until actually recovered by Allied units.

[36.5] Territories and Islands

The territories belonging to Minor and Major Powers are not considered countries for purposes of distributing Political Points. That is, the Axis Player receives nothing for the occupation of Cyprus, Tunisia, etc. Only the home country counts toward occupation and liberation Point distribution. Islands belonging to a country do not count when assessing occupation or liberation. For example, even though Corsica is considered part of France for most purposes, the Allied Player may not liberate France by establishing a unit on Corsica.

35.1 Danzig

[35.1] Danzig is incorporated into Germany as soon as a German unit occupies it.

35.2 Tangiers

[35.2] Historically, the free city of Tangiers was occupied by the Spanish Army in June of 1940. In War in the West, we reflect this eventual occupation in the neutral Spanish deployment. Treat Tangiers as a Spanish Port/city for all purposes.

35.3 Denmark

[35.3] If the Allied Player violates Danish neutrality, Sweden automatically assumes the status of a Pro-Axis Neutral and Sweden becomes Axis if the Political Point Total reaches 70.

35.4 Andorra

[35.4] Andorra is considered part of Spain. An attack on Andorra is an attack on Spain.

35.5 Luxembourg

[35.5] Violation of Luxembourg is considered a violation of Belgium.

35.6 Iran, Iraq and Saudi Arabia

[35.61] Commonwealth and Soviet units may freely enter Iran at any time. It is considered an Allied country.

[35.62] Commonwealth units may enter Iraq freely. It is considered a Commonwealth country.

[35.63] Any Player may enter and traverse Saudi Arabia freely.

35.7 Latvia, Lithuania and Estonia

[35.7] Movement into these countries is strictly prohibited in War in the West.

36.0 Political Points

Commentary. Many of the events of the Second World War were influenced by a variety of personal and political factors which are not otherwise reflected in the game. The following rules section is provided to help govern the actions of many of the independent nations depicted on the map, particularly "neutral" nations. These rules are not, and cannot be completely accurate in their recreation of specific conditions. Rather, they are an attempt to place somewhat realistic constraints upon the Players and introduce elements of uncertainty into the play of the game.

General Rule. The effect of military events on the overall political situation is quantified in terms of Political Points, which are accumulated on the Political Point Track. These may be either positive or negative, depending on the condition fulfilled. The Axis Player keeps a record of such Points; Political Point Total may be altered due to the actions of either the Axis or the Allied Player.

Procedure. The game begins with a set number of Political Points entered into the Political Point Track. Thereafter, as each event described on the Political Point Award Schedule occurs, the Axis Player should reflect this event by recording the total on the Political Points Track. All effects derived from the rise and fall of Axis Political Points occur immediately. [The Strategic Cycle Record Track notes additions and subtractions, denoted "PLA," due to events in the Barbarossa Campaign; these should be reflected on the Political Point Track at the start of the Cycle noted.]

Definitions. Germany, Italy, France, the Commonwealth, the United States (and the Soviet Union) are defined as Major Powers. All other countries are defined as Minor Powers. Every nation may be defined as belligerent ("at war"), occupied or neutral.

  • Belligerent: A country is belligerent if it is at war. In this state, it must "join" either the Allied Player or the Axis Player. A country becomes belligerent either when its neutrality is violated or when the Axis Political Point Level triggers its entry as an Axis nation. Once at war, a nation remains belligerent and Friendly to its Player until it is occupied by the hostile Player or until the end of the game, or until the Political Point Level indicates a change in its status.
  • Occupied: A country is considered occupied at the end of any Game-Turn which finds: (1) Enemy Ground Combat units within the country; (2) no Friendly Ground Combat units within the country; and (3) the country has surrendered (unless it is a country that does not surrender). Once occupied, a country remains occupied until at least one Friendly Ground Combat unit re-establishes itself in Major Supply within the country. The re-establishment is called liberation and the country is considered liberated and reassumes its Friendly belligerency. (Even though the bulk of the country's territory may still lie in hostile hands.)
  • Neutral: Those nations which are neither belligerent nor occupied (i.e., whose units, Rail Lines, Ports, etc. are not considered Friendly to either Player) are considered neutral. A nation remains neutral until one of two events occurs:
    • A) Its Neutrality is Violated: The neutrality of a nation is violated when a Player's units enter any hex of that nation (or its territories), or attack across the border of that nation, or trace Air or Sea Movement into or through any hex of that nation. Note that the tracing of Sea Movement into or through a "Coastal" hex (part Land and part Sea) of a neutral nation is considered to be a violation of neutrality (exception: see Case 37.2). When the neutrality of a nation is violated, the nation is immediately controlled by and Friendly to the non-violating Player.
    • B) A Political Condition is Met: A nation may become Friendly to the Axis Player due to the fulfillment of certain conditions listed in the rules section dealing with the nation in question. If such conditions are met, the Axis Player may, at his option, have the country in question join the Axis as a Friendly nation. If this is done, the nation becomes a belligerent power Friendly to the Axis Player, and no Political Points of any kind are awarded for this action.

36.1 Political Award for City Entry

[36.1] Political Points are added or subtracted if units of either Player enter or re-enter certain specified cities. The award is made at the end of the Game-Turn that any Ground unit of the specified Player fulfills the award requirement. See the Political

[36.11] An entry award is made only once (exception: see Case 36.12); e.g., the Axis Player does not receive 5 Points for each unit that enters Paris, nor does he receive 5 Points on each Game-Turn that a unit enters Paris. He receives only five Points.

[36.12] The Player may receive an entry award for entering an objective a second or third time, etc., if there was an interval in which the Enemy Player had re-entered the objective, and by so doing caused an increase or decrease in Points. For example, let us assume that a German unit enters Paris on Turn One (award five Points to the Axis), then, on Turn Three, an Allied unit re-enters Paris (subtract five Points from the Axis total), and then, on Turn Seven, a German unit again enters Paris (award five Points to the Axis total).

[36.13] Note that the awards and losses given for Suez, Berlin, Rome and any German Manufacturing Center are given only once. For example, the Allied Player's entry into Rome causes a five Point loss. The Axis Player receives nothing for re-entering Rome, nor does the Allied Player's subsequent entry cause anything to happen. Only when a re-entry award is listed can the Point award be made.

[36.14] The loss of twenty Political Points for Allied entry into any German Manufacturing Center is a one-time event. The Axis Player does not lose twenty Points for each and every Center lost.

36.2 Entry into Egypt and French North Africa

At the end of the first Game-Turn that finds an Axis Ground Combat unit in Egypt, the Axis Player receives three Political Points. The same award is made at the end of the first Game-Turn that finds an Axis unit in French North Africa. If at the end of some later Game-Turn it is found that there are no Axis units present in either territory, the Allied Player is considered to have driven the Axis Player out of the territory (regardless of whether the absence is due to Axis voluntary abandonment or some actual Allied action), and three Points are subtracted from the Axis Player total. These awards and losses may seesaw with the presence and absence of Axis units.

36.3 Occupation, Liberation and Reoccupation

It is possible for a country to become occupied, liberated, again occupied, and again liberated, etc. Each time the status changes there is an award or loss of Political Points. It is not necessary for the Axis to maintain a physical garrison in order to maintain occupation; occupation is only broken by liberation.

[36.31] The presence of Partisan (or Cadre) units is ignored when determining the Political status of a country.

36.4 Use of Occupied Facilities

Once the Axis Player occupies a country he falls heir to any permanent capabilities indigenous to that country. All heretofore Enemy Railroads and Ports within that country are deemed to fall intact into his hands and are henceforth Friendly to him. If the country becomes liberated, the Axis Player loses the right to any permanent capability, but the Railroads and Ports would remain Friendly to the Axis Player until actually recovered by Allied units.

