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STANDARD RULES FORTHE Copyright O 1976, Simulations Publications, Inc., New York GAMESYSTEM APPTICABTETO The War in EuropeGameSystem StandardRules apply to three games: 1) War in the West; 2) W ar in the East (2nd Edition); 3) War in Europe (which is a combined package of War in the Eastand War in the West). Because of its triple role,the War in EuropeStandard Ruleswill, at times,make reference to all these games. Some of the StandardRuleswill be inapplicable to one game or the other by virtue of that particular event being impossible (for example, Amphibious Assaultsin War in the East) and/or because of a deliberate omission of the necessary components to performthat function.War in the West (and War in Europe) includes all the nine map sections; War in the East,only the necessary three sections covering the East Front. Owners of the 1st Edition of War in the East gamewill find it possible to incorporate that gameinto War in the West, although no formal rules are givento do so. Such rules will have to be invented by the Players, keeping in mind all those elements in War in the West that account for the Eastern Campaign in an abstract manner.

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Page 1: SPI War in Europe Rules

STANDARD RULESFORTHE

Copyright O 1976, Simulations Publications, Inc., New York

GAMESYSTEMAPPTICABTETO

The War in Europe Game System Standard Rules apply to three games: 1) War in the West;2) W ar in the East (2nd Edition); 3) War in Europe (which is a combined package of War in theEast and War in the West). Because of its triple role, the War in Europe Standard Rules will, attimes, make reference to all these games. Some of the Standard Rules will be inapplicable toone game or the other by virtue of that particular event being impossible (for example,Amphibious Assaults in War in the East) and/or because of a deliberate omission of thenecessary components to perform that function. War in the West (and War in Europe) includesall the nine map sections; War in the East, only the necessary three sections covering the EastFront. Owners of the 1st Edition of War in the East game will find it possible to incorporatethat game into War in the West, although no formal rules are given to do so. Such rules willhave to be invented by the Players, keeping in mind all those elements in War in the West thataccount for the Eastern Campaign in an abstract manner.

Page 2: SPI War in Europe Rules

l.O INTRODUCTION2.0 GENERAL COTJRSE OF PLIIY3.0 GAME EQUIPMENT

3.1The Game Map3.2 The Playing Pieces3.3 Game Charts and Tables3.4 Game Equipment Inventory3.5 Game Scale

4.0 SEQUENCE OF PLAY4.1 The Game-Turn4.2 Sequence Outline4.3 Game Length

S.OMOVEMENT5.1 How to Move Units5.2 Movement Inhibitions and Prohibitions5.3 Terrain Effects on Movement5.4 Weather Effects on Movement5.5 Mechanized Movement5.6 Infantry Forced March5.7 Overrun Movement5.E Terrain Effects Chart

6.0RAIL MOVEMENT6.1 Rail Capacity6.2 Rail Movement Allowance6.3 How to Use Rail Movement6.4 Entraining and Detraining6.5 Rail Hex and Rail Line Status6.7 Use of Rail Markers Diagram

7.0 SEA MOVEMENT7.1 Naval Transport7.2 Emergency Transport7.3 Amphibious Assault

E.O AIR MOVENIENTE.l Display of Air MovementE.2 Air AssaultE.3 Air TransportE.4 ATP Inter-Front TransferE.5 Airborne Units

9.0 ZONES OF CONTROL9.1 Units with Modified or No Zones of Control9.2 Effects of Zones of Control on Movement

1O.O STACIilNG10.1Units Which Do Not Count

Against Stacking Limits10.2 Stacking Inhibitions and Prohibitions

ll.OCOMBAT11.1Which Units May Attack11.2 Multiple Unit and Multi-Hex CombatI 1.3 Kampfgruppen-Battlegroups11.4 Combat Options

r2.O COMBAT RESOLUTION12.1Which Combat Results Table to Usel2.2Explanation of Combat Results12.3 Combat Odds Calculation12.4 Effects on Combat Strengths

and Combat Resolution Die Rolls12.5 Advance After Combat12.6 How to Retreat12.7 Retreat Conversion Option

r3.O TACTICAL AIR POWERl3.l How to Use the Tactical Air War Displays13.2 Air Superiority (Air Combat)13.3 Sea Superiority13.4 Air-Ground Missions135 Air-Ground Interdiction13.6 Air Unit Transfer13.7 Creation and Replacement of Air Points13.E Restrictions

r4.O STJPPLY14.1Judging Supply14.2 Supply Effects14.3 Supply Sources14.4 Tracing the Line of SuPPIY14.5 Blocking Lines of SuPPly14.6 Tracing Ranges from Supplied Hexes

l5.OWEATMR

16.0 COMBINING BATTLEGROUPIBG ond KGI UMTS

16.1Which Units Mav Combine16.2 Restrictions

U.OREPLACEMENTS17.1 Restrictions17.2 Rebuild Expense

rE.O FORTIFIED UNITS

[1.0] INTRODUCITONWar in Europe is a division level simulation ofWWII in the European Theatre of Operations,including all of Europe, North Africa and theMiddle East. The Playing Pieces represent thearmed forces of all the actual and potential belli-gerents.

Two kinds of rules folders are provided. The firstcontains Standard Rules, which are common tolVar in Europe, War in the East and War ln theWest. The others contain Excluslve Rules. whichare different from one game to another within theserles.

[2.0] GEI\IERAICOURSE OF PLAY

War in Europe is basically a two-Player or -Team

game. Each Player moves his units and executesattacks on Enemy units in turn, attempting tofulfill the conditions of victory. To move from onehex to another, each unit expends a portion of itsMovement Allowance. Combat is resolved bycomparing the total Combat Strength Points ofadjacent opposing units and expressing thecomparison as a simplified probability ratio (odds).A die is rolled and the outcome indicated on theCombat Results Table is applied to the unitsinvolved.

[3.0] GAME EQUTPMENT[3.r] THE GAME rVrAP

[3.11] The game map shows all the areas requiredfor play of the game. A field of hexagons has beensuperimposed upon the game map to regularizepositioning of the unit markers. Each hex on thegame map is given a four-digit number; the firsttwo digits of the number describe the column(running NW to SE) and the last two digitsdescribe the zig-zag SW to NE row in which thehex lies. In addition, each hex number, whenstated in the text, is preceded by an understoodletter code which identifies the map section whichthe hex is in. Example: The city of Nice, France(hex C1928) is in the same column as the city ofLyon (hex Cf 920). Nice is in the same row as thecity of Vienna, Austria (hex C4728).

[3.12]The game map comes in nine 22" x28" mapsections. 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/Stalingtad), and "J" (Turkey/Syria).

On each map section is a compass fose, whichshould be oriented so that North is the samedirection for all map sections. Each map sectionshould be placed so that its position relative toevery other map section corresponds to thediagram. If the map sections are properlyarranged, the tinted edge of the hex field shouldform a border around the entire map.

[3.f3] The map sections should be arranged so thatthe top row of each southern map oveflaps the

bottom row of each northl nrp, and the leftedge of each map ovedaps tbe riglrt edge of theadjacent map so that the "0101" her in the cornerof each map shows (see accmpanying diagram).

The exception to this is Map Scction "A." Theeastern edge of Map Section "A" overlaps thewestern edges of Map Sections "C" and "D," sothat hex A3814 (San Sebastian) is artjacent tohexes C0116 (Bayonne) and C0115; and hex A3845is adjacent to hexes D0113 (Constantine) andD0114.

[3.2] THE PLAYTNG PTECES

Playing Pieces fall into three categories. Thepredominant category is ground combat units,representing military formations (normally of divi-sion size). These units possess combat andmovement abilities and are essentially the Player'sarmy. The second category consists of supportunits, which have limited combat and movementability, but aid the ground combat units. Finally,there are various points and markers, whose rolesare explained in the rules text.

The units (and a few of the markers) are printed onboth sides. Usually, one side will indicate the basicunit and the reverse side will indicate some sort ofchanged status of that unit. Both sides of each unitare shown in the Summary of Unit T.ypes (see3.22). The units are distinguished by varioussymbols and numbers on the counter (playingpiece).

It is strongly suggested that the Players sort theunits and markers by type and color and keepthem segregated, as this greatly facilitates settingup and playtng the game.

Page 3: SPI War in Europe Rules

Unit Size

3

[3.21] Sample Unlt

[3.221 SUMMARY OF UNrT TYPESMechanized Conbat UnttsFront

Armor

Mechanized Infantry

Non-Mechanfued Combat Unlts

Infantry

Counters

SUPPORTUNITS

Mobile Supply

Railroad Repair

POINTS

Air Point

MechanizedReplacement

Point

InfantryReplacement

Point

MARKERS

FortificationMarker

EntrainedMarker

Air InterdictionMarker

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

Combat Strength is a term used to describe boththe offensive and defensive power of a unit whenboth the Attack Strength and Defense Strength ofthe unit are equal and are represented by a singlenumber.

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

Slze Synbole

XXX: Corps

XX: Division

X: Brigade

KG: Kampfgruppe of larger unit

BG : Battlegroup of larger unit

III : Regiment

[3.25] Perm&nence of Units and Points:

Ground Combat and Support units are discreteentities which may not be divided or interehanged,except in specific cases described in the rules.Points (Air Points, Naval Transport Points, U-BoatPoints, etc.) are given in denominations of value,and a Player may freely "make change" betweenthese denominations.

[3.26] Hex Conhol:

A Player controls a hex, and the hex is considered"Friendly," if a Friendly unit was the last tooccupy or move through that hex.

t3.31 GAME CHARTS AI\ID TABLES

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

[3.4] GAME EQUTPMENT TNVENTORY

Warln theWest

Standard Rules booklet IExclusive Rules booklet IAxis Counter Sheet (400 pcs) 3Allied Counter sheet (400 pcs) 3Soviet Counter sheet(400 pcs) 0Game Map Sections 9Allied Record Tracks & Charts 1Axis Production & Tracks 1Soviet Production & Charts 0CRT's and Table Sheets 2Plastic Dice 2Game Boxes 2

War Warlnthe lnEast Europe

1 1t 23 30 33 33 9011

[4.0] SEQIIENCE OF PIAY

[4.1] THE GAME-TI RN

\lVar in the West is played in sequential turnscalled Game-Turns. When playing the CampaignScenarios, another event (the Strategic Cycle)occurs after every fourth Game-Turn. This isdescribed in the Exclusive Rules. EachGame-Turn is composed of a loint Air War Turnof two Phases; and two Player-Turns of eightPhases. The Player whose Player-Turn is inprogress is called the Phasing Player. The ScenarioInstructions will define who is the First Plaver.

t4.21 SEQUENCE OUTLTNE

A. JOINT TACTICAL AIR WAR TURN

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

B. FIRST PLAYER-TURN

1. Reinforcement/Replacement Phaser Any rein-forcements due are placed on the map.Replacement procedure is conducted.2.Inttlal Movenent Phase: The Phasing Playermay move any or all Friendly units in any directionup to the limit of their Movement Allowance andwithin the restrictions outlined in the Movementand Supply Rules (Sections 5.0 and 14.0,respectively).

3. Rall Movenent Phaso: The Phasing Player maymove Friendly units (which did not move duringthe Initial Movement Phase) by Rail, inaccordance with the Rail Movement Rules (Section6.0).

4. Sea Movement Phase: The Phasing Player maymove Friendly units by Sea, in accordance with theSea Movement Rules (Section 7.0), and Case 13.32.5. Atr Movement Phaso: The Phasing Player maymove Friendly Airborne units (which did not moveduring the Initial Movement Phase) by Air, inaccordance with the Air Movement Rules (8.0).

6. Combat Phase: The Phasing Player resolves allAmphibious Assaults and Air Assaults andexecutes any normal attacks on Enemy units at hisoption; combat is resolved as outlined in theCombat Rules (Section 11.0).

7. Mechanlzed Movenent Phaso: The PhasingPlayer may move (again) all of his armored,mechanized and cavalry units (which were notmoved by Rail or Sea Movement) in any directionup to their Movement Allowance, within therestrictions outlined in the Movement and SupplyRules.

8. A|r Interdlcfion Phase; The Phasing Playerremoves any Enemy Air Interdiction Markers andplaces his own, as permitted by the Tactical AirPower Rules (Section 13.0).

C. SECOND PLAYER-TURN

The Second Player repeats Phases One throughEight, becoming the Phasing Player and movinghis own units.

D. HOUSEKEEPING

Both Players' Air Points should be returned to theAvailable Box of the Air Display. The Game-TurnMarker is advanced one step on the Turn RecordTrack.

[4.3] GAME LENGTH

Repeat Steps A through D for each Garne-Turnindicated in the Scenario. At the end of the lastGame-Turn, the game is over, and the Players'performances ate evaluated in terms of the VictoryConditions.

UnitType

MovementAllowance

Back

HIEIl2€l

HEEEf-lI REPL I

EEEEEl-l Raithead

I t I Marter

Ral lunction| + | Marker

[3.24] Definltlon of Tetms

Athck Strength is the basic offensive powet of aunit quantified in Attack Strength Points.

Hth-l| (1r5I

HIl-II REPL I

l'klI REPL I

EHE

2 22 22 3

If any of these parts are missing or damaged,write:

Customer ServiceSimulations Publications, Inc.44East 23rd StretNew York, N.Y. 10010

Questions regarding the game, if stated itt 4 l'yes"

or "no" or multiple-choice manner, and accom-panied by a stamped, self-addressed envelope, willbe answered. Send to "Game Questions Editor" atthe above address.

[3.s] GAME SCALEEach Game-Turn represents one week real time.Each hex is equivalent to approximately 33 kilo-meters in distance.

