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Scorched Earth v1.

5
Europa II
Copyright © 1987, 1992
Game Designers’ Workshop
This Compilation Copyright © 2003 Chris Fawcett
Errata from March 1992, official modifications from The Europa News, and Yankee Air Pirates house
rules have been incorporated.

A. Engineers F. Air Replacement Cycle


Table of Contents B. Artillery Rule 27 - Air Replacement System
Yankee Air Pirates House Rules C. Specialized Armor Units A. Culling
Rule 1 - Introduction D. Headquarters B. Replacements
Rule 2 - Game Components E. Mountain and Ski Units C. Reinforcements
Rule 3 - Basic Game Concepts F. Rail-Only Units D. Deactivation
A. Units G. NKVD Political Troops E. Activation
B. Sides H. Commandos F. Special Rules
C Game Mechanics I. Trucks Rule 28 - Naval Rules
D Regimental Equivalents Rule 15 - Unit Breakdowns A. Concepts
E. Heavy Equipment A. Procedure B. Ships
F. Ownership B. Unit Breakdown Charts C. Naval Transport
G. Major Cities C. Breakdown Combinations D. Naval Transport of Supply
H. Geography D. German Antiaircraft Units E. River Flotillas
I. Isolation Rule 16 - Air Rules Introduction F. Repairs
Rule 4 - Sequence of Play A. Air Units G. Reinforcements
A. Sequence B. Concepts Rule 29 - Weather
B. Phasing C. Air Phase Sequence A. Definitions
C. Restrictions D. Air Unit Markers B. Procedure
Rule 5 - Zones of Control Rule 17 - Airbases C. Effects
Rule 6 - Movement A. Capacity D. Special Weather Rules
A. ZOCs B. Air Unit Escape Rule 30 - The Arctic
B. Administrative Movement C. Airbase Capture Rule 31 - Special Rules
Rule 7 - Transportation Lines D. Airbase Damage A. Terrain
A. Railroads Rule 18 - Movement of Air Units B. Neutrals
B. Roads Rule 19 - Patrol Attacks C. Mobility Limits
C. Breaks Rule 20 - Air Missions D. Factories
D. Railroad Construction A. Interception E. The Soviet Government
Rule 8 - Stacking B. Scramble F. Surprise Attack
A. Stacking Limits C. Escort G. Soviet Unpreparedness
B. Effects D. Transfer H. Soviet Garrisons
C. Corps/Army Markers E. Transport I. Oil
Rule 9 - Combat F. Bombing J. German Intrinsic Defenses
A. Procedure Rule 21 - Air Combat K. Exiting the Map
B. General Restrictions A. Preparation Rule 32 - Axis Allies
C. Combat Results B. Resolution A. Eastern European Nations
D. Losses Rule 22 - Antiaircraft B. Finland
E. Cadres A. Capabilities C. Italy
F. Movement After Combat B. Resolution D. German Aid
G. Zero Strength Units Rule 23 - Air Unit Repair Rule 33 - Occupation
H. Terrain Rule 24 - Special Air Rules A. Occupation Territory
I. Retreat Before Combat A. Fighters on Bombing Missions B. Axis Garrisons
J. Required Losses B. Extended Range C. Partisan Attacks
Rule 10 - Armor/Antitank Effects C. Fighter Pilot Superiority Rule 34 - Reinforcements and
A. Categories D. Gliders Replacements
B. Values E. Dive Bombers A. Reinforcements
C. Proportions F. Night Air Operations B. Replacements
D. Cumulative Effects G. Harassment Bombers C. Withdrawals
E. Half Capability H. Jet Aircraft D. Conversions, Upgrades,
F. Neutral Restrictions I. Type HB Note Reorganizations
G. Terrain J. Code T Air Units E. Fragile Divisions
H. Required Losses Rule 25 - Airborne Operations F. Special Considerations
I. Infantry Antitank Weapons A. Disruption Rule 35 - Lend-Lease
J. Unit Type Notes B. ZOCs Rule 36 - Preparing for Play
Rule 11 - Support C. Ground Operations Rule 37 - Victory
Rule 12 - Supply D. Planning and Preparation A. Game Length
A. Supply Lines E. Air Landing Units B. Victory Determination
B. Tracing Supply Rule 26 - Air Replacement System C. Levels of Victory
C. Regular Supply Sources Introduction Rule 38 - Advanced Rules
D. Supply Effects A. Air Chart A. Retreats and Overruns
E. Special Supply Sources B. Group Allowance B. Antiaircraft Fire
F. Resource Points C. Friendly Territory C. Railroads
Rule 13 - Overruns D. Losses D. Admin. Movement
Rule 14 - Special Unit Types E. Axis Nationalities E. Air-Naval Interaction
F. Special Unit Types of 46 factors attack 10 factors, the odds When a Counterair mission flown against an
G. Luftwaffe Schools would normally be 4-1. In our game, the enemy airbase, roll one die for each H
H. Eastern Troop Withdrawal odds would be 4.6-1, and if the d10 roll result. On a 1, 2 or 3, the airbase capacity
Rule 39 - Optional Rules (made simultaneously with the d6 roll) is 1-6, is reduced by 1. For each 4 or 5 rolled, the