36.5 Territories and Islands

The territories belonging to Minor and Major Powers are not considered countries for purposes of distributing Political Points. That is, the Axis Player receives nothing for the occupation of Cyprus, Tunisia, etc. Only the home country counts toward occupation and liberation Point distribution. Islands belonging to a country do not count when assessing occupation or liberation. For example, even though Corsica is considered part of France for most purposes, the Allied Player may not liberate France by establishing a unit on Corsica.

36.6 Political Points Awards Schedule

Positive values are awards to the Axis Player (Axis actions) or to the Allied Player (Allied actions) as printed; negative values are losses, as printed (the signs are read from the page image).

Action by Axis Player (Points awarded or lost)

EventPoints
Violate Neutrality of Major Power-5
Violate Neutrality of Sweden or Switzerland-20
Violate Neutrality of Spain or Turkey-10
Violate Neutrality of any other Minor Power-2
Occupy Major Power+10
Occupy Minor Power+3
Enter Paris+5
Enter London+10
Enter Egypt+3
Enter Tunisia, Algeria or Morocco+3
Enter Suez+2

Action by Allied Player (Points awarded or lost)

EventPoints
Violate Neutrality of Major Power+10
Violate Neutrality of Sweden or Switzerland+20
Violate Neutrality of any other Minor Power+5
Enter Berlin-50
Enter any German Manufacturing Center-20
Liberate a Major Power-10
Liberate a Minor Power-5
Re-enter Paris-5
Re-enter London-10
Drive Axis out of Egypt-3
Drive Axis out of Tunisia, Algeria and Morocco-3
Cause Italy to Surrender

37.0 Special Rules

Commentary. Certain rules and definitions are so exceptional or multi-faceted that they defy narrow classification within the normal text. They are presented here.

37.1 Limitation Imposed by the Counter Selection

[37.1] The number and type of any kind of unit allowed in play is sensitive to the total counter availability. The maximum number of a given unit or Point which a Player may employ at any time is the number provided in the game (see Section 19.0 for a complete listing). Players may not make up additional counters. If, for example, the Allied Player has all 120 Commonwealth Air Points in play, he may not take additional Air Point reinforcements because he has no Commonwealth Air Points available. When some are eliminated, he could begin to take reinforcements from among them. By the same rule, the Axis Player cannot build an entire army of SS Panzer Divisions. The nine provided on the counter sheets are the maximum he may have in play (on map or in spiral) at any one time.

37.2 Tracing Sea Passage

[37.2] When tracing or executing Sea Movement, a Player may trace Sea Passage. That is, a contiguous series of all-Sea hexes, Coastal hexes and the hexes which serve to define rivers and estuaries. A river or estuary is said to be defined by the two adjacent hexes which have that hexside in common.

[37.21] Inland and Estuarial Ports. Many Ports are so located that they appear to lie inland from the sea. That is, the hex they are in is not directly adjacent to an all-Sea hex. They all, however, are connected to an all-Sea hex by either a river or an estuary. An estuary is one or more connected all-Sea hexsides which are defined exclusively by Coastal hexes.

If the Player could move an imaginary unit from the inland Port to a Coastal hex adjacent to an all-Sea hex, exclusively through contiguous hexes defining the river or estuary which connects the inland Port to the sea, only then may the Player trace supply and/or Sea Movement to the Port. This imaginary unit could not move through Enemy units, but could move through Enemy Zones of Control (Movement Point costs are irrelevant). The same test may be made to penetrate Scandinavian fjords.

[37.22] Kiel Canal. The river connecting the Port of Kiel, on Germany's Baltic coast, with the mouth of the Elbe River (on the North Sea) is the Kiel Canal. The Axis Player (only) may trace Sea Passage and/or supply along this Canal so long as the entire canal meets the test in Case 37.21.

[37.23] Tracing Supply Through Sea Hexes. When tracing supply from Port to Port through Sea or Coastal hexes, the Player must have a Naval Transport Capacity which could operate between the two Ports. If the Player could transport a unit between the two Ports in question, only then could he trace supply between the two Ports.

[37.24] Zuider Zee. Hexes C3604 and C3704 are considered to be the Zuider Zee. Units performing an Amphibious Assault may not enter any hex of the Zuider Zee.

[37.25] Allied Mediterranean Limitation. If Alexandria is Axis-occupied, the Allied Player may not trace Sea Passage into the Eastern Mediterranean or Aegean Sea Areas. If Gibraltar is Axis-occupied, the Allies may not trace Sea Passage into the Western Mediterranean Sea Area. If both are Axis-occupied, the Allies may not trace into any Sea Area of the Mediterranean.

[37.26] International Straits. Whosoever last occupied Gibraltar has the right of free Sea Movement through the Straits of Gibraltar. The presence of hostile or neutral forces in other Coastal hexes defining the Straits has no effect on the right of passage, or neutrality. The Dardanelles and the Bosporus (between European and Asian Turkey) may only be transited by Sea Movement if all the hexes defining them are in Friendly hands. The Straits of Messina (between Sicily and mainland Italy) may only be transited by Sea Movement if the hexes defining it are all in Friendly hands.

[37.27] Occupation, Control and Use of Ports. Whenever a Major Port "changes hands" (i.e., control passes from one Player to the other) it is considered destroyed and functions in all ways as though it were a Minor Port. It is considered automatically repaired and returns to Major Port status after four Game-Turns. Minor Ports are not affected by a change of ownership.

On the Game-Turn that he violates the neutrality of a country, a Player may freely move into vacant Ports of that violated country without destroying them. (This movement may be by any means, including Air and Sea Movement.)

[37.28] Suez Canal. The Allied Player (only) may trace Sea Passage through the Suez Canal so long as all the hexes defining the Canal are in Friendly hands. Reinforcements due in Suez or "round the Horn" units may either land in Suez or, alternatively, land in some Friendly Major Port in the Eastern Mediterranean.

[37.29] Adriatic. The Allied Player may trace Sea Passage through the Adriatic Sea Area only if Italy has surrendered to the Allies.

37.3 Commonwealth Army

[37.3] The Allied Player may build up and break down units of the Commonwealth Army during the Replacement/Reinforcement Phase of his Player-Turn.

[37.31] He may remove an intact division (full-strength) from the map and add two Replacement Points of its type to his Replacement Pool.

[37.32] He may convert a motorized infantry division into an armored division by expending two Mechanized Replacement Points.

[37.33] He may convert a brigade into a division of its type by expending two Replacement Points of the same type.

[37.34] He may remove a brigade from the map and add one Replacement Point of its type to his Replacement Pool.

[37.35] As called for by the Turn Record Chart, he must remove units from the map. These must be full-strength (not battlegroup) units when removed.

37.4 Italian Units After the Surrender

On all Strategic Cycles subsequent to the surrender of Italy to the Allied forces, the possibility exists that Italian units can be added to both the Allied and Axis forces. Allied Italian units are given on the Allied counter sheet. Axis Italian units are simply the old Fascist Italian units which had disappeared upon surrender. The procedure is as follows, and is conducted at the beginning of each Strategic Cycle.

Each Player rolls the die. If he rolls a "one," he is permitted to pick a unit blindly from the pool of available units. He may deploy this unit on any Friendly-held Italian city hex. Only Ground Combat units are available for deployment.

37.5 Axis High Seas Movement

[37.5] The Axis Player may build Naval Transport Points and Amphibious Assault Points which he may use to transport German units (only) through High Seas hexes subject to the Sea Movement Rules. He may build Surface Fleet Points whose primary function is to reduce the probability of attrition due to Allied Intervention against High Seas Movement. Naval Transport Points and Surface Fleet Points are also necessary, and at risk, if the Axis Player traces a Line of Supply through High Seas hexes.

When not in use, German Naval Transport Points, Amphibious Assault Points and Surface Fleet Points are stored in the Naval Operations Box. When making High Seas Movement, the Axis Player would symbolically remove these Points from the Box to show what Points he was using to make the Sea Movement, placing them in the middle of the North Sea, stating as he does so, "I am using these Naval Transport (or Amphib) Points to transport these units," specifying the destination and point of origin, and the number of Surface Fleet Points used to reduce the probability of Allied Naval Intervention attrition. At the conclusion of the Sea Movement Phase, any surviving Points would be returned to the Naval Operations Box.