)0(GEE[

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Page 4: SPI War in Europe Rules

[5.0] MOVEMENTGENERAL RULE:

Thete are five Movement Phases in each Player-Turn. During the Initial Movement Phase; thePhasing Player may move any, all or no Friendlyunits. During the Rail, Sea and Air MovementPhases, the Phasing Player may move certainunits, in accordance with the Rail Movement, SeaMovement and Air Movement Rules (Sections 6.0,7.0 and 8.0, respectively). During the Mechanized,Movement Phase, the Phasing Player may moveFriendly armored, mechanized infantry andcavalry units (only), which did not move by Rail orSea, regardless of whether or not these unitswere moved during the Initial Movement Phase.Dur ing both the In i t ia l and MechanizedMovement Phases (only), units are movedaccording to the normal Movement Rules (5.0). Aunit expends a portion of its total MovementAllowance to enter each hex. The cost to enter eachhex is dependent upon a variety of factors,including the terrain in the hex, seasonal weathereffects, and the presence of Enemy Zones ofControl in the hex. During the Initial MovementPhase, the Phasing Player may move as many or asfew of his units as desired, within the limit of theunit's Movement Allowance. During the Mech-anized Movement Phase, the Phasing Player maymove (again) as many or as few of his Mechanizedunits (only), as he desires, up to the limit of theirMovement Allowance. (Units which may be moveddur ing the Mechanized Movement Phase,armored, mechanized infantry and cavalryunits, are hereafter referred to as "Mechanized"units.) A Mechanized unit may be moved in boththe Initial and Mechanized Movement Phases, atthe Phasing Player's option. Unused MovementPoints may not be accumulated from Phase toPhase or transferred from unit to unit.

PROCEDURE:

Move each unit individually, tracing the path of itsmovement through a path of contiguous hexes onthe hexagonal gid. Once a unit has been movedand the Player's hand withdrawn, the unit may notmove again, nor retrace andlor change its pathduring that Game-Turn (exception: see Case 5.7).

CASES:

[s.r] How To MovE uMTs[5.11] During the Initial Movement Phase andMechanized Movement Phase (only) the PhasingPlayer's units are moved; all, some or none of hisunits may be moved. No Enemy movement, and nocombat, may occur during a Movement Phase.However, Overrun Attacks mav occur (seeOverrun, Case 5.7).

[5.12] Movement is calculated in terms of Move-ment Points. Basically, each unit expends oneMovement Point of its total Movement Allowancefor each hex it enters.

[5.13] A unit's Movement Allowance is variable. Itmay be altered by seasonal weather effects andlorthe supply state of the unit at the beginning of aMovement Phase. Similarly, the Movement Pointcost to enter a given hex may be altered by theterrain in the hex, weathet and,/ot the presence ofEnemy Zones of Control, Enemy occupation orEnemy Air Interdiction Markers in the hex. Alleffects which may alter a unit's Movement Allow-ance are always cumulative. Similarly, all effectswhich change the Movement Point cost to enter agiven hex are also cumulative. Finally, whenever aunit's Movement Allowance is halved, anyfractions are dropped.

Example: Entering an Enemy-controlled, clearterrain hex would require the expenditure of threeMovement Points: one Movement Point to enter

the clear terrain hex and two additional MovementPoints for entering an Enemy Zone of Control.

[5.14] During any Initial or Mechanized MovementPhase (in which a particular unit is allowedmovement) a unit may always move one hex,regardless of the number of Movement Points ithas to expend, except to move directly from oneEnemy-contro l led hex to another Enemy-controlled hex and except to Overrun.

[5.15] No regular combat may take place duringthe Initial or Mechanized Movement Phase. AnOverrun may take place during the Initial andlorMechanized Movement Phase. An Overnrn is notconsidered regular combat; it is considered afunction of movement (see Overrun, Case 5.7).

[5.f6] Units may freely enter or move throughhexes containing other Friendly units, regardlessof stacking restrictions. There is no additionalMovement Point penal ty for stacking orunstacking with other Friendly units.

[s.2] MoVEMENT INHTBITTONSAI\D PROHIBITIONS

[5.2f1 A unit may never enter a hex unless it hassufficient Movement Points to pay all the appro-priate Movement Point costs implied by the terraineffects, 7,nnes of Conttol, Enemy occupation,weather effects, andlor the presence of Enemy AirInterdiction Markers in the hex (exception: Case5.14).

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

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

[5.241 A unit may move through Enemy-controlledor Enemy Interdicted hexes by paylng all therequired Movement Points to do so.

[5.25] Units which move during a Friendly Rail,Air ot Sea Movement Phase may not have moved

during the Initial Movement Phase of the samePlayer-Turn, nor may they be moved during theMechanized Movement Phase of the same Player-Turn (exception: see Case 7.21).

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

[5.27]Units may not be moved offthe map, exceptby specific direction of a rule (see Case 7.16).

[s.3] TERRATN EFFECTS ON MOVEMENT

The cost in Movement Points to enter a given hexwill vary according to the type of terrain in the hexand the type of unit which is entering the hex (see

Terrain Effects Chart). Motorized units (all unitswith a Movement Allowance of 10) paymee*anized Movement costs, but move only in theInitial Movement Phase.

[s.4] WEATTTER EFFECTS ON MOVEMENT

The weather, during certain Game-Turns (speci-fied as either Snow or Mud Game-Turns on theTurn Record Track), affects the Movement Allow-ances ofvarious units, as well as the entry costs forhexes containing certain terrain features (seeTerrain Effects Chart and Weather Rules).

[5.s] MECHAT\{IZED MOVEMENT

During his Mechanized Movement Phase, thePhasing Player may move his armored, mechanizedinfantry and cavalry units (only) up to their fullMovement Allowance. This movement is addition-al to any movement made by these units during theInitial Movement Phase. Units. which movedduring the Rail or Sea Movement Ptrase may notmove during the Mechanized Movement Phase.

Overruns may be performed during the Mecha-nized Movement Phase, but no combat may takeplace after this Phase in that Player-Turn. Allnormal terrain, weather and supply effects onmovement are in effect during the MechanizedMovement Phase.

[5.6] TNTANTRY FORCED MARCH

During the Initial Movement Phase (only), thePhasing Player may attempt to force march any ofhis infantry units. All infantry units, exceptFinnish infantry units, German Security and StaticDivisions may be force marched. Non-infantryunits may never force march. Each force marchinginfantry unit is moved individually up to doubleits normal Movement Allowance. At the end of theunit's movement, the Owning Player immediatelyrolls a die to determine the attritional effect of theforce march on that unit. If a roll of any numberother than "one" is made, the unit suffers noadverse effect. If a "one" is rolled. the unit isimmediately f l ipped over and becomes aKampfgruppe-sized unit. If a Kampfgruppe-sizedunit, or a unit that cannot be reduced to a Kampf-gruppe-size, rolls a "one" during its force marchattempt, it is eliminated.

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

[5.62] Infantry units are subject to all normalmodifications of their Movement Allowance whileforce marching. All normal modifications are firstapplied to the unit's printed Movement Allowance,and then the unit's adjusted Movement Allowanceis doubled. For instance, an unsupplied unit wouldfirst halve its printed Movement Allowance forbeing unsupplied (fractions are dropped), and thisadjusted Movement Allowance is doubled if theunit force marches.

[5.63] Infantry units which force march may nottake part in an Overrun.

[5.64] Infantry units which force march may notenter Enemy-controlled hexes. They may onlymove adjacent to an Enemy unit if that Enemy unitis not exerting a Zone of Control into the hex to beentered (e.g., an armored unit in Rough Terrain).In such a case, the force marched unit could attackit 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 conducteddurlng the Phasing Player's Initial and/or Mech-anized Movement Phase (only). It is considered tobe solely a function of movement, rather thancombat. In executing an Overrun, the Overrun-ning 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 Overrunmust enter the hex through the same hexside, butneed not have begun the Movement Phase stackedin a common hex. Each unit participating in theOvertun is required to expend two additionalMovement Points (in addition to the normal cost)for entering the hex. Friendly units participating inan Overrun may ignore the Zones of Control of allEneiny units in the hex which is being Overrun(consider that the units being Overrun have noZones of Control during that Overrunning unit'smovement). The Overrunning unit must paynormal entry and exit costs to enter or exit anyEnemy Zones of Control exerted by Enemy unitswhich are not involved in the Overrun. In order toenter an Enemy-occupied hex, the Overrunningunit(s) must be able to muster a thirteen-to-oneCombat Odds against the unit(s) in the hex. TheEnemy units in the hex are immediately removedfrom the map (during the current Movement

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Page 5: SPI War in Europe Rules

phase). After the overrun units have beenremoved, those units which participated in theOverrun may continue moving up to the limit oftheir Movement Allowance. Note: OverrunMovement is treated as an exception to the rulerequiring that each unit must individually finish itsmovement before any other Friendly unit is moved.

[5.71] Enemy units within one hex must beOverrun as a group; i.e., units stacked togethercannot be individually Overrun. The DefenseStrengths of the units being Overrun in a singlehex must be combined and the Overrunning unitsmust achieve a thirteen-to-one Combat Oddsagainst this combined Defense Strength.

[5.72] Enemy Zones of Control do extend intohexes occupied by Enemy units. Thus, aFriendly unit entering a hex to execute an Overrunexpends two additional Movement Points (overand above the two additional Movement Pointsrequired to execute an Overrun) if the hex to beOverrun is in the 7,one of Control of anotheruninvolved Enemy unit.

[5.73] A maximum of three Friendly units mayenter an Enemy-occupied hex for the purpose ofexecuting an Overrun.

[5.74] A unit may not participate in an Overrunagainst more than one Enemy occupied hex in asingle Movement Phase, even if it has sufficientMovement Points to do so.

[5.75] The supply state of all units involved in anOverrun (both the Overrunning and the Overrununits) is determined at the beginning of the Move-ment Phase in which the Overrun is executed.Unsupplied units participating in an Overrun donot automatically suffer an "A Ex" Result (this isan exception to Case 12.7).

[5.76] Overrun movement is subject to the normaleffects on Combat and Movement due to terrain,weather, supply, Zones of Control and Enemy AirInterdiction. Units Overrunning across a Riverhexside have their Combat Strength halved.

[5.77] Infantry units may not participate in anOverrun in a Movement Phase in which thev haveattempted to force march.

[5.7E] Entrained units may be Overrun. If anOverrun is executed against an entrained unit, theunit is automatically detrained and has its DefenseStrength halved retaining fractions (after normalmodification is made for terrain, supply, etc.) whencomputing the necessary thirteen-to-one OverrunOdds.

[5.79] A unit which is Overrun never forms akampfgruppe or battlegroup sized unit. It iseliminated.

Example: Two German 10-8 divisions and an8-8 division cooperate to Overrun an Enemydivision, which has a Combat Strength of "2" (facevalue). The Odds are"28to2" (L4to 1), more thansufficient for the Overrun. Each of the Germanunits expends two Movement Points to move tothe Enemy hex; two more to Overrun; and anadditional two for entering the Zone of Control ofan uninvolved Enemy unit, which is itself not thesubject of an Overrun that Phase. Each of theGerman units expends a total of six MovementPoints (and do not have enough remaining Pointsto continue moving).

[s.8] TERRATN EFFECTS CTTART(See Page 16.)

[6.0] RAIL MOVEMENTGENERAL RULE:During the Rail Movement Phase (only), thePhasing Player may move certain units by RailMovement, within the restrictions of the RailMovement Rules. Rail Movement is a special formof movement which may not be combined with anyother form of movement. Rail Movement encom-passes the act of entraining andlor detrainingunits, as well as the movement of entrained unitsbetween Rail hexes through a connecting Railhexside. Rail Movement is governed by a numberof special rules. The Phasing Player is restricted asto the number of Friendly units which may useRail Movement. Units using Rail Movement havea special Rail Movement Allowance during theRail Movement Phase. The Phasing Player mayonly use Rail Movement into and through"Friendly" Rail hexes. Thus, Rail Movement isdependent on the status of each Rail hex to beentered during a given Rail Movement Phase.

CASES:

t6.u RArr CAPACTTYRail Capacity is defined as the maximum numberof Friendly units allowed to use any form of RailMovement (including entraining and/or detrain-ing) during a Phasing Player's Rail MovementPhase. Rail Capacity is assigned to each Playerseparately. Each Player's Rail Capacity remainsconstant throughout the game.

[6.11] A Player may never violate his Rail Capacityby having more Friendly units using Rail Move-ment than his Rail Capacity allows. At any time aPlayer's Rail Capacity is exceeded, the opposingPlayer may choose whichever of the excess units hedesires to be immediately removed from the map.

[6.12] All entrained, entraining and detrainingFriendly units count against a Player's RailCapacity. Thus, a Friendly unit which detrainsduring the Phasing Player's Rail Movement Phaseis counted against the Player's Rail Capacity forthat Movement Phase.

[6.13] Each corps-sized unit using Rail Movementcounts as three division-sized units for Rail Capa-city purposes. Each kampfgruppe-sized unit usingRail Movement counts as one division-sized unitfor Rail Capacity purposes. Brigades andregiments also count as one unit each.

[6.2] RArL MOVEMENT ALLOWANCE

The Rail Movement Allowance is a special Move-ment Allowance, which replaces a unit's normalMovement Allowance during the Rail MovementPhase in which the unit is using any form of RailMovement. A unit's Rail Movement Allowance isquantified in terms of Rail Movement Points. TheRail Movement Allowance for all units moving byRail is ftfty Rail Movement Points (see Case 15.1).

[6.3] HOW TO USE RArL MOVEMENT

[6.31] A unit may entrain, move by rail, anddetrain in the same Friendly Rail MovementPhase.

[6.32] It costs one Rail Movement Point for eachRail hex entered through a Rail hexside, regardlessof the other terrain in the hex. An entrained unitmust expend five additional Points to enter anEnemy Interdicted hex. Rail Movement Pdintsmay only be expended to entrain, detrain or tomove through Rail hexes during the PhasingPlayer's Rail Movement Phase. Unused RailMovement Points may not be used for any form ofnon-Rail Movement, nor maythey be accumulatedfrom Phase to Phase or transferred from one unitto another.

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

[63a] An entrained unit may not enter an Enemy-controlled hex, even if the Enemy-controlled hex isoccupied by a Friendly unit. If an Enemy unitmoves adjacent to an entrained unit, the entrainedunit must either detrain in that hex. or leave theEnemy-controlled hex (using Rail Movement)during the next Friendly.Rail Movement Phase ata cost of five additional Rail Movement Points.Note: Certain units do not exert Zones of Controlinto certain terrain; an entrained unit may moveadjacent to such an Enemy unit.