A. Bridges the combat is resolved on the 5-1 column. If enemy player must select any single air unit
B. Resource Points the d10 roll is 7-10, the combat is resolved (on the airbase’s sector display) to eliminate.
C. Finnish War Effort on the 4-1 column. For each 6 rolled, the friendly player must
D. Special Unit Abilities E. Air units are no longer based on the select any single air unit (on the airbase’s
E. Special Terrain Effects map, which seems totally inappropriate for sector display) to eliminate.
F. Special Weather Effects the time and unit scale of the game. F. Some non-combat/motorized units
G. Special Air Unit Abilities Instead, a method of air sector basing will be are allowed to participate (to a limited
H. Off-Map Rail Connections employed to speed up that part of the game. extent) in the exploitation phases.
I. Local Drafting
J. German Replacement Army There will be 4 air sectors that cover the During the exploitation phase, all phasing
K. Luftwaffe Manpower board, generally corresponding to the combat/motorized units may move at their
L. Isolation and Ownership players’ areas of responsibility (Arctic, North, full movement point value; all phasing non-
M. Railroad Construction Center, South). All air units are kept on their combat/motorized units with a movement
N. Axis-Soviet Demarcation Line appropriate sector display unless on a allowance of 7 or greater may move at 1/2
Rule 40 - Partisans (Optional) mission or in the air replacement system their movement point value.
A. Definitions display boxes (Available, Remnants, EFT, G. Revised Soviet Factories
B. Partisan Effects EET). Unless on a mission, air units are
C. Recruitment kept in either the Available, Flown, or City Art Tank
D. Operational Partisan Commands Inoperative boxes on their sector display. At RPs RPs
E. Partisan Divisions the beginning of each player turn, both
players commit all desired air units to one of Leningrad 2 2
F. Dismissal
G. Operational Limits the following mission boxes on the
Moscow 1 1
H. Nationalist Partisans (Optional) appropriate air sector display:
Rule 41 - Scenarios Fighter Missions Kiev 1 0
A. 1941 Campaign Escort
Stalingrad 1 1
B. 1942 Campaign Interception
C. 1942 Grand Campaign Transport Missions Kolomna 1 1
An Introduction Transport
Learning Scorched Earth Airdrop Kharkov 0 1
Advice and Strategy Articles Strategic Bombing Missions
Port Attack 4A:2613 1 0
House Rules Factories Gorkiy 2 2
Rail Yard Strike
A. Players may not examine the
Soviet Replacements Bryansk 1 0
contents of any enemy stack, and are limited
Tactical Bombing Missions
to viewing only the top unit in a stack. This 2A:3615 0 1
Counterair
is to prevent factor counting during overrun
Ground Support
and combat, which can slow play down to an Sverdlovsk OMB 1 1
Defensive Support
aggravating pace. In order to keep players
Interdiction Chelyabinsk OMB 1 0
from taking advantage of this rule, hiding a
Rail Line Strike
tank division under an engineer regiment for Izhevsk OMB 1 0
Anti-Ship
example, players must have a division (not
Naval Search
cadre or kampfgruppe) as the top unit in a Totals 13 10
Bridges
stack, if one is present in the hex.