[37.51] Allied Naval Intervention Against High Seas Movement. Allied Naval units are an invisible presence acting against any Axis High Seas Movement. Pursuant to the rules of Sea Movement, the Axis Player moves each of his Sea-going units from its embarkation hex to its debarkation hex, using in the process one of the Naval Transport or Amphibious Assault Points assigned by the Axis Player. Upon debarkation of each unit, the Axis Player exercises the Allied Naval Intervention Routine, which determines whether the transit was successful and without loss, or whether the transported unit suffered attrition due to intervention (and loss of the transporting Point). Any Surface Fleet Points assigned to Sea Movement reduce the probability of attrition to the Sea Movement, but themselves become a target for attrition.

[37.52] Allied Naval Intervention Routine. Knowing the number of Surface Fleet Points assigned to "protect" Sea Movement, the Allied Player rolls a die. If the die roll is greater than the number of Surface Fleet Points, then the transported unit suffers attrition. If the die roll is less than or equal to the number of Surface Fleet Points, then the unit does not suffer attrition. A full-strength unit which suffers attrition is reduced to a kampfgruppe. A unit which does not form a kampfgruppe, or a kampfgruppe-sized unit itself which suffers attrition is eliminated. An attrition result also eliminates the transporting Naval Transport or Amphibious Assault Point.

[37.53] Each unit moving through the High Seas hexes (and its transporting Point) is exposed in turn to attrition by Allied Naval Intervention. This attrition is additional to any caused by Air-Sea Interdiction, etc. German Air Superiority has no bearing on Allied Intervention. Only the existence of German Surface Fleet Points (Surfs) diminish the probability of Intervention attrition.

[37.54] Attrition of German Surface Fleet Points. At the conclusion of any Axis Sea Movement Phase which saw Sea Movement through the High Seas Area, German Surface Fleet Points used to lower the probability of Intervention are themselves exposed to attrition. The Allied Player rolls the die. The number rolled is the number of Surface Fleet Points which the Axis Player must eliminate. If the die roll is higher than the number of Surface Fleet Points used, then all Surface Points used would be lost.

[37.55] The Axis Player may use Naval Transport and/or Amphibious Assault Points to supplement the permanent Baltic Capacity. Such usage is not exposed to Allied Intervention.

[37.56] Axis units using a permanent Naval Transport Capacity are not subject to Allied Naval Intervention.

Players' Note: The Axis Player has the power to guarantee (for one Turn) that High Seas Movement will not be subject to attrition of the transport forces. All he needs to do is assign six Surface Fleet Points to "protect" his move.

[37.57] Tracing Axis Supply Through High Seas Hexes. The Axis Player may trace supply from Port to Port through High Seas hexes only if he has one Naval Transport Point and one Surface Fleet Point in existence in the Naval Operations Box at the time he judges supply. If he does not meet this condition, then he may not trace supply from Port to Port through High Seas hexes. At the end of any Game-Turn in which the Axis Player has traced supply through High Seas hexes, he must roll the die. If he rolls a "one" he must eliminate one Surface Fleet Point; if he rolls a "two" or "three," he must eliminate a Naval Transport Point; a "four," "five" or "six" has no effect.

[37.58] German Naval Transport and Surface Fleet Points used to satisfy the supply judgment condition may not be used for Sea Movement in the same Game-Turn, or vice-versa.

[37.59] The Axis Player is never required to trace supply through High Seas hexes. He may, for example, throw a force into Great Britain and then refuse to trace supply to it.

37.6 Iraq Revolt

[37.6] On 1/5/41, Iraq is considered to revolt against the Allies. On that Game-Turn, the Allied Player must withdraw one full-strength division (of any type) from North Africa. This unit reappears two Game-Turns later at hex J3833 (entrained). The unit must remain in Iraq until the beginning of 1/6/41.

37.7 Alternative Mid-East Landing Places

[37.7] If he so desires, the Allied Player may take reinforcements due in Suez or units moving "round the Horn," either in southern Egypt or in southern Iraq, in mapedge Rail hexes (only).

37.8 Supply for Countries With No Supply Centers

[37.8] Units of these nations may never leave their home country; however, they are always considered to be in Supply within this restriction.

37.9 Extraordinary Air-Sea Interdiction

[37.9] Whenever Friendly Sea Movement (Naval Transport or Amphibious Assault) traces a path which lies within Range of Enemy Air Power (12 hexes), but outside Range of Friendly Air Power (12 hexes), the moving units are exposed to an extraordinary Air-Sea Interdiction in addition to any normal Interdiction. The Enemy Player interdicts the moving units with any Air Points (up to five) he has assigned to the Air Front (both uncommitted Points and those assigned to other Missions). The intent of this rule is to deter Players from tracing Sea Movement through hexes which lie outside their Air Power Range, but are inside Enemy Range.

[37.91] Extraordinary Amphibious Assault. Allied units may perform Amphibious Assaults during Snow Game-Turns into North African Coastal hexes.

38.0 Scenario Format

General Rule. War in the West is designed to be played on two levels. The first is the Standard Scenario, depicting a short (one or two dozen Game-Turns) historical event, requiring the use of a limited amount of maps and counters and applying a limited number of rules. The object is to provide a game that can be played in several hours. The second level is the Campaign Scenarios, which start at various dates and carry on to completion.

38.1 Standard Scenario Format

[38.1] Section 1: Scenario Information will detail the length of the Scenario, the map area in play and define the First Player. Section 2: Deployment will describe the initial forces available to each Player and detail where they are to be deployed. Section 3: Victory Conditions will describe how the game is won. Section 4: Special Rules will detail special rules, limits and restrictions. Section 5: Campaign Scenario Additional Deployment will describe forces set up on the remaining maps not in play in the Standard Scenario. Section 6: Campaign Scenario Production will define the status of "in spiral" Production at the beginning of the Campaign Scenario.

[38.11] The Standard Scenarios ignore the whole Strategic War Cycle and any events and actions therein. U-Boats, Strategic Bombing, German Production, etc., have no application in a Standard Scenario.

[38.12] Reinforcements for both Players are detailed to arrive on a Game-Turn by Game-Turn basis. The Players must use the Scenario Turn Record Track, and always begin the Standard Scenarios with the Game-Turn Marker in the number one space on the Standard Scenario Track. The Campaign Turn Record Track is ignored when playing the Standard Scenarios.

[38.13] Unless otherwise noted, all of the Standard Rules apply to a Standard Scenario. Exclusive Rules are applied as directed.

38.2 Campaign Scenarios

The Campaign Scenario incorporates Scenario Information and Deployment Instructions of the Standard Scenario. To this it adds additional information describing the deployment of belligerent forces over the entire Map Area.

[38.21] The Strategic War Cycle must be played when using the Campaign Scenario. The Allies and non-German Axis reinforcements are detailed on the Reinforcement Track. German reinforcements are created via German Production.

[38.22] Victory is determined by the collapse of Germany (or the surrender of the Allies) which is determined by the application of the Political Rules. This usually necessitates playing the game to the bitter end, unless a result appears inevitable before then.

[38.23] Unless otherwise noted, all the rules apply to a Campaign Scenario (except those which are obviously inapplicable because of the date on which the Scenario begins).

[38.24] All map sections (A through J) are in play in all Campaign Scenarios. However, Finland and the Soviet Union, and Soviet-occupied territories are not in play (see Section 20.0).

[38.25] The Player Sequence in the Campaign Scenarios is always the same as the Player Sequence in the corresponding Standard Scenario. The Game-Turn, Cycle and Year of the First Game-Turn of the Campaign Scenario is shown in parentheses at the beginning of the Scenario listing. The Turn and Cycle Markers must be placed accordingly on the Campaign Turn Record Track.