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

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

[6.4] ENTRATNTNG AI\[D DETRATNTNG

[6.4f] Units may only entrain andlor detrainduring the Phasing Player's Rail Movement Phase.Ten Movement Points are expended from theunit's rail Movement Allowance to entrain ordetrain. An entrained unit may be detrained at anytime during the Phasing Player's Rail MovementPhase, providing it has sufficient Rail MovementPoints remaining to pay the detraining cost.Entrained units should be indicated by using anEntrained Marker.

[6.42] A unit may not entrain in an Enemy-controlled hex (even if occupied by anotherFriendly unit). An entrained unit may detrain in anEnemy-controlled hex (at the regular detrainingcost). A unit may entrain or detrain in an EnemyInterdicted hex at no extra cost.

t6.51 RArt Imx AI\ID RAIL LII\IE STATT SGenerally speaking, there are two different types ofrailroads in Europe. All of Western Europe usesstandard 4' 8.5" gauge track, while all of the SovietUnion uses Russian 5' 6" gauge track. But regard-less of which type of Rail Line is being considered,for a Friendly unit to use the Rail Lines of anEnemy country, the Rail Line must first be"repaired." For game purposes, it is necessary todefine which Rail Lines can be used by eitherPlayer for purposes of Rail Movement and Supply.At any time during a game, a Rail hex will eitherbe a "Friendly Rail hex," "Enemy Rail hex," or a"Neutral Rail hex." Only Friendly Rail hexes maybe used for Friendly movement andlor supplypurposes.

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

[6.52] In order to enter a Friendly Rail hex via RailMovement, it must be possible to trace a line ofcontiguous Friendly Rail hexes from the particularhex in question to a Friendly Supply Source. Itmay be traced through Enemy-controlled andEnemy Interdicted hexes. It must be traced

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through connecting Rail hexsides which connectall of the contiguous Rail hexes in the Rail Line.

t6.531 Railhead and Rail Junction Markers(distinguished by nationality) are used inconjunction to delineate the path of Friendly Railhexes and the extent of Friendly Rail Lines.Railhead Markers are used to indicate thoseFriendly Rail hexes which are farthest along theRail Line from the Friendly Supply Source, andshould be placed with their "tail" indicating thedirection of the Rail Line leading back toward theFriendly Supply Source. Railhead Markers arealso used to indicate "Cuts" in the Rail Line.Whenever a ground combat unit enters or passes

through an Enemy Rail hex, the Enemy Playershould immediately place Railhead Markers onboth sides of the hex to indicate that the Rail hexhas been "neutralized." Whenever a contiguousseries of Rail hexes have been neutralized, a pair ofRailhead Markers should be used to indicate thestretch of neutral track lying between the RailheadMarkers. In all cases. the rounded "heads" of theRailhead Markers should be faced toward eachother to indicate the neutralized hexes.

[6.54] When neutral Rail hexes lay between thefurthest Railhead Marker on that Rail Line andthe Friendly Supply Source, the furthest RailheadMarker should be rotated 180o and left where it isso that it may be used again when the neutralizedRail hexes have been repaired. Until the neutraltrack is repaired by Friendly Repair units, a Playeruses the farthest Railhead Marker which is stillconnected to a Friendly Supply Source by a conti-guous path of Friendly Rail hexes as the temporaryRailhead.

[6.551 Rail Junction Markers are used to indicatethe path of Friendly Rail hexes passing through ahex where two or more Rail Lines intersect. Thearrows on a Rail Junction Marker should be placedto indicate the direction of the Friendly Rail Line.

[6.6] REPATR UNITS

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

[6.6f] During each Initial Movement Phase, aFriendly Repair unit may enter adjacent Rail hexesand convert or repair those Rail hexes for FriendlyRail Movement and Supply purposes. When aRepair unit enters a Rail hex, it may remove allother Markers which have been used to indicatethe status of that Rail hex and advance a FriendlyRailhead Marker into the hex. Repair units mayonly convert or repair Rail Lines during theFriendly Initial Movement Phase. Repair unitsmay only move through Rail hexes which areconnected by Rail hexside, or by Sea Movement.

[6.62] During the Initial Movement Phase, Repairunit movement does not count against FriendlyRail Capacity. Repair units may repair same gaugeRail Lines at a cost of one Movement Point perhex. They may repair different gauge Rail Lines ata cost of frve Movement Points per hex. Whenmoving during the Initial Movement Phase, Repairunits are exempt from terrain and supply effectson movement, as well as any additional cost due toEnemy Zones of Control or Interdiction Markers.However, their movement abilities are affected byWeather (see Case 15.1). Note that all Rail Linesoutside of the Soviet Union (or Soviet-controlled

territory at the start of a Scenario) are of the samegauge; and that the repair of different gauge RailLines will only occur when Soviet units are actuallyin play (i.e, in either War in the East or War lnEuope).

If a different gauge Rail Line has been convertedby a Repair unit, and has been subsequently cut byEnemy units, it may be repaired at a cost of oneMovement Point per hex.

[6.63] Any Rail hexside (a hexside crossed by a RailLine symbol) which forms a part of a Friendly Railhex is considered to be a Friendly Rail hexside.Thus, when converting or repairing Rail hexes, aRepair unit need not pass through all Railhexsides. It need only enter a Rail hex adjacent toanother Friendly Rail hex, at which time the twoFriendly Rail hexes are considered automaticallyconnected by the intervening Rail hexside.

[6.64] Repair units may use Rail or Sea Movementduring the appropriate Friendly Movement

Phases. When doing so, they are subject to allnormal restrictions on the type of movement theyare using. They count against Friendly Rail orNaval Capacity as one division each. Repair unitsmay not move during more than one FriendlyMovement Phase per Game-Turn. They may onlyrepair Rail hexes during a Friendly Initial Move-ment Phase. When using Sea Movement, Repairunits may only embark or debark in FriendlyMajor Port hexes which have either never"changed hands" or been repaired by the OwningPlayer for a minimum of ten Game-Turns.

[6.65] Repair units may enter Enemy-controlled orInterdicted hexes at no additional cost during theInitial Movement Phase. They may never attackEnemy units or participate in Overruns. Repair

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units expend five additional Movement Points toenter an Interdicted hex when using RailMovement.

[6.66] When a Repair unit is attacked, it maydefend normally, but it may only retreat throughFriendly Rail hexes connected by Rail hexsides; ifunable to do so. it is eliminated.

[6.67] Repair units count as one unit againstnormal Stacking Limits. They do not have a Zoneof Control.

[6.68]When a country joins either the Axis or theAllies (due either to a violation of neutrality or a"political trigger"), all Rail hexes in that countryautomatically become a part of the Rail system ofthe side that the country has joined. Friendly unitsmoving on Rail hexes of the country would countagainst the total Rail Capacity of either the Axis orthe Allied Player.

16.71 usE oF RArL MARKERS DTAGRAM

In the diagtam, Axis units are shaded; Allied unitsare not.

The diagram (which shows a part of Map SectionC. with the terrain features removed) illustrates theproper use of the various Rail Markers to helpdefine the paths of Axis and Allied Rail Lines. TheAxis Railhead Markers are used to indicate AxisRail hexes which are most distant from a FriendlySupply Source (in this case, a ManufacturingCenter in Germany). Similarly, the Allied RailheadMarkers are positioned in Allied Rail hexes whichare furthest from an Allied Supply Source (in thiscase, the Port hex ofNantes, 1107, and Port hexesfurther to the west. Note that an Allied RailheadMarker has been placed in hex 1107 to indicatethat it is an Allied Supply Terminus). TheRailhead Markers are placed with their "tails"directed towards the Friendly Supply Source, withthe exception of the Axis Railhead Marker in hex1414, which has been reversed 180o to indicatethat it is no longer a functioning Railhead. Rail-head Markers have also been used to indicate Railhexes which have been passed through by Enemyunits and have not since been entered by a FriendlyRepair unit. They are used in pairs to indicate acontiguous series of these "Neuttalized" Railhexes. They indicate that the Rail hexes betweenthem are neutral; i.e., Friendly Supply and RailMovement may not be traced through these hexesuntil a Friendly Repair unit has entered them. Inthe diagram, the following Rail hexes are shown asbeing neutral: 1413, 1515-1614-1615, 1711.

Between a Friendly Railhead Marker and theFriendly Supply Source, a Friendly Rail JunctionMarker should be placed in each hex in which twoor more Rail Lines intersect. The "arrowhead" ofthe Rail Junction Marker should be directed alongthe path of Rail hexes leading to a Friendly Rail-head Marker. When two or more Rail Lines, bothof which are Friendly, intersect, a Friendly RailJunction Marker may be placed in the hex ofintersection to indicate one path of Friendly RailLines, while a second Friendly Rail JunctiohMarker may be placed in a hex adjacent to the hexof intersection, and in a manner so as to describethe second path of Friendly Rail hexes (as in hex1215 of the diagram).

Note: It is entirely possible to use the Rail Markersfar more economically than in the manner in whichthey have been used in this diagram. For instance,if all intersecting Rail Lines passing through a hexare Friendly, no Rail Junction Marker whatsoeverneed be used in that hex. In general, the RailMarkers should be used only when and where theyare absolutely necessary to define the status ofparticular Rail hexes and the outline of the Alliedand Axis Rail networks.

[7.0] sEA MOVEMENTGENERAL RULE:There are three types of Sea Movement: NavalTlansport, from one Friendly Port hex to anotherFriendly Port hex; Emergency Transport, alsofrom one Friendly Port hex to another FriendlyPort hex; and Arnphlbtous Assault, from aFriendly Port hex to any non-Mountainous Coastalhex. The ability to move units by Naval orEmergency Transport is expressed in terms ofNaval Transport Points; each Transport Pointrepresents the capability to move one division (ordivision-equivalent) of ground units. The ability tohave units perform an Amphibious Assault isexpressed in terms of Amphibious Assault Points;each Assault Point represents the capability tohave one division or division-equivalent performan Amphibous Assault. Assault Points may also betreated as Transport Points in order to move unitsby Naval or Emergency Transport.

The Sea and Coastal hexes on the map are dividedinto various Sea Areas and labeled High Seas,Black, Baltic, Aegean, Adriatic, and West, Centraland East Mediterranean. Small land-locked bodiesof water are not seas. The capability to use SeaMovement in a given Sea Area is defined for eachPlayer.

PROCEDURE:All Friendly Sea Movement occurs during theFriendly Sea Movement Phase. Units may notcombine Sea Movement with any other form ofmovement in the same Game-Turn (exception: seeCase 7.2). In all types of Sea Movement, thetransported units must be able to trace a path ofcontiguous Sea, Coastal or River hexes from theembarkation hex to the debarkation hex,specifying the exact route followed. Sea Movementmay not be traced through a hex occupied by anEnemy ground unit, although an AmphibiousAssault (only) may be launched into such a hex.Naval Transport is considered to have unlimitedrange; there is no limit to the number of hexes aunit may move in a single Sea Movement Phase,provided that the required path of hexes is traced.Amphibious Assault is also considered to haveunlimited range. Emergency Transport has arange offour hexes; i.e., the path ofSea, Coastal orRiver hexes traced by the moving unit may be nomore than four hexes in length.

Normal stacking limitations apply throughout theSea Movement Phase. No more than fournon-Soviet (or three Soviet) units may embark ordebark from a hex in a single Sea MovementPhase.

Units attempting to move by Sea may bevulnerable to attacks by the Enemy Player either inthe form of Air-Sea Interdiction, or due to AlliedNaval Interdiction. Units which are successful inattempting Sea Movement are simply moved totheir destination hex by tracing the required path.

CASES:

[7.1] NAVAL TRANSPORT

[7.ff] The Allied Player receives a set NavalTransport Capability measured in Naval Trans-port Points available per Game-Turn, according tothe Standard Scenario Instructions or Rule 33.86.This capability may be increased or decreasedduring the course of a Scenario by the ScenarioInstruct ions. Axis Naval Transport Pointsavailable are listed by the specific Scenariolnstructions or German Production. The use andattrition of these Points is controlled by the AxisHigh 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 asingle Friendly Sea Movement Phase (exception:

see Case 7.16). Naval Transport requires noMovement Points, and is exempt from normalrestrictions imposed on movement by terrain,supply, weather and Zones of Control. NavalTransport ls vulnerable to Air-Sea Interdiction.Axis Naval Transport in the High Seas Area lsvulnerable to Allied Naval Intervention.

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

[7.15] All ground units may be moved by NavalTransport, regardless of unit type (exception: seeCase 7.16).

[7.16] Only infantry and anti-tank units may useNaval Transport in the Black Sea Area. MobileSupply and Repair Units may only embark ordebark at a Friendly MaJor Port hex. In additionto his normal capabilities, the Allied Player maytransport units off the map, by tracing a path offthe Northern mapedge of Map Section F, theNorthern or Western mapedge of Map Sections Aor B, and the Southern mapedge of Map Section E.A unit which has left the map in this manner mayreturn on any of the listed map edges after fourGame-Turns during the Sea Movement Phase.This off-map procedure allows, for example, move-ment between Great Britain and Egypt, withouttraversing the Mediterranean and is called"Rounding the Horn."

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

[7.2] EMERGENCY TRANSPORT

Emergency Transport is a type of Naval Transportwhich is also calculated on the basis of NavalTrans.port Points. Emergency Transport isconducted in the same manner as Naval Transportexcept for the following rules.

I7.2ll A unit moving by Emergency Transportneed not have begun the Friendly Turn in aFriendly Port hex. Instead, the unit need onlybegin the Sea Movement Phase in such a hex (thatis, a unit may move to a Port hex during the InitialMovement Phase). This is the only case where aunit attempting Sea Movement may participate inany other movement during the Player-Turn.

[7.22lThe path of Sea and/or Coastal hexes tracedby a unit using Emergency Transport may notexceed four hexes in length (not including the hexof embarkation).

[7.231 A unit using Emergency Transport is auto-matically reduced to its battlegroup strength. Ifthe unit would not normally form a battlegoup, itis eliminated; however, the Owning Player receivesone Replacement Point of the same type unit (onthe appropriate Front) on the following Game-Turn.

17.241 Emergency Transport is not subject toEnemy Air-Sea Interdiction. Axis units tracingEmergency Transport thtough a High Seas hex atesubject to Allied Naval Intervention.

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[7.37] Example of an Amphibious Ascault:

)o(E

&10

[7.3] AMPHTBTOUS ASSAULT

The Allied Player begins each Scenario with acertain amount of Amphibious Assault Points, andmay receive more as reinforcements. At the start ofthe Scenario, place the indicated number ofAmphibious Points in the Amphibious AssaultAvailability Box. The Axis Player may only receiveAmphibious Points through German Production.On a Game-Turn that a Player conducts anAmphibious Assault, he must remove the appro-priate number of Amphibious Points from theAvailability Box and place them nine Game-Turnsahead on the Turn Record Track (i.e., usedAmphibious Points automatically appear asreinforcements nine Game-Turns after they areused). This is done during the Sea MovementPhase. Each Amphibious Assault Point maytransport one division, regiment or brigade.

[7.31] Amphibious Assault is completed in a singleFriendly Sea Movement Phase (units may notremain "at sea"). Amphibious Assault does notrequire Movement Point expenditure. It isvulnerable to Air-Sea Interdiction, and AxisAmphibious Assault traced through any High Seashex is vulnerable to Allied Naval Intervention.

[7.32] Like Naval Transport, Amphibious Assaultmay not be combined with any other form ofmovement during the same Game-Turn.

[7.33] A unit using Amphibious.Assault may onlyembark in a Friendly Port hex and may onlydebark in either a Friendly Port hex or anynon-Mountainous terrain Coastal hex. If the unitdebarks in a Friendly Port hex, it is treated exactlyas if it had moved by Naval Transport (the

Amphibious Points used must still be placed nineGame-Turns ahead on the Turn Record Track); ifit debarks in a non-Port hex, then the followingprocedure applies:

Place the debarking units on the desirednon-Mountainous hex. Assaulting units maydebark 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 theyphysically occupy; if this hex is also occupied by anEnemy unit, both Players are considered to controlthe hex for purposes ofjudging supply during theCombat Phase. Units performing an AmphibiousAssault may not attack adjacent units. They must,however, attack all Enemy units in the hex thatthey debark in during the Combat Phase. AIIdefending units in this attack must retreat (or beeliminated) on Combat Results of "Br," "Dr,""Ex," "VzEx" or "De" with the attacking unitsapplying the indicated Combat Results as notmal.If any other Combat Result is indicated, theassaulting units are totally eliminated (they do notform bat t legroups). Al l mechanized uni tsperforming an Amphibious Assault have theirAttack Strength quartered; all other assaultingunits have their Attack Strength halved.

[7.34] AIIfed Naval Gunftre Support: All Alliedunits performing an Amphibious Assault havethe die roll increased by "one" when resolvingcombat during the Combat Phase of thePlayer-Turn in which they debarked. Thismodification is made in addition to any other dieroll modification due to Air Ground Support orweather. If the Axis units attack an Allied unit ona Beach hex, the die roll is reduced by one."Beach" is defined as a hex which has beenAmphibiously Assaulted.

[7.35] After providing transport for an AmphibiousAssault, an Amphibious Point may be placed onthe "Beach" hex. When so placed, it performs asan Amphibious Supplyhead (see Case 14.32), andis considered a Minor Port for purposes of Naval

Transport only. Such usage delays the nine-Turnrecycling until the Player removes the Point (afterhe has established a better Supply Line).

[7.36] Only gound combat units may perform anAmphibious Assault. Units performing anAmphibious Assault may not debark into aCoastal hex of the High Seas Area during a SnowGame-Turn.

Example: Four Western Allied 8-10 units performan Amphibious Assault against a German (5)-1 ona Coast hex. The attacking Strength of 32 is halvedto 16, yielding "3 to 1" Odds. The Allied Playeruses Air-Ground Support combined with NavalGunfire Support to raise the die roll number bytwo. The two 9-8 units landing in the adjacent hexcannot participate in the assault.

lE.0l AIR MOVEMENTGENERAL RULE:There are two types of Air Movement: AfuTtansport, from one Friendly supplied hex toanother Friendly supplied hex, or hex occupied bya Friendly gtound unit; and Alr Assault, from aFriendly supplied hex to any other hex (within

certain restrictions). Air Transport Points are usedfor either purpose. Each Allied Air TransportPoint lifts one division or brigade. Each Axis AirTransport Point lifts one regiment. Air TransportPoints are allocated by the Player to his respectiveAir Front Air War Displays.

PROCEDURE:All Friendly Air Movement occurs during theFriendly Air Movement Phase. Air Movement may

not be combined with any other form of movementin the same Game-Turn. In all types of AirMovement, the transported unit must be able totrace a contiguous path of hexes from theembarkation hex to the debarkation hex,specifying the exact route followed. Air Movementmay be traced through a hex occupied by anEnemy unit or through an Enemy-controlled hex.Under certain circumstances, Air Movement mayalso be traced into such a hex. Air Movement maynot be traced into any hex of a neutral countrywithout violating that country's neutrality. AitTransport has a range of 20 hexes; Air Assault hasa tange of 12 hexes. The path traced by the movingunit may not exceed these lengths, depending onthe type of Air Movement used. Once themovement path has been traced, units using AirMovement are simply placed in their destinationhex. Air Movement may not be traced through anyhex of an Air Front in which the Enemy Player hasAir Superiority (see Case 13.12). Onty alrborneunits may use Alr Movement. If any unit is not insupply at the end of a Player-Turn in which it hasused Air Movement, it is eliminated.

The Axis airborne divisions (German 7-5, Italian3-4) may not be moved by air. Instead, they breakdown into three 2-5 and two 1-4 regiments, respec-tively. These regiments may use Air Movement

separately and may combine into the properdivision if they are stacked together at the end ofthe Axis Player-Turn.

CASES:

[8.1] DTSPLAY OF ArR MOVEMENT

[E.fl] When not in use, Air Transport Points arekept in the Air Points Available Box of the AirFront Air War Display. When the Player desires touse the Points for Air Movement, he places them inthe Air Movement box of the Display, during theJoint Air War Turn. This act creates an air-liftcapability, which the Player may then use duringhis Player-Turn.

[E.12] A section of the Air Points Available Box is"Airborne Units available for Air Assault." TheOwning Player removes airborne units from themap and places them in this box. This removaloccurs during the Friendly Player's Initial Move-ment Phase. The units so removed must be in aFriendly Supplied hex within the Air Front fromwhose box they are removed. The hex may not beEnemy-controlled. This act positions airborneunits for use in Air Assault (see also Case 8.52).Such units may be returned to the map onlyvia Air Assault (or Air Transport). While in theBox, the units can be presumed to exist "at large"somewhere behind their own lines. This some-where will be defined by the Friendly Player at themoment he executes an Air Assault.

[E.13]Air Transport Points are liable to "attrition"and must be "recycled" after participating in AirMovement. At the end of an Air Movement Phasein which they have performed Air Movement, eachATP must roll the die for attrition. On a die roll of"1" (after moving a unit by Air Transport) or a dieroll of "1" or "2" (Lfter moving a unit for AirAssault) the ATP is considered destroyed and isremoved from the play of the game. If the ATP isnot thus eliminated, it is instead removed from theAir Movement Box and placed four Game-Turnsahead in time on the Turn Record Track. Whenplay progesses to this future Turn, the Air Point isretrieved (during the Reinforcement/ReplacementPhase) and may be deployed by the Player into anyAir Front.

tE.2l ArR ASSAT LT

[8.2f] Only airborne units which begin the AirMovement Phase in an Available Units Box mayuse Air Assault.

[E.22] During the Air Movement Phase, the Playerdeclares an Air Assault. He identifies the hex fromwhich the airborne units and the lifting Air Trans-port Points are presumed to originate (embarkationhex), and traces a path in hexes to the hex hedesignates as the debarkation hex (drop zone). Thedesignated embarkation hex must be in the sameAir Front as the Air Transport Points and airborneunits and must meet the supply criteria outlined inCase 14.6.

[E.23] Units moved by Air Assault may not executeany other type of movement during the Game-Turn in which they moved by air.

[E.24] Units which are moved by Air Assault mayend theit Air Movement Phase (deba,rk) in any hexnot prohibited to land units and within their rangelimitation (see Case 8.28), regardless of thepresence of Enemy units or Tnnes of Control, withthe exception that the airbome units may notdebark in a Mountainous terrain hex. If the unit

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does debark in an Enemy-occupied hex, it mustattack all Enemy units in the hex during theCombat Phase of the present Player-Turn. Thismay be done in conjunction with other adjacentground combat units which are also attackingEnemy units in the hex. If a Combat Result of"Der" "yzExr" ttExrtt or "Dftt is obtained, theappropriate results are applied, first to thedefending units and then to the attacking units.The defending units may not exercise their combatoption to remain in the hex (see Case 12.7), and allsurviving defending units nust retreat from thehex or be completely eliminated. The airborneunits performing the Air Assault would remain inthe (debarkation) hex.

Units performing an Air Assault may not retreatfrom their debarkation hex during the Player-Turnin which they used Air Movement. If a CombatResult of "Br" is obtained, the procedure for thedefender remains the same as above (i.e.. thedefending units must retreat or be completelyeliminated). After this has been done. theattacking units must suffer an Attacker ExchangeResult (i.e., exercise their combat option to remainin the hex since they cannot retreat).

On a Combat Result of "AEx" or "Ae" theairborne units performing the Air Assault arecompletely eliminated, and do not form battle-groups. The defending units are unaffected.

[8.25] During the Player-Turn in which theydebarked, units performing an Air Assault mayonly attack Enemy units in the same hex as them-selves. They may not perform Overruns. However,other Friendly ground combat units adjacent tothe debarkation hex may combine to attack Enemyunits in the debarkation hex and these adjacentunits may be used to fulfill the Attacker Exchangerequirements of a "Br" Combat Result outlined inCase 8.24. Adja'cent units participating in combatwhich survive the application of Combat Resultsmay advance into the debarkation hex.

[E.26] During an Assault, airborne units neverhave a Zone of Control (see Section 8.0,Procedure). Moreover, until the beginning of theAir Interdiction Phase of the Player-Turn inwhich they debarked, units which have performedan Air Assault do not control the hex theyphysically occupy, nor block Enemy supply paths,cut rail lines, control hexes for any purpose, orperform any of the other functions which wouldnormally be performed by a unit physicallyoccupying a hex. This is true regardless of thepresence of other Enemy or Friendly units in thehex.

(Exception: There may be a brief time before theAir Assault is resolved during the Combat Phasewhen both Friendly and Enemy units occupy thesame hex. Until the combat mandated by the AirAssault is resolved, neither Friendly nor Enemyunits may retreat into the hex in question.) At thebeginning of the Air Interdiction Phase of thePlayer-Turn in which they debarked, the debarkedunits are considered to control the hex they occupyand are treated for all purposes as ground combatunits with Zones of Control. At this time the supplystate of the debarked units must be judged. If theunit is not in a supplied state, it is completelyeliminated, and does not form a battlegroup. If theunit is eliminated for this reason, it is considered tohave been retroactively eliminated before the startof the Air Interdiction Phase and to have nevercontrolled the hex it occupied (i.e., it would nothave been able to control or destroy Port hexes, cutrail lines, etc.). If the unit is in a supplied state, itremains in play and is thereafter treated exactly asa normal airborne unit.

[E.27] For each Friendly ATP which is used for AirAssault, the Phasing Player must roll for attritionand recycle the ATP's (see Case 8.13).

[E.2E] Air Assault Range Limltation: Units usingAir Assault may not be dropped in any hex whichis more than twelve hexes away from an embarka-tion hex.

t8.31 ArR TRANSPORT

[8.31] Only Friendly airbrone units which fulfill theconditions may be Air Transported: they mustbegin the Air Movement Phase in an AvailableAirborne Units Box or be physically deployed onthe map in a hex from which a supply path to aMajor Supply Source may be traced. This hex maynot be in an EnemyZone of Control (Friendly unitsdo not negate Enemy Zones of Control for thispurpose). Only ATP's which began the AirMovement Phase in the Available ATP Box "onthe same Front" as the airborne unit to be movedmay be used, i.e., the airborne unit must be in theAvailable Airborne Units Box of the same AirFront as the ATP, or must physically occupy asuitable hex within the same Air Front to whichthe ATP is allocated.

[8.32] All units transported by a given ATP mustbegin the Air Movement Phase in the same hex, orin the Available Airborne Units Box of the sameFront as the ATP.

[E.33] Airborne units which begin the Air Move-ment Phase in a hex to which a Supply Path ofMajor Supply quality cannot be traced, or in aMountainous terrain hex, may not use AirTransport. Supply for this purpose is judged at thebeginning of the Air Movement Phase.

[E.34] Units which are moved by Air Transportmay 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 ofControl. Units may not debark in a Mountainousterrain hex.

[E.35] Units moving by Air Transport may debarkin a hex in which other units are performing an AirAssault, since the units performing the Air Assaultwould fulfill the requirement for a Friendly groundunit outlined in Case 8.34. However, such unitswould be treated exactly as units performing anAir Assault, with the exception that the unitswould not participate in combat and would insteadsuffer the same Combat Results as the unitsperforming the Air Assault. If the assaulting unitsare eliminated due to lack of supply (see Case8.26), the units which debark in the hex by AirTransport would also be eliminated. If this methodis used, then the ATP's which were used mustundergo the die roll for attrition as if they hadperformed an Air Assault.

[E.36] A unit using Air Transport may not attackan Enemy unit or participate in an Overrun on theGame-Turn that it uses Air Transport. It maydefend normally.

[E.371 If the debarkation hex of a unit moving byAir Transport is on an Air Front other than theone in which the unit was embarked, the unit istransported as usual. However, Air Transport maynot be traced into any hex of an Air Front in whichthe Enemy Player has Air Superiority (see Case13.D.