[38.26] Entry of Neutral Nations. Turkey, Eire, Sweden, Switzerland, Spain and Portugal are always neutral at the start of any Scenario. Hungary, Rumania and Bulgaria are Axis nations at the beginning of every Scenario except the Poland Scenario (39.0), and the France '40 Scenario (40.0). Italy is an Axis nation at the beginning of the North Africa (41.0) and Italy (42.0) Scenarios only.

38.3 Arrival of Reinforcements

[38.31] France '40 Standard Scenario. French units appear in any Friendly French Supply Center. Commonwealth units appear in any Major Port in Great Britain. Allied Points are placed in the West Front. German units appear in any Friendly German city.

[38.32] North Africa '42 Standard Scenario. Allied units appear in Suez prior to Game-Turn Twenty. Allied units which appear subsequent to this are presumed to come from Great Britain or the U.S. by Sea Movement. The Allied Player may place them at sea in the High Seas Area during his Reinforcement Phase and then execute Sea Movement with them during his Sea Movement Phase, using his available Naval Transport and Amphibious Assault Points. All German and Italian units appear in any Major Port in Italy.

[38.33] Italy '43 Standard Scenario. Allied units appear in any port of North Africa. Prior to Italian surrender, Axis units appear in Rome. Subsequent to Italian surrender, Axis reinforcements appear entrained at hex C3526.

[38.34] France '44 Standard Scenario. Allied reinforcements appear in any Major Port of Great Britain or North Africa. Axis reinforcements appear entrained in Berlin.

[38.35] All Campaign Scenarios. Reinforcements arrive as per Sections 23.0 and 24.0.

39.0 Poland Scenario

39.1 Scenario Information

[39.11] Game Length. Four Game-Turns (3/9/39).

[39.12] Map Sections in Play. Map Sections C and G. (Note: small areas of Poland also appear on Map Sections D and H. Players may include them in the Scenario, if desired.)

[39.13] Player Sequence. The Axis Player is the First Player.

39.2 Deployment

[39.21] Axis Initial Deployment.

German, Map Section C:

  • One 6-5 each in hexes: 6013, 5829, 5830, 5715, 5615, 5515, 5521, 5522, 5528, 5426, 5317, 5318, 5319, 5322, 5328, 5217, 5220, 5221, 5225, 5226, 5023, 4923.
  • Two 6-5's each in hexes: 5419, 5425, 5520, 5521, 5623.
  • Three 6-5's each in hex: 5124.
  • One 10-8 each in hexes: 5416, 5215.
  • Two 10-8's and two 8-8's each in hex: 5622.
  • One 10-8 and two 6-5's each in hex: 5525.
  • One 10-8 and one 8-8 each in hex: 5628.
  • Three 8-8's each in hex: 5416.
  • One 8-8 and one 6-5 each in hex: 5624.
  • One 3-8 each in hexes: 5523, 5424.

German, Map Section G:

  • One 6-5 each in hexes: 0113, 0212, 0316, 0416, 0517, 0518, 0617, 0618, 0818, 0919, 1018, 1115, 1117.
  • One 1-3 KG each in hex: 1017.
  • One 10-8 each in hex: 0718.

Axis Air/Sea/Rail Availability: Naval Transport Points available: None. Amphibious Transport Points available: None. Air Points available: 20 (East Front). Air Transport Points available: None. Airborne Units available: None. Rail Capacity/Game-Turn: 15. Repair Units available: 2.

[39.22] Allied Initial Deployment.

Polish, Map Section C:

  • One 4-4 each in hexes: 5527, 5625, 5627, 5717, 5719, 5720, 5721, 5723, 5725, 5826, 5828, 5916, 5921, 6020, 6022.
  • One 2-4 each in hexes: 5526, 5728.
  • One 3-5 in hex: 6029.
  • One 1-6 in hex: 5827.
  • One 1-3 each in hexes: 5618, 5722, 5724, 5922, 6015.
  • One 1-3 and one 4-4 each in hex: 5617.

Polish, Map Section G:

  • One 4-4 each in hexes: 0116, 0130, 0131, 0216, 0223, 0318, 0324, 0428, 0520, 0619, 0821, 1021.
  • One 2-4 each in hexes: 0123, 0232, 0330, 0322, 0526, 0726, 0920, 1120, 1618.
  • One 1-6 in hex: 0421.
  • One 1-3 each in hexes: 0418, 0819, 1119, 1121, 1419.

Allied Air/Sea/Rail Availability: Air Points available: 2 Polish (East Front). Rail Capacity/Game-Turn: 5.

39.3 Victory Conditions

The Axis Player wins if an Axis unit with a Line of Communications occupies Warsaw (hex G0421) at the end of Game-Turn Four. The Allied Player wins by preventing an Axis victory.

39.4 Special Rules

[39.41] Units may only enter hexes of Germany and Poland.

39.5 Campaign Scenario Additional Deployment

[39.51] Additional Axis Initial Deployment.

German, Map Section C:

  • One 1-5 KG each in hexes: 3018, 3118, 3212, 3218, 3219, 3316, 3317, 3411, 3414, 3415, 3416, 3417, 3515, 3518, 3613, 3711, 3807, 4114.
  • Two 1-5 KG's each in hexes: 3113, 3114, 3213, 3215, 3409, 3410, 3509, 3808.
  • Three 1-5 KG's each in hexes: 3211, 3214, 3310, 3311.

Axis Air/Sea/Rail Availability: Additional Air Points available: 3 (West Front). Air Transport Points: 3 (West Front). Naval Transport Points: 5. Political Point Total: 38 (neutrality of France, Great Britain and Poland already violated). Rail Capacity/Game-Turn: 20. U-Boat Points: 4. Additional Replacements: 5 IR (West Front).

[39.52] Additional Allied Initial Deployment.

French, Map Section C:

  • One 3-4 each in hexes: 0714, 0720, 1120, 1124, 1220, 1224, 1510, 1612, 1617, 1813, 1911, 2025, 2106, 2111, 2124, 2223, 2518, 2704, 2707, 2711, 2712, 2718, 2808, 2811, 2812, 2815, 2917, 3116, 3216.
  • Two 3-4's each in hexes: 1105, 1608, 1927, 1928, 2209, 2317, 2813, 2912, 3016.
  • Three 3-4's each in hex: 3014.
  • One 3-10 each in hexes: 2606, 2806, 2810, 2915.
  • One 3-6 each in hexes: 2607, 2610.
  • One 2-6 in hex: 2609.
  • One 2-4 each in hexes: 2024, 2222, 2322.
  • One 6-6 and one 3-4 each in hex: 2809.
  • One 3-4 and one 3-10 each in hex: 2814.
  • Two 3-4's and one 2-6 each in hex: 3013.
  • One 3-4 and two 3-10's each in hex: 3115.

French, Map Sections A and D:

  • Ten 3-4's and two 1-3's: deployed anywhere in Morocco, Algeria or Tunisia. At least one unit must be deployed in every Moroccan, Algerian and Tunisian Major Port hex.
  • One 3-4: in Corsica.

French, Map Section J: Two 3-4's: deployed anywhere in the Levant States.

Commonwealth, Map Section B: Six 2-10 BG's, one 2-8 BG and one 3-8: anywhere in Great Britain.

Commonwealth, Map Section J: One 2-10 BG and one 2-8 BG: deployed anywhere in Egypt. One 2-10 BG: anywhere in Palestine.

Commonwealth, Map Section D: One [1]0 and one 2-10 BG: on Malta.

Commonwealth, Map Section A: One [1]0: in Gibraltar.

Allied Air/Sea/Rail Availability: Additional Air Points: 4 Fr (West Front). Rail Capacity/Game-Turn: 10. Airborne Units available: None. Repair Units available: None.

39.6 Campaign Scenario Production

Production Pool Level: 90.

Appearing 0/12/39: U-Boat Points (completing 2nd Step): 2. Surface Fleet Point: 1. Air Points: 4.