[E.38] Atu Transport Range Ltnltation: Unitsusing Air Transport may not be debarked in anyhex which is more than twenty hexes away from anon-Mountainous terrain hex from which a supplypath of Major Supply quality can be traced.

lE.4l ATP rNTER-FRONT TRANSFERAir Transport Points which are not used for AirMovement on a Given Game-Turn mav be

transferred from one Front to another at the end ofthe Joint Air War Turn.

lE.sl AIRBORI\iE UMTS

tE.sf l During the Reinforcement Phase, thePhasing Player may receive additional ATP's andairborne units as reinforcements. ATP's may beplaced on any Front, within the normal restric-tions. Airborne units must be placed on the mapand treated as normal reinforcements.

[8.52] Airborne units employed on the map maynot be used for Air Assault. In order to perform anAir Assault, they must be transferred to anAvailable Airborne Units Box. At the beginning ofthe Initial Movement Phase, the Phasing Playermay remove any supplied airborne unit from themap and place it four Game-Turns ahead on theTurn Record/Reinforcement Track. At the end ofthese four Game-Turns, the unit may be placed inany Air Front Available Airborne Units Boxes, andthey then may use Air Assault. At any time duringor after this four Game-Turn period the unit mayreenter the game as a reinforcement, at the optionof the Owning Player. However, the unit wouldthen require another complete four Game-Turnperiod before it would be available for Air Assault.

[9.0] zoNES OFCONTROT

GENERAL RULE:The six hexagons immediately surrounding a hexconstitute the Zone of Control of any units in thathex. Hexes upon which a unit exerts a 7-one ofControl are called "controlled" hexes, and inhibitthe movement of Enemy units. All units exert aTnne of Control (except as noted in the Casesbelow).

CASES:

[9.r] uNrTs wrTH MoDTFTEDOR NO ZONES OF CONTROL

[9.11] Entrained units do not exert a Zone ofControl.

[9.12] A Partisan unit exerts a7-one of Control onlyupon the hex it actually occupies. A PartisanCadre has no Zone of Control.

[9.13] The Zones of Control of armored andmechanized infantry units never extend intoRough terrain, Swamp or Woods hexes. The Zonesof Control of cavalry units do extend into Roughterrain, Swamp and Woods hexes. No unit's ZoneofControl extends across Blocked, Sea or unfrozenLake hexsides.

[9.f4] Adjacent Friendly units do exert their Zonesof Control into each other's hexes. Note: This isimportant during the execution of an Overrun (seeCase 5.D.

[9.15] Enemy Air Interdiction Markers function ina manner which is similar to t Tnne of Control. Aunit must expend two additional Movement pointsto enter a hex containing an Enemy Air Inter-diction Marker, but this is a temporaryimpediment and is not considered a Zone ofControl. There is no addlfional Movement pointcost to Ieave a hex containing an Enemy Air Inter-diction Marker. Enemy Air Interdiction has noeffeet on a hex that is in the 7-one of Control of anEnemy ground unit.

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[9.2] EFFECTS OFZONES OF CONTROT ON MOVEMENT

[9.2f] A[ units must expend two additional Move-ment Points, over and above the ordinary cost toenter a given hex, if it is an Enemy-controlled hex.All units must expend two additional MovementPoints to leave an Enemy-controlled hex.Therefore, units may move directly from oneEnemy-controlled hex to another, at the cost offour additional Movement Points. Friendly unitsdo not negate Enemy Zones of Control formovement purposes. The presence of more thanone Zone of Control in a hex has no additionaleffect on the cost in Movement Points to enter thehex. The presence of an Enemy Zone of Controlin a hex is not negated by a Friendly Zone ofControl which extends into the same hex.

ZONE OF CONTROL MOVEMENT EXAMPLE

The numbers in parentheses represent the Move-

ment Point expenditures made by the moving unit.

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

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

[9.24] Motorized infantry units possess a non-

mechanized Zone of Control.

[10.0] STACKINGGENERAL 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 followingCases.

CASES:

tlo.ll uNrTs wHrclr Do NoT coUNTAGAINST STACKING LIMITS

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.

tr0.2l STACKING rI\tHrBrTrONSAND PROHIBITIONS

t10.2fl There is no limit to the number of unitswhich may enter or move through a hex during a

Game-Turn, as long as the Stacking limits arestrictly observed at the end of each Phase. Unitsmay never occupy a hex at the end of any Phase inviolation of the Stacking limits. At the end of anyPhase, any units in violation of the Stacking limitsmay be immediately removed from play by theEnemy Player.

$0.221The relative size of units (divisions, corps,etc.) has no bearing on Stacking.

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

[10.24]There is no additional Movement Point costto stack or unstack Friendly units. Entrained unitsmay stack.

[11.0] COMBATGENERAL RULE:Ground combat may occur between adjacentopposing ground combat units at the PhasingPlayer's discretion. The Player whose CombatPhase is in progress is the Phasing Player. ThePhasing Player is the Attacker; the non-PhasingPlayer, the Defender, regardless of their overallstrategic position.

PROCEDURE:Total the Combat Strengths of all the attackingunits involved in a specific attack and compare itto the total Combat Strcngth of all units in the hexunder attack. State the comparison as a probabili-ty ratio: Attacker's Strength to Defender'sStrength. Round off the ratio in favor of thedefender to conform to the simplified Odds foundon the Combat Results Table, roll the die and readthe result on the appropriate line under the Odds.Apply the result immediately, before resolving anyother attacks being made during that CombatPhase.

CASES:

[11.11 WHrCH UI\trTS MAY ATTACK

[1f.11] During the Combat Phase of his Player-

Turn, the Phasing Player may attack any and allEnemy units adjacent to Friendly units. Only thoseFriendly units directly adjacent to a given Enemyunit may participate in an attack upon that unit.

t11.121 Attacking is completely voluntary; units arenever compelled to attack, and not every unitadjacent to an Enemy unit need participate in anygiven attack. Friendly units in a stack that are notparticipating in a given attack are never affectedby the results of that attack.

[11.13] An Enemy-occupied hex may be attackedby as many units as can be brought to bear in thesix adjacent hexes.

[11.14] No unit may attack more than once per

Combat Phase, and no Enemy unit may beattacked more than once per Combat Phase.

[1f.15] A unit which participated in an Overrunduring a Friendly Movement Phase may partici-pate in an attack during the Friendly CombatPhase of the same Player-Turn. Overruns areconsidered a function of movement, not of combat.

[11.2] MUITTPLE UNITAI\D MI,]Lfl.IIEX COMBAT

t11.211 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 awhole; i.e., the Strengths of all the units in the hexare totalled, and this total Strength is attacked.Different units in a given hex may not, therefore,be attacked separately.

lll,.22l Units in a hex that contains an attackingunit need not participate in that same attack orany attack. Thus, when one unit in a stack isattacking a given hex, another could attack adifferent hex or not attack at all.

[11.23] If a unit (or units) is adjacent to more thanone Enemy-occupied hex, it could attack all ofthem in a single combat. Thus, units in a singlehex can attack more than one other hex. The onlyrequirement is that all attacking units must beadjacent to all defending units. Friendly units indifferent hexes may not attack Enemy units indifferent hexes in a single combat unless allopposing units are mutually adjacent.

tlr3l KAMPFGRT PPEN-BATIT,EGROUPS

Certain combat units have core elements called

either kampfgruppen (Axis units) or battlegtoups(Allied units). The terms are identical in meaningand they are used interchangeably in the rules,

unless otherwise noted. Units that have battle-groups have a reduced strength unit of the same

type printed on the back ofthe counter. The nota-

tion "BG" or "KG" is on this unit. Units that do

not have such notations on their reverse side do not

form battlegroups.

tlf3fl 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 removedfrom the map and do not form battlegroups.

t11.321 At the moment that a unit is reduced to itsbattlegroup, the battlegroup has the option toretreat one hex. In some cases, this will save theunit from being Overrun on the EnemyMechanized Movement Phase.

t11.331 Battlegroups have the capacity to be builtback up to full Strength. Once rebuilt, the counteris again flipped over to reveal the full Strengthunit.

[11.34] A battlegroup is in all ways considered anormal unit. It may fight, move, etc. If a battle-group is attacked and eliminated, it is removed

from the map; it does not form a still smaller unit.

[1f35] When an infantry battlegroup attempts toforce march and a die roll of "one" is made, thebattlegroup is eliminated.

[f 136]A battlegroup-sized unit counts as one unitfor all purposes.

[12.0] COMBAT RESOTUTTONGENERAL 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 Reeults Table and Cases l2'1

throqgh 12.3, see the separate sheet of tables)'

[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 andwhether or not the unit is entrained. These effectsalways act cumulatively upon a unit's CombatStrength. Whenever a unit's Combat Strength ishalved. fractions are retained. The die roll used

when resolving a combat may be affected byAir-Ground Support, andlor terrain effects.

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ll2.AllVarious Terrain Effects change the CombatStrength of attacking and/or defending units (seethe Terrain Effects Chart).

[2.42] Unsupplied units have their CombatStrengths halved (fractions retained, see Supply).Note that the retention of fractions (instead ofrounding up or down) will affect Combat Oddscalculations. If an attack is made at Odds of 30 tolU/z,the Odds would be rounded offto "2-1" forcombat resolution. An attack made at 30 to 10 isresolved at "3-1" Odds.

$2.431 Whenever any unsuppl ied units participatein an attack, the attacking group automaticallyloses attacking Combat Strength Points equal tothe printed Strength of the defending uni(s). Theautomatic loss is in addition to any losses incurredby the Combat Result dictated by the CombatResults Table. For example, if three unsuppliedAxis units with a modified Combat Strength of 12attack an Allied unit with a printed CombatStrength of 4, the Axis units automatically becomeliable to lose a minimum of four Combat StrengthPoints. This automatic minimum loss is added toany loss dictated by the Combat Results Table.Thus, using the above example, if the CombatResult indicated were an Ex Result, four AlliedStrength Points would be eliminated and the Axisunits would be required to lose eight StrengthPoints. Note: The attacker's automalic losses arenot eliminated until after that particular combathas been resolved. If both supplied and unsuppliedunits participate in an attack, the attacker is stillsubject to automatic losses equal to the printedDefense Strength(s) of the uni(s) being attacked.These automatic losses may be taken from eithersupplied or unsupplied attacking units (at theattacking Player's option), or both, if necessary.

$2.441Certain units have their Combat Strengthsaffected by Weather.

U2.451 Entrained uni ts are automat ical lydetrained if attacked and have their CombatStrength halved, retaining fractions.

112.6l The die roll for combat resolution isincreased by "one" if the attacker allocated Air-Ground Support (before die rolling). However, adie roll of "six" remains a "six."

[12.s] ADVAr\CE AFTER COMBAT

[12.51] If, as a result of combat, any of thedefending hexes are completely vacated by thedefending units and there exist attacking unitswhich were not retreated as a result of thatcombat, the attacking uniis may advance into thevacated hex up to the normal Stacking Limits.This advance is optional. The advance must,however, take place immediately, before resolvingany other combat. This advance is not consideredmovement and expends no Movement Points.

ll2.52l Attacking units advancing after combatmay do so even in a situation where they aremoving from one Enemy-controlled hex toanother. Advancing units may not engage inanother combat during that Phase.

112.6lHow To RETREATUnits are required to retreat as a result of"Dr" and "Br" Combat Results. A ..Dr"'

result requires all units defending in thatparticular combat to be retreated one hex. A "Br"result requires that all of the attacking anddefending units involved in that particular combatbe retreated one hex. The Owning Player mayalways choose his own route of retreat within therestrictions of the following cases. Retreats are notconsidered movement and do not expend Move-ment Points.

[12.61] The Owning Player is restricted whenchoosing a retreat route for any and all of his unitswhich must be retreated due to a "Df" or ,,Br"

Combat Result. Units must be retreated in thepriority in which these restrictions are presented.

Il2.62lWhenever possible, units must be retreatedinto a vacant hex which is not in an Enemy Zone ofControl. If this is not possible, units sirould beretreated into Friendly occupied hexes. Units maynot retreat into an Enemy-controlled hex. Forretreat purposes, Enemy Zones of Control do notextend into Friendly-occupied hexes. Due to aretreat combat result (only), units may be retreatedinto Friendly-occupied hexes in excess of normalStacking Limits. However, in all such cases. thenormal Stacking Limits must be met by the end ofthe next Friendly Movement Phase or any excessunits are eliminated (the Owning player maychoose which units). A unit which is retreated intoa Friendly-occupied hex may not add its CombatStrength to the defense of that hex if it is subse-quently attacked in the same Player-Turn, but theretreated unit would be affected by the results ofan attack against that hex executed during thesame Player-Turn.

112.63l Whenever a kampfgruppe or a battlegroupis formed as a result of combat, that unit has theoption to retreat one hex. This retreat must bemade immediately during the Combat phase,before any other combat is resolved.

112.64l Repair units may only be retreated into anadjacent Friendly Rail hex. If they cannot do so,

3. Sea hexes or unfrozen Lake hexes:4. Sea hexsides, blocked hexsides or unfrozen Lakehexsides;5. Off the mapedge.

Within these restrictions, a unit may be retreatedin any direction. If a unit has no other course ofretreat except into or through a hex or hexside for-bidden to it, it is eliminated.

[12.7] RETREAT COr\TVERSTON OPTTON

Whenever a Retreat result is obtained on theCombat Results Table, the affected playe(s) maychoose to stand in place and convert the result intoa loss result. The one exception is that thedefending Player may not exercise this optionwhen subjected to an Amphibious or Air Assault.

When the result is "Dr," the defender mav lose hisentire 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 decideswhether or not he'll stand (and lose and reduce allhis units to battlegroups); then the attackingPlayer decides whether or not to stand and loseunits and reduce to battlegroups a force at leastequal to that of the defender (in face valueStrength Points). These two decisions are madeindependent of each other.

Units which do not form battlegroups may beinvolved in such conversions or retreats. but. ofcourse, they are totally lost. There is no benefit inexercising the option if one's entire force iscomposed of such units.

[13.0] TACTICAT AIR POWERGENERAL RULE:Tactical Air Power is represented by Tactical AirPoints (hereafter simply called Air Points). ThePlayers use these Points to indulge in the TacticalAir War, which consists of the execution of fourdifferent Missions: Air Supedority; Sea Superior-ity (applied as two Missions: Port Suppiessionand Air-Sea Interdiction); and Air-Ground. Theconduct of the Tactical Air War is regulated by theuse of the Air Front Air War Display, of whichthere are three, corresponding to the three AirFronts (or Theatres). The boundaries of these AirFronts are outlined on the map. The Players assigntheir Air Points to these Tactical Air War Displays(Air Charts). In so doing they are assigning thePoints for use on that Air Front. An Air Point mayonly be used for a Mission on the Front to which itis assigned. The conduct of the Tactical Air War isprepared during the Air Commitment Phase of theJoint Air War Turn. Thereafter. the differentMissions are executed in accordance with theSequence of Play.

CASES:

[13.U HOW TO USE TrmTACTICAL AIR WAR DISPLAYS

they are eliminated. [f3.1U Each Tactical Air War Display consists oftl2.65l Partisan Cadres do not retreat. partisan an Available Air Points Box and six tributaryunits may be retreated normaty. SlXlli.li;l,lt'SJffi;'[1il"f*^,y31""ff11'il:

Sea Interdiction and Air Transfer (see Section 8.0

112.66l units are prohibited rrom retreatins into l:'#:;:tL#:J:TfiIfiJT,liT,:t"f"Si3;the following hexes (or through the following it"i i ir."bisplaysinaccordancewiththescenariohexsides)'

Deployment Instructions. Thereafter, the number1' Enemy-occupied hexes; of Air Points in a Display will fluctuate to reflect2. Enemy-controlled hexes, unless occupied by a losses, reinforcementi ind transfers betweenFriendly unit; Theatres.

[13.121 During the Air Commitment Phase of eachJoint Air War Turn, both Players simultaneouslyremove as many Air Points from their respectiveAvailable Air Points Boxes as they desire andsecretly redistribute them in whatever manner theywish between the four Air Mission Boxes for eachFront. One Air Point may only be committed to asingle Mission per Turn, for one Turn at a time(exception: see Case 13.31). It may only becommitted for a Mission in the same Air Frontthat it is available in. (You may not take a Pointavailable in the West Display and commit it to aMission 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, eachPlayer should return all of his surviving Air pointsfrom the various Air Missions Boxes to theAvailable Air Points Box of the same Front. At theend of the Game-Turn, all Air Points remaining inan Air Missions Box are automatically returned tothe Available Air Points Box of the same Front. Atthe end of each Air Commitment Phase, bothPlayers reveal the number of Air Points they haveallocated to each of the various Air Missions oneach of the Fronts. Uncommitted Air points maynot be attacked and have no effect on the play ofthe game for the Game-Turn in which they areuncommitted.

[13.2] ArR SUPERTORTTY [ArR COMBAT]During each Air Combat Phase, all Air pointscommitted to Air Supedority must participate inAir Combat. Air Superiority on each Front isresolved separately in the following order: East

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Front, South Front, West Front. For each Front,the Player who has committed more Air Points toAir Superiority Missions becomes the "attacker"on that Front for the entire Air Combat Phase. Theattacker allocates his Air Points assigned to AirSuperiodty into a number of attacks againstEnemy Air Points which were allocated to AirSuperiority. The attacker may allocate his attacksin any manner he wishes, as long as everydefending Air Point is attacked in a separatecombat action, and is attacked once and only once.

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

|3.zllFor each attack he makes, the attacker rollsthe die and cross-references the result with theappropriate Odds Column on the Air CombatTable. After each defending Air Point is attacked,the defender counter-attacks one of the attackingAir Points of each attacking group, using the "1to 1" Odds Column on the Air Combat Table. Thiscounterattack takes place regardless of whether ornot the defending Air Point was eliminated in theoriginal attack, and the procedure is repeated foras many separate attacks as were allocated by theattacker. After each attack and counterattack, theeliminated German Air Points are placed in aseparate "dead" pile (see German Production). Allother eliminated Air Points are removed from play.

lr3.22l ArR SUPERTORTTYCOMBAT RESTJLTS TABLE(See separate sheet.)

[13.23] Determlnation of "Air Superlorlty": Whenthe Air Combat on a given Front is resolved, eachPlayer should then count up the number of AirPoints which remain in his Air Superiority Box forthat Front, in order to determine overall AirSuperiority. (This procedure is repeated separatelyfor all three Air Fronts.) If one Player has morethan twice as many surviving Air Points allocatedto Air Superiority than the number of survivingEnemy Air Points allocated for that Mission, thenthe former Player is said to have "Alr Superlorlty"on that Front. For each surviving Friendly AirPoint allocated to Air Superiority in excess ofdouble the number of surviving Enemy Air Pointsallocated to that mission, the Friendly Player mayeliminate, at his option, one Enemy Air Pointallocated to either Sea Superiority or Air-GroundMissions. These eliminated Air Points areimmediately removed and placed in the countertray and are out of play.

Il3.24l If there are no Enemy Air Points allocatedto Sea Superiority or Air-Ground Missions, noadditional losses would take place after AirSuperiority is determined. Uncommitted AirPoints or Air Points in the Transfer Box, are neveraffected by Air Superiority. It is possible forneither Player to have Air Superiority on a givenFront; in which case, no additional losses would betaken by either side.

[f3.25] Example: After all Air Combat on the WestAir Front has been resolved, the Axis Player haseleven surviving Air Points which were allocated toAir Superiority, while the Allied Player has onlyfive. The Axis Player would have Air Superiorityon the Front and the Axis Player couldimmediately remove from play one Allied Air Pointallocated to Sea Superiority or Air-GroundMissions, at the choice of the Axis Player. If noAllied Air Points were committed to thoseMissions on this Front, there would be noadditional losses.

[13.26] At the end of the Air Combat Phase, afterAir Supetiority for all three Fronts has beenresolved, both Players should return those AirPoints remaining in their Air Superiority Boxesback to the appropriate Available Air Point Boxes,after noting which Player, if any, is considered tohave Air Superiority on each Front. This isimportant in determining whether Air TransportPoints may be used on a given Air Front (see Case8.0).

ll3.27l If both Players have committed the samenumber of Air Points to Air Superiority Missionson a given Front, each Player attacks all of theother Player's Air Points at odds of "1 to 1."

t13.281 If, on a given Front, no Enemy Air Pointswere allocated to Air Superiority, or if none survivethe Air Combat Phase, then for every Friendly AirPoint remaining in the Air Superiority Box, oneEnemy Air Point in either the Sea Superiority orAir-Ground Boxes is eliminated.

lr33l SEA SUPERTORTTYDuring each Air Commitment Phase, both Playerssimultaneously commit Air Points to Sea Super-iority Missions. Each Player does this by movingany number of Air Points from his Available AirPoint Boxes and placing them in his SeaSuperiority Boxes. During the Air Combat Phase,those Air Points in the Sea Superiority Boxes maybe eliminated (see Case 13.D. Air Pointscommitted to Sea Superiority may also beeliminated through Sea Superiority Combat. AirPoints committed to Sea Superiority Missions mayperform two separate types of attacks: PortSuppression, during the Joint Air War Turn; andAir-Sea Interdiction, during the Enemy Player'sSea Movement Phase.

[13.31] Port Suppreesion Procedure

After the completion of the Air Combat Phase,both Players may use any or all of their Air Pointsin Sea Superiority Boxes to attack specific EnemyPort hexes. A Player may apply up to five AirPoints for each Port Suppression attack heexecutes. Air Points which participate in PortSuppression attacks and are not eliminated due toCombat Results (see 13.33) may then be shifted tothe Air-Sea Interdiction Box for use againstEnemy Sea Movement (see Case 13.32) or they maybe returned to the Available Air Points Box. Inother words, Points assigned to Port Suppressionmay be used twice. once to suppress a Port andonce to interdict Sea Movement.A Player may make no more than one PortSuppression attack on a given Port hex per Game-Turn, although all Ports in that hex are affected bythe results of the attack. A given Air Point mayonly execute one Port Suppression attack perGame-Turn. Port Suppression attacks may neverbe applied to a hex which is more than twelvehexes from a Friendly supplied hex (see Case

14.6). Such attacks may only be executed againstPort hexes and have no effect on other units thatmay be in the hex.

[13.321 Atu-See Interdiction Proccdure

During the Phasing Player's Sea Movement Phase,the non-Phasing Player may commit any AirPoints remaining in his Air-Sea Interdiction Box toAir Interdiction attacks (Air Points which executedPort Suppression attacks in the preceeding JointAir War Turn may be allocated for this purpose).During the Phasing Player's Sea Movement Phase,units using Sea Movement must trace a route ofhexes between their departure hex and their desti-nation hex (see Section 7.0). At any hex along thisroute, the non-Phasing Player may allocate any AirPoints remaining in his Sea Superiority Box of theappropriate Front to Air-Sea Interdiction attacks.The number of Air Points participating in theattack is totaled (up to a maximum of five per

attack) and the non-Phasing Player rolls the dieand cross-references the result with the appro-priate column oh the Sea Superiority Table (see

Case 13.36). The die is rolled once for each unitundergoing Sea Movement.

[13.33] No more than one Air-Sea Interdictionattack may be executed against a unit using SeaMovement so long as the movement path of theunit remains within a single Air Front. MultipleAir-Sea Interdiction attacks against the same unitare possible only when the unit enters a differentAir Front, up to a theoretical maximum of threeattacks per Game-Turn.

113.341Air-Sea Interdiction attacks can only occurin a hex which is no more than twelve hexes from a

Friendly supplied hex (see Case 14.6). Air Pointswhich are on Air-Sea Interdiction Missions auto-matically attack all units attempting to use SeaMovement within their Air Front, so long as theirtwelve hex range is not exceeded. They may tracefrom different hexes when attacking differentuni ts.

[f335] Combat Results against defending units areapplied immediately, after which the moving unitsmay continue their movement (and may, in fact,"change" their debarkation hex due to the resultsof the Interdiction attacks). Combat Resultsagainst the attacking Air Points are not applieduntil the end of the Phasing Player's Sea Move-ment Phase.

[f336] Sea Superlortty Table(See separate sheet.)

[f337] Explanation of Sea Supertortty Table(See separate sheet.)

lr3.4l ArR-GROUND nilTSSIONSDuring each Air Commitment Phase, both Playerssimultaneously commit Air Points to Air-GroundMissions. Each Player does this by moving anynumber of Air Points from his Available Air PointBoxes and placing them in his Air-Ground MissionBoxes. During the Air Combat Phase, those AirPoints in the Air-Ground Boxes may be eliminated(see Case 13.2). (Air Points committed to Air-Ground Missions may not be eliminated duringAir-Ground attacks.) During the Phasing Player'sGround Combat Phase, any Air Points in hisAir-Ground Boxes may be used to raise the die rollof normal ground attacks within the appropriateAir Front. During the Phasing Player's Air Inter-diction Phase, any Air Points committed to Air-Ground Missions which were not used during hisGround Combat Phase mav be committed to AirInterdiction.

[f3.41] For each ground attack, the Phasing Playermay apply one, and only one Air Point for Air-Ground Support. For each Air Point he uses forAir-Ground Support during the Ground CombatPhase, the Phasing Player should immediatelyremove one Air Point from the appropriate Air-Ground Box and place it back in the Available AirPoints Box for that Air Front.

Il3.42l For each ground attack executed with Air-Ground Support, the attacker increases his die rollby "one" before refeming to the appropriatecolumn on the Qround) Combat Results Table.The die roll may never be increased by more than"one" due to Air-Ground Support.

[f3.431 Air-Ground Support may never be appliedto an attacked hex more than twelve hexesfrom a Friendly supplied hex (see Case 14.6).

[f3.44] Air-Ground Support may not be executedexcept in conjunction with Friendly groundcombat units which are attacking during a GroundCombat Phase.

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[13.45]Air-Ground Support may never be appliedin any way to an Overrun. It may be used

-in an

attack against Partisan units or partisan Cadres.

[13.s] ArR-cROtiND TNTERDTCTTONDuring the Phasing player's Air Interdiction

-P!".9, he may commit any Air points remaining inhis Air-Ground Boxes (i.e., those which wereiotused for Air-Ground Support during his GroundCombat Phase), to Air-Ground Interdiction.which is used to hinder the movement of Enemvground units. To do so, he counts them, andreturns them to the Available Air points Box. Hemay then take an equal (or smaller) number ofInterdiction Markers from the counter tray.

[f3.51] Interdiction Markers are used to representAir Points performing Air-Ground Interdiction.One Interdiction Marker may be placed on anyhex of the mapsheet not prohibited tb ground unitiwithin the appropriate Air Front. No more thanone Interdiction Marker may be placed in a singlehex. Once placed, the Interdiction Markers remiin

9l t!" map until the beginning of the next EnemyAir Interdiction Phase. Before the Enemy playerbegins placing his own Interdiction Markers on themap, he removes all Friendly Interdiction Markersand returns them to the counter tray.

[13.52] Players will note that during the course ofplay, one Player's Interdiction Marklrs will remainon the map during the Joint Air War Turn. AirInterdiction Markers do not affect Air Combat orany other activity during the Joint Air War Turn.Interdiction Markers are neyer used on the AirPower Charts.

[13.531A unit must expend two additional Move_ment Points (above and beyond the normal Move_ment Point cost for the hex) to enter a hexcontaining an Enemy Interdiction Markbr. Anentrained unit must expend ffve additional RailMovement Points to enter a Rail hex containing anEnemy Air Interdiction Marker.

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

[13.55] The presence of an Enemy Air InterdictionMarker in a hex never affects Friendly units in amanner other than that described in Case 13.53. Ithas no effect against retreats, entraining,deraining, or tracing a Friendly supply pai-hthrough the hex it occupies. Moreover,- ihe addi_tional cost for a Friendly unit to enter a hexcontaining an Enemy Air Interdiction Marker isapplicable only if that hex is not already in anEnemy Zone of Control or occupied by arrEnemyunit; i.e., the Movement point cost of Zones o1Control and Air Interdiction are not addedtogether.