40.0 France '40 Scenario

40.1 Scenario Information

[40.11] Game Length. Twenty-two Game-Turns (3/5/40).

[40.12] Map Sections in Play. Map Section C.

[40.13] Player Sequence. The Axis Player is the First Player.

40.2 Deployment

[40.21] Axis Initial Deployment.

German, Map Section C:

  • Two 10-8's each in hexes: 3311, 3313.
  • One 10-8 each in hexes: 3312, 3314, 3409, 3412, 3609, 3709.
  • One 3-8 each in hexes: 3313, 3607.
  • Two 8-8's each in hex: 3413.
  • One 8-8 each in hexes: 3412, 3609, 3711, 3807.
  • Four 6-5's each in hexes: 3211, 3310, 3212, 3315, 3414, 3509.
  • Three 6-5's each in hexes: 3113, 3114, 3213, 3214, 3312, 3314, 3409, 3510, 3608, 3614, 3710.
  • Two 6-5's each in hexes: 3215, 3311, 3316, 3410, 3411, 3412, 3417, 3513, 3607, 3609, 3610, 3709.
  • One 6-5 each in hexes: 2919, 3018, 3118, 3119, 3217, 3218, 3219, 3317, 3518, 3519, 3708, 3809, 3910, 4005, 4010, 4013.
  • One 6-3 each in hex: 3319.
  • One 2-3 each in hex: 3906.

Axis Air/Sea/Rail Availability: Naval Transport Points: None. Amphibious Assault Points: None. Air Points available: 28 (West Front). Air Transport Points: 3 (West Front). Airborne Units available: three 2-5 (West Front). Rail Capacity/Game-Turn: 20. Repair Units available: 2.

[40.22] Allied Initial Deployment.

Commonwealth, Map Section C:

  • One 3-8 each in hex: 2805.
  • Three 8-10's each in hex: 2705.
  • Two 8-10's each in hexes: 2706, 2805.
  • One 8-10 each in hexes: 2406, 2605, 3014.

French, Map Section C:

  • Two 6-6's each in hex: 2511.
  • One 6-6 in hex: 2510.
  • Two 3-6's each in hex: 2707.
  • One 3-6 each in hexes: 2604, 2709.
  • One 2-6 each in hexes: 2810, 2813.
  • One 1-6 each in hexes: 2809, 2811, 3013.
  • Two 3-10's each in hexes: 2507, 2706, 2714.
  • One 1-3 each in hexes: 2912, 2915.
  • Four 3-4's each in hexes: 2517, 2913, 2914, 3115.
  • Three 3-4's each in hexes: 2806, 2808, 2809, 2810, 2918, 3016, 3017, 3116, 3117, 3216.
  • One 3-4 each in hexes: 1927, 1928, 2023, 2124, 2617, 2704.
  • One 2-4 each in hexes: 2024, 2223, 2322, 2613.

Allied Air/Sea/Rail Availability: Naval Transport Points: 15. Amphibious Points: None. Air Points: 6 Fr, 4 CW (West Front). Airborne Units: None. Rail Capacity/Game-Turn: 10. Repair Units: None.

40.3 Victory Conditions

Players may opt to play the Historical Game (see Cases 40.42 and 40.43).

The Axis Player wins in the Historical Game by establishing a Vichy Government in France by the end of Game-Turn Seven. He wins in the non-Historical Game by establishing a Vichy Government in France by the end of Game-Turn Twenty-Two.

The Allied Player wins by preventing the Axis Player from achieving victory.

40.4 Special Rules

[40.41] Units may enter only Belgium, Great Britain, France, Germany, Italy, Luxembourg and the Netherlands. For the set-up of the Armed Neutrals, see Section 34.0.

[40.42] German Pre-Game Turn (Historical Game Only). The German Player may move his units as in an Initial Movement Phase. Allied Zones of Control do not extend across borders during this Movement Phase. The cost for German units to enter or leave an Enemy Zone of Control is reduced to one additional Movement Point, as is the Movement Point cost to Overrun. German units may not Force March during this Movement Phase.

[40.43] Allied Forced Move (Historical Game Only). All Allied units to the northwest of hexrow C0010 must move as far as possible into Belgium and towards the German-Belgian border. Units move in the following sequence:

A. Belgian units; B. Commonwealth mechanized units; C. Commonwealth infantry units; D. French mechanized, motorized units; E. French infantry units.

German Zones of Control do extend across borders during this Forced March.

The following units are not subject to the Allied Forced Move. They must remain in place:

Hex NumberUnit
24068-10 (Commonwealth)
27043-4 (French)
26043-6 (French)

[40.44] Game-Turn One. After the completion of the Pre-Game-Turn, the German Player begins Game-Turn One. The following special rules are in effect for that Game-Turn (only):

  1. The cost for German units to enter or leave an Enemy Zone of Control is reduced to one additional Movement Point. The cost to Overrun is also reduced to one additional Movement Point.
  2. The cost for Allied units to enter a hex containing a German Air Interdiction Marker is increased to four additional Movement Points. This cost has precedence over the normal cost to enter and leave an Enemy Zone of Control.
  3. Allied units may not Forced March or use Rail Movement.

[40.45] French Infantry Fortifications. Beginning with the tenth Game-Turn, French 3-4 Infantry units may attempt to fortify, using the procedure outlined in Section 18.0.

[40.46] Commonwealth Political Restrictions. No more than one Commonwealth unit may voluntarily end a Movement Phase more than four hexes from a Coastal hex, with the exception of any one Commonwealth unit which is not bound by this restriction. This restriction is removed if a Vichy Government is declared.

40.5 Campaign Scenario Additional Deployment

[40.51] Additional Axis Initial Deployment.

German, Map Section G: Ten 6-5's. Must be deployed in German-occupied Poland such that all Polish Partition Line hexes are occupied by German infantry units or their Zones of Control.

German, Map Section F: Three 6-5's in hex 1712. Two 6-5's in hex 0224. One 6-5 each in hexes 0916, 1015, 1214. One 1-5 KG in hex 2908. One 3-8 in hex 0224.

German, Map Section B: One 6-5 each in hexes 5222, 5518.

Italian, Map Section D: Three 2-4's and two 1-4's: in Albania; all Albanian border hexsides must be adjacent to hexes occupied by Italian units or their Zones of Control. Twelve 1-4's, thirty-five 2-4's, two 2-10's, three 3-6's, one 4-6, one 1-6 BG and two Sup's: in any hex in Italy or Sicily. There must be at least one unit in every Italian and Sicilian Major Port hex. All French and Yugoslavian border hexsides must be adjacent to hexes occupied by Italian units or their Zones of Control.

Italian, Map Section E: One 1-4: in any hex in Rhodes. Four 2-4's, four 1-4's, one 1-10, two 1-6's and one Sup: in any hex in Libya; at least one unit in every Libyan Major Port hex. Twelve AP and 3IR: South Front.

Axis Air/Sea/Rail Availability: Naval Transport Points available: 3. Additional Air Points available: 7 (West Front), 5 (East Front). Additional Repair Units available: 1 (hex F0916). Railhead Markers: 2 (hexes F0224 - F0916). Additional Air Transport Points: 2 (West Front). Replacement Points available: 3IR, 1MR (West Front). Unrebuilt Air Points eliminated: 5. U-Boat Points: 4. Surface Fleet Points: 1. Political Point Total: 40.

[40.52] Additional Allied Initial Deployment.

French, Map Section F: One 3-4 in hex 2807.

French, Map Sections A and D: Ten 3-4's and two 1-3's: deployed anywhere in Morocco, Algeria or Tunisia. At least one unit must be deployed in every Moroccan, Algerian and Tunisian Major Port hex.

French, Map Section A and D (Corsica): One 3-4: in Corsica.

French, Map Section J: Two 3-4's: anywhere in the Levant States.

Commonwealth, Map Sections B and F: Six 8-10's, sixteen 2-10 BG's, two 9-8's, two 3-8's and 1 Sup: in any hexes in Great Britain. One 2-10 BG each in hexes F2808, F2807.

Commonwealth, Map Section D: One [1]0: on Malta.

Commonwealth, Map Section E: One 2-10 BG and one 2-8 BG: in any hexes in Egypt.

Commonwealth, Map Section J: Two 2-10 BG's: in any hexes in Palestine.

Commonwealth, Map Section A: One [1]0: in Gibraltar.

Allied Air/Sea/Rail Availability: Additional Air Points available: 12 CW (West Front). Railroad Repair Units available: 2 (Great Britain). Amphibious Assault Points available: 1 (recycling, reappears 4/6/40). Amphibious Supplyhead: F2807.

[40.6] Campaign Scenario Production.

Production Pool Level: 19.

  • Appearing 0/6/40: U-Boat Points (completing 1st Step): 1. Air Points: 4. Air Transport Point: 1. 6-5 Infantry Divisions: 2. 8-8 Mechanized Division: 1.
  • Appearing 0/7/40: U-Boat Point (completing 1st Step): 1. Air Points: 4. 6-5 Infantry Divisions: 2. 8-8 Mechanized Division: 1.
  • Appearing 0/8/40: U-Boat Point (completing 1st Step): 1. Air Points: 4. 8-8 Mechanized Division: 1. 11-8 SS Mechanized Division: 1.
  • Appearing 0/9/70 [as printed]: U-Boat Point (completing 1st Step): 1. Air Points: 4. Infantry Replacement Point: 1. 10-8 Armored Division: 1.
  • Appearing 0/10/40: U-Boat Point (completing 1st Step): 1. Air Points: 4.

[Transcriber's note: the Production schedule heading "0/9/70" is reproduced as printed in the scan; it is most likely a misprint for 0/9/40 and should be confirmed against the printed production sheet.]

41.0 North Africa Scenario

41.1 Scenario Information

[41.11] Game Length. Forty-seven Game-Turns (1/7/42).

[41.12] Map Sections in Play. Map Sections A, D, E and J.

[41.13] Player Sequence. The Axis Player is the First Player.

41.2 Deployment

[41.21] Axis Initial Deployment.

German, Map Section E: Two 10-8's each in hex 3718; one 8-8 each in hex 3919; Five Sup's: anywhere behind 1942 Start Line.

[Transcriber's note: the "1942 Start Line" wording is reproduced as printed.]

Italian, Map Section E: One 4-6 each in hexes 3314, 3717. One 3-6 each in hexes 3615, 3617. One 2-4 each in hexes 3514, 3515, 3615, 3616.

Axis Air/Sea/Rail Availability (North Africa): Naval Transport Points: None. Air Points available: 7 German, 3 Italian (South Front). Air Transport Points available: 4. Airborne Units available: None. Rail Capacity/Game-Turn: None.

[41.22] Allied Initial Deployment (North Africa).

Commonwealth, Map Section E: One 9-8 each in hexes 4622, 5831. One 2-8 BG in hex 4523. One 8-10 in hex 5325. Three 2-10 BG's each in hex 4522. Two 2-10 BG's each in hex 4423. One 2-10 BG each in hexes 3716, 4424, 4523. One 3-8 in hex 3716. One 3-10 each in hexes 3716, 4623, 5530. One [1]0: in Malta. One Sup in hex 3716.

Commonwealth, Map Section J: One 8-10 each in hexes 0827, 1424.

Allied Air/Naval/Rail Availability (North Africa): Naval Transport Points available: 5. Air Points available: 10 (Commonwealth; South Front). Air Transport Points available: None. Airborne Units available: None. Rail Capacity/Game-Turn: 5. Repair Units available: 1.

41.3 Victory Conditions

The Allied Player wins by controlling all Port hexes in North Africa by the end of the Axis Player-Turn of Game-Turn 47.

The Axis Player wins by preventing the Allied Player from achieving victory.

41.4 Special Rules

[41.41] Units may only enter Algeria, Egypt, Italy, Libya, the Levant States, Malta, Morocco, Sicily, and Tunisia. For the Neutral Vichy set-up, see Case 33.7.

[41.42] German 2-5 Airborne reinforcements appear in the Airborne Units Available Box of the South Air Front.

41.5 Campaign Scenario Additional Deployment

[41.51] Additional Axis Initial Deployment.

German, Anywhere within borders of:

  • Norway: Eleven 6-5's, one 10-8.
  • Denmark: One 6-5.
  • Netherlands: Two 6-5's.
  • France, Belgium and/or Luxembourg: Three 10-8's, two 3-8's and twelve 6-5's.
  • Crete: One 6-5.
  • Yugoslavia, Albania and/or Greece: Four 6-5's.
  • Germany: One 6-5, one 7-5 and eighteen Flak.

Italian, Anywhere within borders of:

  • Yugoslavia, Albania and/or Greece: Ten 2-4's and fifteen 1-4's.
  • Italy: Twenty-five 2-4's, four 1-4's, one 4-6, one 3-6 and one 1-6.

Bulgarian, Anywhere within borders of:

  • Yugoslavia, Albania and/or Greece: Eight 2-4's.

Axis Air/Sea/Rail Availability: Additional Naval Transport Points: 3. Additional Air Points: 3 Ge (South Front). Additional Air Transport Points: 6 (South Front). Replacement Points available: 2 IR It, 2 MR It (South Front). Unrebuilt Air Points eliminated: 10. U-Boat Points: 27. Surface Fleet Points: 1. Rail Capacity/Game-Turn: 10. Political Point Total: 55.

[41.52] Additional Allied Initial Deployment.

Commonwealth, anywhere within borders of:

  • Gibraltar: One 1-0 and one 3-10.
  • Malta: One 1-0 and one 3-10.
  • Cyprus: One 3-10.
  • Great Britain: Twenty-five 2-10 BG's, ten 8-10's, two 2-8 BG's, one 9-8, one 3-10 and five 3-8's.

United States, anywhere within borders of:

  • Great Britain: Two 8-10's and one 9-8.

Allied Air/Sea/Rail Availability: Additional Air Points: 40 (West Front). Additional Air Transport Points: 1 (West Front). Repair Units: 2 (in Great Britain). Amphibious Assault Points available: 5. Replacement Points available: 11 MR CW, 16 IR CW, 1 IR US (West Front). Mobile Supply Units: 1 US, 5 CW (in Great Britain).

41.6 Campaign Scenario Production

Production Pool Level: 45.

  • Appearing 0/8/42: U-Boat Points (completing 1st Step): 3. U-Boat Points (completing 2nd Step): 3. Air Points: 6. Flak Point: 1. Infantry Replacement Point: 1. Mechanized Replacement Point: 1. 5-1 Static Division: 1.
  • Appearing 0/9/42: Air Points: 6. Flak Point: 1. Infantry Replacement Point: 1. Mechanized Replacement Point: 1.
  • Appearing 0/10/42: Identical to 0/9/42.
  • Appearing 0/11/42: U-Boat Points (completing 1st Step): 3. U-Boat Points (completing 2nd Step): 3. Air Points: 6. Infantry Replacement Point: 1. Mechanized Replacement Point: 1.
  • Appearing 0/12/42: Air Points: 6.

42.0 Italy Scenario

42.1 Scenario Information

[42.11] Game Length. Forty-eight Game-Turns (4/7/43).

[42.12] Map Sections in Play. Map Sections A, C and D. (The printed case number reads "43.12"; it is transcribed here as the Italy Scenario's section 42.12.)

[42.13] Player Sequence. The Allied Player is the First Player.

42.2 Deployment

[42.21] Axis Initial Deployment.

Italian, Map Section C: One 2-10 in hex 2428. One 2-4 each in hexes 1928, 2428, 2531.