[13.561 Air Points which have been exchanged forAir Interdiction Markers in order to perform Air_Ground Interdiction may never bJ efiminatedwhile in that capacity.

[13.6] ArR LNIT TRANSTERDuring each Air Commitment phase, both plaverssimultaneously commit Air Points to TransferMissions. Each Player does this by moving up toten Air Points per Air Front from his Available AirPoints Boxe$ and placing them in Transfer Boxes.These units have no effect on the Joint Air WarTurn and may not be eliminated at any timeduring the Game-Turn. At the end of the AirCommitment Phase, Players may move Air pointsin the Transfer Box of a given Air Front to theAvailable Air Points Box of any other Front (this isdone before Air Combat is resolved). Air pointswhich have been allocated to Transfer Missions

may not be attacked and may perform no other connecting) between the unit and the SupplyMissions during the Game-Turn. center. Eicept in cases *rr"* a unit is in direct[13.61] No more than ten Air Points may be pr.oximity to a Supply Center, the Line of Supplyallocated to the Transfer Box of a given Air Fiont. will

.be fyl!"f. defined by one or more SupEy-However, there is no limit (up tJthe theoretical heads, which link together with each other, ihemaximum of 20) to the numbeiof Air points which unit and the Supply Center.may be transferred lnto an Air Front by this CASES:method.

lr4.u JUDGTNG SUPPLY

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

[14.14] Units performing an Amphibious or AirAssault are automatically considered to be inlupply during the Combat phase of the player_Turn in which they debark (only).

lr4.2l SUPPLY EFFECTS

fl4.211 Unsupplied units have their CombatStrengths and Movement Allowances halved. Thishalving is rendered before any of the other factorswhich can affect the unit's Movement Allowanceor Combat Strength (terrain, weather, etc.) aretaken into account. When halving the CombatStrength, all fractions are retained; when halvingthe Movement Allowance, all fractions

"rEdropped. Thus, a unit with a Movement Allowanceof five would retain only two Movement points inan unsupplied condition. (exception, see Case14.4r. -Unsupplied units participating in an attackalso suffer additional Combat Resulti (see Section12.0.

ll4.22lAn unsupplied unit may use Sea Movementor Rail Movement, without additional restrictionsbecause of its unsupplied state

11.4.?3) Units may remain out of supply indefi_.nitely; i.e., units are never eliminated tirrough lackof zupply alone (exception: see Case g.26)r

lr43l suPPrY SOURCES

Il4.32l Supplyheads: Supplyheads can be viewedas intermediate steps between a Supply Center andthe unit being judged. They are iefineO andcategorized as follows:

l._Mrj* Supptyhead; A Mobile Supply Unit, aMajor Port or a Rail hex.2. Minor Supplyhead: A Minor port (orsuppressed Major port).3. Amphibious Supplyhead: See Case 7.35.[f433] In order to function as part of the Line oflopply, a Supplyhead must Ue tinteO with: (l) aSupply Center; or (2) some other Supplyhead orseries of Supplyheads, one of which eventuallv

[f3.62] Air Points allocated to an Air Front whichno longer have a Friendly supplied hex from whichthey can trace Air Missions (see Case 14.6) areautomatically transferred by the Owning player tothe Available Air Points Box of another Air Front.This transfer takes place immediately at the pointin the Game-Turn that suppiy bec6mesunavailable. However, no more than ten Air pointsper Game-Turn may be transferred by thismethod, although this number may be in additionto Air Points which have been allocated toTransfer Missions on that Front. Any remainingAir Points allocated to that Front are considereieliminated.

[13.631 The Air Points of certain nations areprohibited from being placed in the Available AirPoints Boxes of certain Air Fronts. Suchrestrictions are given in the Exclusive RulesBooklet in the rules section pertaining to the parti_cular country in question.

[13.7] CREATTON ANDREPLACEMENT OF AIR POINTS

Each Player receives a number of initially_available Air Points as specified by the particularScenario being played. The number of Air pointsavailable to each Player at any given time willchange to reflect the loss of Air points during eachAir Combat Phase, and the replacement of theselosses by each Player. Eliminated Air points(except German) are gone for good and may beplaced among a Player's unused counters. Whenusing the Campaign Game rules, the Axis playermay "rebuild" destroyed German Air points (asmay the Soviet Player in War in the East, etc.). Allother Axis and Allied Air Point ,,replacements"

are incorporated in the Reinforcement Schedules.

lr3.El RESTRTCTTONS

U3.E1l A Player may only operate an Air Front ifhe has at least one Friendly supplied hex withinthat Air Front. [For example, the Allied player willrarely have a Fdendly supplied hex in the East AirFront during War in the West.l

[13.E2] Missions may not be conducted across AirFront boundaries. For example, an Air-Groundattack may not be used on a hex lying in the SouthAir Front with an Air Point from the West AirFront and vice versa.

[14.0] SUPPTYGENERAL RULE:Supply directly affects the ability of groundcombat and support units to move and fight. It alsoindirectly affects the use of Tactical Air powerfrom a "supplied" hex. A unit may either be in asupplied state or an unsupplied state for purposeso.f movement and combat. A hex may either

-be in

supply or not in supply for purposes oi establishingthe range of application of Tactical Air power. Aunit (or hex) is considered supplied if a Llne ofSupply can be traced from the unit in question tosom_e FriendlySupp_ly Center. Tliis tine of Supply(or Supply Path) is a path of hexes (contiguous and

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links to a Supply Center. The maximum length ofthe link between Supplyheads is described in Case14.4. There is no limit to the number of Supply-heads which may be linked to form a Line ofSupply.

lr4.4l TRACTNG TnE Lrr\E OF SUPPLY

A Line of Supply begins at the unit in question andis judged, Supplyhead by Supplyhead, back tosome Supply Center. Each step or link isestablished in turn according to the followingcriteria:

[14.41] From the Unit to the nearest Supplyhead:The Player traces a line of hexes from the unit(exclusive) to some Supplyhead (inclusive). Themaximum length of this path is determined by thecategory ofthe Supplyhead being traced to and ismeasured in Movement Points as though the unitin question were an infantry unit moving to theSupplyhead. When traced to a Major Supplyhead(or actual Supply Center), the path may be no morethan ten Movement Points in length. When tracedto a Minor Supplyhead, the path may be no morethan four Movement Points. When traced to anAmphibious Supplyhead, the path maybe no morethan one Movement Point.

ll4.42lMobile Supply Units: Mobile Supply unitsprimarily represent a logistical and transportbase; e.g., supply dumps, trucks, etc. They are theonly Supplyheads which are actual units. Theymay move in both the Initial and MechanizedMovement Phases. They may voluntarily bedestroyed by the Owning Player at the besinnlng ofa Friendly Player-Turn. They may not attack, butdo defend normally. If Overrun, they are con-sidered "captured" and are replaced by a MobileSupply unit of the same nationality as the Over-running units. The Mobile Supply unit traces.backto the next Supplyhead just as though it were aninfantry unit; i.e., ten MP's to a Major Supply-head, four MP's to a Minor Supplyhead, etc.

[f4.43] From a Rail hex Supplyhead: A Rail hexSupplyhead traces back along any length of conti-guous, connecting Friendly Rail hexes to meeteither a Port hex (Major or Minor) or a MobileSupply unit (which must be located on the RailLine).

$4.441From a Port hex Supplyhead: A Port hex(Major or Minor) Supplyhead traces back alongany length of Sea or Coastal hexes to anotherFriendly Port, or it transfers Supply to a Rail Linein the same hex.

[14.45] From an Amphlbious Supplyhead: A"Beach" hex Supplyhead traces supply back alongany length of Sea or Coastal hexes to a FriendlyPort. (Note: a Railroad may not connect with aBeach hex for supply purposes.)

[14.46]The Friendly Player traces supply for eachunit being judged. Naturally, he may choosebetween alternate lines. Every link in a line sotraced must be operative (see Case 14.5).

Il4.47lAny number of units may be supplied fromone Line of Supply, regardless of the category ofthe various Supplyleads along the Line. However,for purposes of supply judgment when applyingSea and Air Power, the "weakest" step in a Line ofSupply determines ultimate supply status (see Case14.6). For example, if a Line of Supply passesthrough a Minor Supplyhead at any point, then thequality of supply is considered "Minor" supply.

t14.481 Tracing a Line of Communications

A Line of Communications is a path of hexestraversible to a ground unit leading from a givenunit to a Friendly Supply Source. This path may beany number of hexes in length. It is blocked in thesame way that u Supply Path is blocked (see Case14.5). 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 Communica-tions, however, cannot trace Supply Paths, either.

[14.s] BLOCKTNG LrNES OF SUPPLY

The Line of Supply of a unit or a Supplyhead maynever be traced through a hex occupied by anEnemy unit, nor may it be traced through a hexcontaining an Enemy 7-one of Control, unless thathex is occupied by a Friendly unit. Theserestrictions apply both to a unit's Supply Path andnon-Rail portions of a Supplyhead's Line ofSupply. If a unit cannot trace a Supply Path withinthese restrictions, then the unit is consideredunsupplied. Ifa Supplyhead cannottrace a Line ofSupply within these restrictions, then the Supply-head is considered inoperative.

[f4.5f ] The Rail portion of a Supplyhead's Line ofSupply may never be traced into or through anEnemy or Neutral Rail hex, even if occupied by aFriendly unit. The Rail portion of a Line of Supplymay be traced through any Friendly Rail hex,regardless of the terrain in the hex. The non-Railportion of a Line of Supply may be traced throughany type of terrain traversible to ground units, aslong as the appropriate Movement Point length isnot exceeded.

[f4.52] A Line of Supply may never be tracedthrough an Enemy Tnne of Control, unless theEnemy-controlled hex is occupied by a Friendlyunit.

[14.6] TRACTNG RANGESFROM SUPPLIED IIE)(ES

Certain Air Missions (Sea Superiority and Air-Ground), Air Movement and Amphibious Assaulthave ranges, expressed in terms of a maximumnumber of, hexes. These ranges must be tracedfrom a non-Mountainous terrain Land hex. Thishex must be a supplied hex; i.e., it must have aLine of Supply just as though there were aninfantry unit present on the hex. Moreover, thequality of the Line of Supply determines the type ofAir Mission and its weight.

[14.61] Air Movement (Transport and Assault) andAmphibious Assault may only embark from ahex which is in Major Supply. (The Supply Pathcontains no Minor or Amphibious Supplyheads.)

114.62l An unlimited number of Air Points may bepresumed to originate from a hex which has aMajor Supply Line.

[14.63] Only five Air Points may originate from ahex or hexes depedent on a single Minor Line ofSupply. In other words, if you wish to apply AirPoints from an area on the map whose supply atsome point funnels through a single Minor Supply-head, then you could only use five Air Points fromthat area. Ifthe area could be fed by a second Lineof Supply tracing through another Minor Supply-head (avoiding the first), then it could support tenAir Points, etc.

ll4.64lAir Points may not originate from a hex fedby an Amphibious Line of Supply.

[15.0] WEATImRGENERAL RULE:

Weather has an important influence on the play ofthe game. Many of the Standard game rules aremodified to account for the effects of changingweather conditions on Movement, Combat,

Terrain, etc. Certain Game-Turns are designatedas either Mud or Snow Game-Turns on the TurnRecord/Reinforcement Track. Mud and SnowGame-Turns modiff many of the rules whichgovern the play of the game during Clear Game-Turns. These effects are summarized below. Themap is divided into three Weather Areas: Arid,Severe and Moderate. The effect of weather variesgteatly, depending on the Area.

lrs.u SUMMARY oF wEATmR EFFECTSBY WEATIMR AREA

ARID WEATHER AREA:

No Weather Effects throughout the Game-Year.

MODERATE WEATHER AREA:

Mud Game-Turl: Movement Allowance, SupplyRange and Combat Strength for attack arereduced to half value for all units.

Snow Game-Turn: Movement Allowance isreduced to half value for all mechanized andmotorized units*. Supply Range is halved for allunits*. Combat Shength for attack is halved formechanized units*. Note: Mainland Italy (Map D)experiences Snow Game-Turns as if they wereMud Game-Turns.

SEVERE WEATHER AREA:

Mud Game-Turn: Movement Allowance for allunits is reduced to one (1) Movement Point**.Supply Range and Combat Strength (attack anddefense) is reduced to half value for all units*.

Snow Game-Tunrs: Same as Moderate SnowGame-Turns+. All Lakes and Rivers are frozen(treated as Clear terrain for all purposes). The RailMovement Allowance for all non-Soviet units isreduced to 25 Rail Movement Points.

IIEXES NORTH OF ARCTIC CIRCLE:

AII Game-Tums: Mechanaed units prohibited. Noeffect on Movement Allowance of other units.Supply Range halved.

Arctic Swamp hexes may not be entered bymechanized or motorized units; other units pay 4MP per Arctic Swamp hex. Defender is doubledwhen attacked in Arctic Swamp.

APPLICABILITY NOTES:t Items marked with the asterisk do not applyto Soviet and Finnish units in the War ln Europe/War in the East games.** In this instance, Soviet and Finnish MovementAllowances are reduced to half value.

(See also Page 16.)

[16.01 coMBrI\trNGBATTLEGROT]PIBG and KGI UNITS

GENERAL RULE:Battle groups (ka,mpfgruppen) may be combinedto form a single full-strength unit. To do so, threeidentlcal battlegroup-sized units must be stackedin the same hex bt the beginning of. the FriendlyPlayer-Turn. At the end of the Friendly Reinforce-ment Phase, two of the battlegtoup-sized units areremoved from the map (place them in the countettray) and the third unit is flipped over to reveal afull-strength unit.

CASES:

[16.11 WHrCE t I\ilTS MAY COMBTNE

[16.11] Only battlegroup-sized units may be com-bined in this manner. The three battlegoup-sized

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1 5units which are to be combined must be identicalin terms of strength and unit type.

116.12l The full-strength unit which is formed bycombining the three battlegoup-sized units mayneither move nor attack Enemy units during thePlayer-Turn in which it is formed.

[f6.13] Unsupplied battlegroup-sized units maycombine to form a full-strength unit; i.e., thesupply state of the combining battlegroups has noeffect on their ability to form a single full-strengthunit in this manner.

[f6.f4] Battlegroups may be combined only withidentical battlegroups of the sarne natloneltty.Units which do not form battlegroups may not becombined in this manner.

[16.2] RESTRTCTTONS

[f6.2fl The full-strength unit which is formed bycombining three battlegroup-sized units mayneither move nor attack Enemy units during thePlayer-Turn in which it was formed.

|6.221 When the full-strength unit formed bycombining battlegroups is revealed to be a GermanSecurity Division (6-3) unit, the Axis Player shouldimmediately remove that unit and replace it with anormal German (6-5) infantry division unit.

[f6.23] Entrained battlegroup-sized units maynever be combined in this manner.

[17.0] REPLACEMENTSGENERAL RULE:

Battlegroups (BG and KG) and eliminated"minor" units (those which don't form battle-groups) may be rebuilt to their full strength by theexpenditure of Replacement Points. The act ofrebuilding may occur during the Reinforcement/Replacment Phase of each Player-Turn. Playersreceive Replacement Points via the ReinforcementTrack (or, for the Germans and Soviets. via theirProduction Systems). When received, the pointsare added to one of the Replacement ,,pools"

allocated to each Front. When expended, thePoints are "subtracted" from the Pool Level. ThePlayers should use a Replacement Point as aMarker to indicate Pool Level.

PROCEDURE:

To rebuild a battlegroup, the Player flips thecounter over (to its full-strength configuration) andexpends (reduces the Pool Level by) the number ofReplacement Points indicated in Case 17.2. Thisrebuild occufs "in place." To rebuild a ,,minof"

unit, the Player retrieves the unit from his"dead"pile and expends the required point. Therebuilt unit is then placed on any city of its homecountry.

CASES:

[17.r] RESTRTCTTONS

[17.1U Each Reinforcement Phase, the phasingPlayer may rebuild one full-strength unit for everysix (or fraction of six) Replacement Points accumu-lated on a given Front. The accumulatedReplacement Points must all be of the same typeand nationality as the unit being rebuilt, andallocated to the same Front. Only one ofthe six (or fraction of six) ReplacementPoints is actually expended to rebuild the battle-group; the remainder are left in the "pool." Forexample, if the Axis Player has between seven andtwelve Infantry Replacement Points on hand, hecould rebuild two infantry battlegoups that Rein-forcement Phase (expending a total of twoReplacement Points, and having five ReplacementPoints remaining on that Front). If the Axis Playerhad had thirteen Points on hand, he could have

rebuilt three battlegroups (and have ten Pointsremaining).

$7.121There is no limit to the number of times aparticular unit can be reduced to battlegroupstrength and be subsequently rebuilt through theuse of Replacement Points.

[17.f3] A unit may not move or attack in the samePlayer-Turn in which it was rebuilt with Replace-ment Points.

[l7.f4]Units may only be rebuilt by ReplacementPoints of the same type and nationatity. Unitswhich do not form battlegroups may be rebuiltthrough the following procedure. place alleliminated units which do not form battlegroups inthe counter tray. Such units may be rebuilt (andbrought back into the game) in the same manner asdescribed in Case l7.l l. Such rebuilt units aretreated as reinforcements and appear during theReinforcement Phase in which they were rebuilt.

[17.15]When a German Security Division (6-3) orStatic Division ((5) 1) is rebuilt, it may be replacedwith a normal German Infantry Division (6-5) unit.

[17.16] Replacement Points may b.e transferredbetween Fronts. This is done at the end of theReinforcement Phase and does not require any sortof transport. Points which are transferred may beconsidered part ofthe Pool of the Front they wereallocated to at the beginning of the ReinforcementPhase for the purpose of rebuilding battlegroups.

llT.l7lUnits that can form battlegroup-sized unitswhich are completely destroyed (eliminated afterbeing reduced to battlegroup size) may not berebuilt by expending Replacement points.

[17.1E1 An unsupplied unit may not be rebuilt.

[17.2] REPTACEMENT E)pENSE

l17.2ll All infantry division battlegroups and allmotorized infantry division battlegroups cost oneInfantry Replacement Point each to rebuild.

Il7.22l All armored infantry (panzet grenadier)and armored (panzer) division battlegroups costone Mechanized Replacement-Poiht to rebuild.

Il7.23l "Minor" infantry and motorized infantryunits cost one Infantry Replacement Point torebuild.

ll7.24l "Minor" armored infantry and armoredunits cost one Mechanized Replacement Point torebuild.

ll7.2Sl SS Panzer Grenadier and panzer divisionkampfgruppen cost two Mechanized ReplacementPoints to rebuild.

117.26l Cavalry units cost one Infantry Replace-ment Point to rebuild.

fi7.271Allied, German and Italian airborne divi-sions cost two Infantry Replacement points torebuild.

[7.28] Axis airborne regiments may not be rebuiltbe expending Replacement points.

ll7.29l Units which do not fall in the preceedingclassifications (for instance, Mobile Supply, RR,Amphibious, etc.) may not be rebuilt by expendingReplacement Points.

[18.0] FORTTFTED IIIUTSGENERAL RULE:Beginning l/8/40, Soviet (1-4) and French (3-4)Infantry Divisions may be converted (flipped over)into fortified units. When so fortified, theseun i t s possess a p r in ted in t r i ns i c De fenseStrength and, ih addition, they double the DefenseStrength of any one Friendly infantry unit in thesame hex. When the unit is fortified, flip the unit

over to indicate its fortified status. A fortified unitmay also be converted back into a normal unit;when it does so, the unit is flipped back over toreveal its normal infantry division status.

PROCEDURE:Converslon into a Fortiffed Unlt:At the end of the Friendly Combat phase, any

lupplied infantry division capable of becomingfortified which has not moved or attacked duringthe current Player-Turn may attempt to beconverted into a fortified unit. When the unit isattempting conversion, total up the face-value ofthe non-moving, non-attacking infantry CombatStrength Points in the same hex as the unit whichis attempting the conversion. Each infantrvCombat Strength Point raises the chance for thlsuccessful conversion of the unit by one-sixth.Example: A Soviet (1-4) is stacked with a (4-4)infantry unit. The total number of infantrvCombat Strength Points Lq the hex is five. ThLPlayer then rolls a die and if any number between"one" and "five" (inclusive) is rolled, theconversion takes place and the unit is flipped overto reveal its fortified Strength. The (4-4) unit in thehex would have its Defense Strength doubled whenresolving combat (or Overrun). Note: If six or moreinfantry Combat Strength Points are stacked in ahex and are aiding in the ionversion, an infantrydivision in that hex could be converted into afortified unit automatically; no die roll would benecessafy.

C,onverslon of a Fortlfted Untt lnto a NotmalInfantry Division:At the end of any Friendly Combat phase, anyfortified unit may automatically be converted backinto a normal infantry division by dhe OwningPlayer. This conversion takes place after allattempts to fortifr units have been executed.Simply flip the fortified unit over to reveal thenormal infantry division. No computation or dieroll is required.

CASES:

[1E.1] RESTRICTIONS ON COr\WERSION

[18.f1] An unsupplied infantry division may notattempt to convert into a fortified unit.

[18.f2] Infantry units may never attempt tobecome fortifications when Mud Weather is ineffect. Units may not attempt to become fortifiedduring the First Game-Turn of any Scenario.

[1E.13] There is no limit to the number of times aunit may be converted into a fortified unit andthen back to a normal unit.

[1E.14] A fortified unit may always be convertedback into a normal unit, regardless of its supplystate or any other condition.

[1E.2] RESTRTCTTONS ON FORTTFTED UMTS

[fE.21]Fortified units have a Movement Allowanceof "zero." They are completely immoblle. If forcedto retreat, the fortified unit is eliminated instead.

llE.22l Fortified units have an Attack Strength of"zeto." They may never attack.

[1E.23] A fortified unit has noTnne of Control. butfortified units affect Enemy Zones of Controlexactly as a normal _unit would. A non-fortifiedunit which is stacked in the same hex as a fortifiedunit retains its Zone of Control.

[fE.24]Only one fortified unit may be created perhex. Only one non-fortified infantry unit in a hexmay have its Defense Strength doubled by thefortified unit.

[18.25] Except as specifically stated in thepreceding Cases, a fortified unit is considered to bea normal ground combat unit and is governed byall the normal rules which pertain to such unitj.

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1 6

ZONES OF CoNTRef,;gllrnmsry of Effecb

CONDITION: Enemy Controlled Hex, Vacant(or occupied only by FriendlyPartisan Unit).

Cost to Enter: +2 MP. Cost to Exit: +2 MP.

EFFECTS: Blocks Rail Movement; blocks line ofretreat, supply and Line of Communications.

CONDITION: Enemy Controlled Hex, Occupiedbv Friendlv Unit.

Cost to Enter: +2 MP. Cost to Exit: *2 MP.

EFFECTS: Blocks Rail Movement (does not blockSupply Line, Line of Communications or retreat).

CONDITION: Enemy Ocrcupied Hex.

Cost to Enter: +2 MP.

EFFECTS: May only be entered by units per-forming Overrun movement. Units performingOverrun may ignore Tnne of Control of unit(s)being Overrun; expend +2 MP to enter hex."13 to 1" Odds necessary; see Case 5.7.

CONDITION: Hex Interdlcted by Enemy AlrPotnt (Whether or not it is occupiedby Friendly unit).

Cost to Enter: +2 MP for unit moving overland;*5 for entrained unit.

EFFECTS: No effects other than entry cost.lnterdiction has no additive effect upon Tnne ofControl of same Player's ground units.

[1s.1] SUMMARY OF WEATEER EFFECTSBY WEATIIER AREA

ARID WEATI{ER AREA:

No Weather Effects throughou! the Game-Year.

MODERATE WEATHER AREA:

Mud Game-Turn: Movement Allowance, SupplyRange, and Combat Strength for attack is reducedto half value for all units.

Snow Game-Ttn: Movement Allowance isreduced to half value for all mechanized andmotorized units. Supply Range is halved for allunits*. Combat Strength for attack is halved formechanized units*. Note: Mainland Italy (Map D)experiences Snow Game-Turns as if they wereMud Game-Turns.

SEVERE WEATTIER AREA:

Mud Game-Tum: Movement Allowance for allunits is reduced to one (1) Movement Point**.Supply Range and Combat Strength (attack anddefense) is reduced to half value fot 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 RailMovement Allowance for all non-Soviet units isreduced to 25 Rail Movement Points.

IIEXES NORTH OF ARCTIC CIRCLE:

AII Game-Tuns : Mech anized units prohibited. Noeffect on Movement Allowance of other units.Supply Range halved.

Arctic Swamp hexes may not be entered bymechanized or motorized units; other units pay 4MP per Arctic Swamp hex. Defender is doubledwhen attacked in Arctic Swamp.

APPLICABILITY NOTES:* Items marked with the asterisk do not apply

to Soviet and Finnish units in the War lnEhrope/War ln the East games.

** In this instance, Soviet and Finnish MovementAllowances arc reduced to half value.

TERRAIN EFFECTS NOTES:* When a unit is not moving by Rail Movement,but is nevertheless moving from Rail hex toconnected Rail hex, the Movement Point costshown on the Terrain Effects Chart is used. Ofcourse, if a mechanized unit is entering a hex thatnormally costs only one Movement Point to enter,the fact that it is a Rail hex does not increase theentry cost to two Movement Points.

"NA" (Not Applicable) indicates that that terraindoes not in itself have a bearing on the activity inquestion. Other terrain in the same hex isapplicable.

Note that units attacking through River hexsidesare halved whether or not other units are affackingthe same defending units through non-Riverhexsides.

When the attack die roll is reduced, it is reducedbecause of the terrain that the defending unit is in;if more than one hex (with differing terrain) is theobject of the same attack, anyreduotion appliesnevertheless.

An "Arctic Hex" is anv hex north of the ArcticCircle.

SEASONAL EFFECTS ONAIR ALLOCATION BY AIR FRONT:

During Snow and Mud Game-Turns, Players maynot use their entire available force of Tactical AirPoints.

West Alr Frcnt: Two-thirds available, duringSnow and Mud.

Soutr Alr Fbont: Two-thirds of available, Mudonly.

East Atr Flont: One-half of available, duringMud; one-half during Snow (Soviets exemptedduring Snow).

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

[5.8] TERRAIN EFFECTS CHART (see rerrain Key on Map F)

TERRAIN TYPE

MOVEMENT COSTTO ENTER

(OR CROSS) FOR...Mech Non-MechUnit Unit

ZONE OFCONTROLEFFECT

COMBAT EFFECTSWHEN DEFENDER ISIN HEX (OR ATTACKERIS ATTACKINGTHROUGH HEXSIDE

Clear Hex 1 M P 1 M P Normal Normal

Broken Hex 1 M P 1 M P Normal Reduce attack die roll

Woods Hex 2I[lP 2 M P Negates Mech ZOC Reduce attack die rollby one.

Swamp Hex 3 M P zINlP Negates Mech ZOC Reduce attack die rollbv one.

psngh Hex 4 M P zI0dP Negates Mech ZOC Reduce attack die rollby one.

Mountain IIex 8 M P 4 MP Negates Mech ZOC Double defender's Strength ;reduce attack die roll bv one.

SandHex 2 M P 2MP Normal Normal

Rail Hex 2 MP* 1 MPI' NA NA

Arctic Hex Prohibited NA NA Supply Range halved.

Arctic Swamp Hex Prohibited 4 MP Normal Double defender's Stren gth ;-reduce attack die roll by one;supply range halved.

MaginotLineHex'\Mest Wall Hex,Fortifrcatlon Hex NA NA Negates EnemyZOC See Section 30.0.

City or Capital Hex'Minor/Major Port'Resource/Mfr. Center,Placement Hex. NA NA NA NA

Ptohiblted Hex'AII Sea/Lake Hex Prohibited Prohibited NA NA

River Hexslde +1MP NA NA Halve attack Strength.

SeaAake Hexsideor Blocked Hexside Prohibited Prohibited Negates ZOC Attack prohibited.