Italian, Map Section D: One 2-4 each in hexes 1109, 1307, 1404, 1604, 1804, 1801, 1920, 2102, 2221, 2222, 2606, 2803, 2812, 3212, 3417, 3617. Two 2-4's in hex 2608. One 1-6 in hex 1803. Two 3-6's in hex 2607. One 4-6 each in hexes 2607, 2608. One 2-10 in hex 3217.

German, Map Section C: One 3-8 in hex 2133. One 10-8 in hex 2932.

German, Map Section D: One 7-5 in hex 3212. One 8-8 each in hexes 1919, 2812, 2605. One 10-8 in hex 3012. One 13-8 in hex 2322. (The printed unit size reads "13-8"; reproduced as printed.)

Axis Air/Naval/Rail Availability: Naval Transport Points available: 1 (see 32.24). Amphibious Assault Points available: None. Air Points available: 12 Ge (South Front). Air Transport Points available: 3 (South Front). Airborne Units available: None. Rail Capacity/Game-Turn: 3. Repair Units available: None.

[42.22] Allied Initial Deployment.

Commonwealth, Map Sections A, D and E: Two 3-10's and four 8-10's in any Port hex in Algeria, Tunisia, Libya and/or Egypt.

United States, Map Sections A, D and E: One 11-8 and three 8-10's in any Port hex in Algeria, Tunisia, Libya and/or Egypt.

Allied Air/Naval/Rail Availability: Naval Transport Points available: 5. Amphibious Assault Points available: 9. Air Points available: 12 US, 10 CW (South Front). Air Transport Points available: 1 (South Front). Airborne Units available: one 9-10 CW (South Front). Rail Capacity/Game-Turn: None. Repair Units available: None.

42.3 Victory Conditions

The Allied Player wins by controlling Rome (D2607) and all mainland Italian and Sicilian Port hexes, south of the 1944A Start Line in Italy, by the end of Game-Turn Forty-Eight.

The Axis Player wins by preventing the Allied Player from achieving victory.

42.4 Special Rules

[42.41] Units may enter only North Africa, Corsica, Malta, Italy (and its islands).

[42.42] Italy surrenders when both of the following conditions are met: (A) no Axis units remain on Sicily; and (B) an Allied unit enters a hex of mainland Italy. Remove all Italian units from the game the Game-Turn that Italy surrenders. Note that various other Italian units do appear as reinforcements for both sides thereafter.

[42.43] For rules concerning the surrender of Italy, see Case 32.28.

42.5 Campaign Scenario Additional Deployment

[42.51] Additional Axis Initial Deployment.

German, anywhere within borders of:

  • Norway: Ten 6-5's, one 10-8 and one 5-1.
  • Denmark: Two 6-5's.
  • Netherlands: One 6-5 and three 5-1's.
  • France, Belgium and/or Luxembourg: Fourteen 6-5's, fifteen 5-1's, two 10-8's, two 8-8's and two 7-5's.
  • Crete: One 6-5 and one 5-1.
  • Yugoslavia, Albania and/or Greece: Ten 6-5's, two 6-3's, one 8-8 and one 10-8.
  • Germany: Thirteen 6-5's, one 3-8, two 10-8's, one 2-8 KG and thirty-six Flak.

Italian, anywhere within borders of:

  • Crete: One 2-4.
  • Yugoslavia, Albania and/or Greece: Seventeen 2-4's and thirteen 1-4's.

Bulgarian, anywhere within borders of:

  • Yugoslavia: Five 2-4's.
  • Greece: Two 2-4's.

Axis Air/Sea/Rail Availability: Additional Naval Transport Points: 3. Additional Air Points: 4 It, 3 Ge (South Front), 20 Ge (West Front). Additional Air Transport Points: 3 (West Front), 2 (South Front). Unrebuilt Air Points eliminated: 20. U-Boat Points: 35. Surface Fleet Points: 1. Political Point Total: 52.

[42.52] Additional Allied Initial Deployment.

Commonwealth, anywhere within borders of:

  • Morocco, Algeria, Tunisia and/or Libya: Five 8-10's, three 3-10's, two 9-8's, three 3-8's, one 9-10 and 2 Sup's.
  • Egypt, Palestine, Trans-Jordan, Levant States, Cyprus and/or Iraq: Five 8-10's, two 3-10's, five 3-8's, one 9-7, two 2-8 BG's and 3 Sup's.
  • Great Britain: Twenty-five 2-10 BG's, four 8-10's, five 2-8 BG's, two 9-8's, one 3-10 and one 9-10.

United States, anywhere within borders of:

  • Morocco, Algeria, Tunisia and/or Libya: Two 8-10's, one 11-8 and 2 Sup's.
  • Great Britain: Three 8-10's, one 9-8, one 9-10 and 2 Sup's.

Free French, anywhere within borders of:

  • Morocco, Algeria, Tunisia and/or Libya: Three 8-10's.

Allied Air/Sea/Rail Availability: Rail Repair Units: 2 (North Africa), 1 (Great Britain). Strategic Air Bases: 1 (Great Britain), 1 (undeployed). Replacement Points available: 2 IR CW, 1 MR CW, 2 IR US, 1 MR US (South Front); 6 IR CW, 1 MR CW, 1 IR US (West Front). Additional Air Points: 35 CW, 20 US (West Front). Additional Air Transport Point: 1 (West Front). Additional Amphibious Assault Points: 4 (West Front). Strategic Air Points: 7 Bomber, 1 Escort (West Front).

42.6 Campaign Scenario Production

Production Pool Level: 50.

  • Appearing 0/8/43: U-Boat Points (completing 1st Step): 2. U-Boat Points (completing 2nd Step): 2. Air Points: 10. Flak Points: 2. Fortification: 1. Infantry Replacement Points: 3. Mechanized Replacement Point: 1. 6-5 Infantry Division: 1. 5-1 Static Division: 1.
  • Appearing 0/9/43: U-Boat Points (completing 1st Step): 2. U-Boat Points (completing 2nd Step): 2. Air Points: 10. Flak Points: 2. Fortification: 1. Infantry Replacement Points: 3. Mechanized Replacement Point: 1. 6-5 Infantry Division: 1.
  • Appearing 0/10/43: U-Boat Points (completing 1st Step): 2. U-Boat Points (completing 2nd Step): 2. Air Points: 10. Flak Points: 2. Fortification: 1. Infantry Replacement Points: 3. Mechanized Replacement Point: 1.
  • Appearing 0/11/43: U-Boat Points (completing 1st Step): 2. U-Boat Points (completing 2nd Step): 2. Air Points: 10. Fortification: 1. Infantry Replacement Points: 3. Mechanized Replacement Point: 1.
  • Appearing 0/12/43: U-Boat Points (completing 1st Step): 2. U-Boat Points (completing 2nd Step): 2. Air Points: 10.

43.0 France 1944 Scenario

43.1 Scenario Information

[43.11] Game Length. Twenty-eight Game-Turns (2/6/44).

[43.12] Map Sections in Play. Map Sections B and C.

[43.13] Player Sequence. The Allied Player is the First Player.

43.2 Deployment

[43.21] Axis Initial Deployment.

German, Map Section C:

  • One 10-8 each in hexes: 0814, 1524, 1705, 2009, 2106, 2406.
  • One 11-8 in hex: 1108.
  • One 6-5 each in hexes: 0824, 0924, 1122, 1203, 1403, 1703, 1803, 2104, 2405, 2603, 2905.
  • One [5]1 each in hexes: 0613, 0903, 0908, 0911, 1202, 1325, 1426, 1528, 1702, 1802, 1804, 1828, 1905, 2004, 2014, 2122, 2204, 2305, 2404, 2504, 2603, 2704, 2804, 2904, 3004, 3105, 3304, 3503, 3802.
  • One 7-5 each in hexes: 1001, 1005.
  • One Fortification Marker each in: every German West Wall hex, every Major Port hex in France, Belgium and the Netherlands, and in hexes 3509, 0903, 1403, 2603 and 2704.

German, Map Section B: One 6-5 in hex 0934. One [5]1 in hex 1133.

Axis Air/Naval/Rail Availability: Air Points available: 8 (West Front). Rail Capacity/Game-Turn: 7. Airborne Units available: None. Air Transport Points available: 3 (South Front).

[43.22] Allied Initial Deployment.

Commonwealth, anywhere within borders of:

  • Great Britain: Ten 8-10's, three 3-10's, six 9-8's, seven 3-8's and 2 Sup.
  • Italy (on or below 1944A Start Line): One 3-10.

Free French, anywhere within borders of:

  • Great Britain: One 9-8.
  • Italy (on or below 1944A Start Line): Six 8-10's and one 9-8.

United States, anywhere within borders of:

  • Great Britain: Thirteen 8-10's, two 11-8's, four 9-8's and 4 Sup.
  • Italy (on or below 1944A Start Line): One 9-10, three 8-10's and 1 Sup.

Allied Air/Sea/Rail Availability: Air Points available: 32 CW, 55 US (West Front); 27 CW, 40 US (South Front). Air Transport Points available: 3 (West Front), 1 (South Front). Amphibious Assault Points available: 13 (West Front). Rail Repair Units available: 2 (Great Britain), 1 (North Africa). Naval Transport Points available: 15. Rail Capacity/Game-Turn: 10. Airborne Units in Assault Box: 2 CW 9-10's, 2 US 9-10's (West Front).

43.3 Victory Conditions

The Allied Player wins by controlling Brest (B1033), Marseilles (C1426), Cherbourg (C1702), Le Havre (C2004), Paris (C2209), Antwerp (C3106) and Brussels (C3107), by the end of the Axis Player-Turn of Game-Turn Twenty-eight, or by having five or more supplied Allied units in any cities of Germany.

The Axis Player wins by preventing the Allied Player from achieving victory.

43.4 Special Rules

[43.41] Units may enter only Belgium, France, Germany and the Netherlands.

[43.42] Axis units which begin the Scenario on or adjacent to a Coastal hex east of the 1900 hex column (exclusive) and/or south of the 0020 hexrow may not move until an Allied unit enters a hex on or east of the 2000 hex column or a hex which is on or south of the 0007 hexrow. This restriction is removed after the tenth Game-Turn.

[43.43] Corsica is considered occupied by the Allied Player and all Corsican hexes are supplied through Porto Vecchio. The Allied Player may trace Air from Corsica for purposes of making an Amphibious Assault on South France.

[43.44] Allied units in Italy are merely deployed there in preparation for movement into France.

[43.45] The Allied Player may not enter Germany until Game-Turn Four.

43.5 Campaign Scenario Additional Deployment

[43.51] Additional Axis Initial Deployment.

German, anywhere within borders of:

  • Norway: Seven 6-5's, five 5-1's and one 3-8.
  • Denmark: Three 6-5's and one 10-8.
  • Crete: One 6-5.
  • Yugoslavia, Albania and/or Greece: Eleven 6-5's, three 5-1's, six 6-3's and one 3-8.
  • Italy (behind 1944A Start Line): Thirteen 6-5's, three 8-8's, three 10-8's and two 7-5's.
  • Germany: Two 13-8's, four 6-5's and 59 Flak.

Italian, anywhere within borders of: Italy (behind 1944A Start Line): One 4-6.

Axis Air/Sea/Rail Availability: Naval Transport Points: 3. Additional Air Points: 18 (West Front), 3 (South Front). Air Transport Points: 3 (West Front). Unrebuilt Air Points eliminated: 30. U-Boat Points: 35. Surface Fleet Point: 1. Political Point Total: 35.

[43.52] Additional Allied Initial Deployment.

Commonwealth, anywhere within borders of:

  • Great Britain: Twenty 2-10 BG's, one 2-8 BG and 1 Sup.
  • Italy (on or below 1944A Start Line): Twelve 8-10's, three 9-8's and five 3-8's.
  • North Africa/Mid East (except Spanish Morocco and Turkey): Three 8-10's, three 3-10's, two 3-8's, two 2-8 BG's, 1-0 (Malta), 1-0 (Gibraltar).

United States, anywhere within borders of:

  • Italy (on or below 1944A Start Line): Four 8-10's, one 9-8 and 1 Sup.

Italian, anywhere within borders of:

  • Italy (on or below 1944A Start Line): One 1-6.

Free French, anywhere within borders of:

  • North Africa/Mid East (except Spanish Morocco and Turkey): One 9-8.

Allied Air/Sea/Rail Availability: Strategic Air Bases available: 1 (South Front), 1 (West Front), 1 (undeployed). Rail Repair Units available: 2 (Great Britain), 1 (Italy). Additional Air Transport Points: 3 (West Front), 1 (South Front). Replacement Points available: 13 IR CW, 12 MR CW, 1 IR US, 3 MR US (West Front); 1 IR CW, 2 MR CW, 1 IR US (South Front). Strategic Air Points available: 20 Bombers, 12 Escorts (West Front). Amphibious Assault Points: 1 (West Front).

43.6 Campaign Scenario Production

Production Pool Level: 0.

  • Appearing 0/7/44: U-Boat Points (completing 1st Step): 2. U-Boat Points (completing 2nd Step): 2. Air Points: 18. Flak Points: 2. Fortification: 1. Infantry Replacement Points: 5. Mechanized Replacement Points: 2.
  • Appearing 0/8/44: U-Boat Points (completing 1st Step): 1. U-Boat Points (completing 2nd Step): 1. Air Points: 18. Flak Points: 2. Fortification: 1. Infantry Replacement Points: 5. Mechanized Replacement Points: 2.
  • Appearing 0/9/44: U-Boat Points (completing 1st Step): 2. U-Boat Points (completing 2nd Step): 2. Air Points: 18. Flak Points: 2. Fortification: 1. Infantry Replacement Points: 5. Mechanized Replacement Points: 2.
  • Appearing 0/10/44: U-Boat Points (completing 1st Step): 1. U-Boat Points (completing 2nd Step): 1. Air Points: 18. Fortification: 1. Infantry Replacement Points: 5. Mechanized Replacement Points: 2.
  • Appearing 0/11/44: U-Boat Points (completing 1st Step): 2. U-Boat Points (completing 2nd Step): 2. Air Points: 18.

43.7 Strategic Air War Status

Allied Bombing Accuracy Heading: 12.

German Destroyed Resource Centers (Type Marker): Leuna (R); Brux (R); Dulmen (R,T); Reisholz (R); Ploesti, 1st (T); Ploesti, 2nd (R).

[Transcriber's note: the Political Points Awards Schedule, the U-Boat Elimination Schedule and the Minimum Axis Garrison table repeated on page 24 of the scan duplicate Cases 36.6, 22.42 and 31.32 above and are not repeated here. The "Design Credits" block on page 24 is attribution and is omitted.]

1
0
1
Axis Production & Tracks111
Soviet Production & Charts011
CRT's and Table Sheets222
Plastic Dice222
Game Boxes223
2 MP
Negates Mech ZOC
Reduce attack die roll by one.
Mountain Hex8 MP4 MPNegates Mech ZOCDouble defender's Strength; reduce attack die roll by one.
Sand Hex2 MP2 MPNormalNormal
Rail Hex2 MP*1 MP*NANA
Arctic HexProhibitedNANASupply Range halved.
Arctic Swamp HexProhibited4 MPNormalDouble defender's Strength; reduce attack die roll by one; supply range halved.
Maginot Line Hex, West Wall Hex, Fortification HexNANANegates Enemy ZOCSee Section 30.0.
City or Capital Hex, Minor/Major Port, Resource/Mfr. Center, Placement HexNANANANA
Prohibited Hex, All Sea/Lake HexProhibitedProhibitedNANA
River Hexside+1 MPNANAHalve attack Strength.
Sea/Lake Hexside or Blocked HexsideProhibitedProhibitedNegates ZOCAttack prohibited.
-5
Enter Rome-5