Transfer Mission
B. Plenty of corps/army counters will be
When a mission is flown, the air unit(s) must Rule 1 - Introduction
provided for both sides to provide for less
still be flown from an airbase in its sector, Scorched Earth is a historical game covering
clutter on the map and to allow a degree of
though the originating airbase(s) are the German invasion of the Union of Soviet
limited intelligence. These counters
selected at the time that the mission is Socialist Republics on 22 June 1941,
represent the historical commands available
flown. To indicate that the airbase has been starting a campaign that brought the
on the particular fronts. In order to use a
used, an airbase capacity marker is placed Germans to the gates of Moskva and
particular corps/army counter, one division
on the airbase. Once an airbase’s capacity ultimately to the destruction of the
of the type indicated on the corps/army
is used up in a turn, no further air missions Wehrmacht and the utter collapse of the
counter should be present in the hex, even if
may be flown from that airbase. Third Reich. Scorched Earth is the
only at cadre or kampfgruppe strength.
House Rule A above affects stacks in the All other air rules will apply, and all missions companion game to Fire in the East, and
off-map corps/army displays. from the game are still available to all units. Fire in the East is required in order to play
Exception are: the scramble and staging Scorched Earth. Together, the two games
C. All attacks are to be announced and cover the fighting on the Russian Front from
missions are deleted from the game, the
marked before any will be resolved. All air June 1941 to the end of December 1944.
harassment mission is renamed the
must also be committed before any combat
interdiction mission, and the air units and Scorched Earth is basically a two-player
resolution is carried out. No more looking for
airbases missions have been combined into game, but its size lends itself admirably to
just one more factor to get that 4-1. But...
a single counterair mission, with the effect multi-player team play. One side controls the
D. Fractional combat odds calculation on the target being somewhat randomized. forces of Germany and its allies while the
will be used, to offset the limited intelligence other controls the forces of the Soviet Union.
When a friendly airbase is overrun by enemy
and advance combat announcement rules. The maps cover the western regions of the
ground units, roll one die for each point of
Combat odds are not rounded off using this USSR from the Arctic to the Volga River
airbase capacity. On a 1, 2 or 3, there is no
technique. Instead, the fractions are valley and Caucasus Mountains. Ground
effect. For each 4 or 5 rolled, the friendly
retained (to the tenths) and a d10 is rolled units represent corps, divisions, brigades,
player must select any single air unit (on the
along with the d6 for combat. If the d10 roll regiments, battalions, and batteries. Air units
airbase’s sector display) to roll Air Unit
is less than or equal to the value of the represent groups of 40 to 60 aircraft, Naval
Escape. For each 6 rolled, the enemy
tenths, the combat is resolved on the next units represent major warships plus
player must select any single air unit (on the
higher column on the CRT. If the d10 roll supporting vessels and flotillas of smaller
airbase’s sector display) to roll Air Unit
exceeds the tenths, the combat is resolved vessels. The rules use the basic Europa
Escape.
on the normal column. By way of example, system as a framework, with specialized
rules covering the historical situation in used. is quartered in strength.
detail. E. Orders of Battle. Two orders of 3. Die Rolls. All rolls made using two
The German player must attempt to "...crush battle (one Soviet, one Axis). These replace dice are specifically identified as such in the
Soviet Russia in a lightning campaign” those in Fire in the East. rules. All other rolls are made using only one
(Fuhrer directive number 22, Fall die.
Barbarossa), by destroying the Red Army as Rule 3 - Basic Game 4. Accumulation. Each player receives
a fighting force and by occupying key
regions of the USSR. The Soviet player
Concepts various abilities that he may use on a turn-
by-turn basis. These abilities may not be
must attempt to halt the invasion and, Basic concepts and definitions used accumulated from turn to turn unless the
ultimately, to destroy the invaders. throughout the rules are presented below. rules specifically allow them to be
A. Units. When the term units is used accumulated. For example, the Soviet player
Rule 2 - Game Components by itself, it refers to ground units only and may build two rail hexes per turn (per Rule
Scorched Earth contains the following does not include naval units or air units. The 7D). However, this ability may not be
components: term forces refers to ground, naval, and air accumulated. If the Soviet player does not
units collectively. Units are differentiated by build any rail hexes in a turn, he may not
A. Rules. This rules set, which is
size and type, as shown on the unit build four in the following turn.
used in place of the rules in Fire in the East.
identification chart. Some overall definitions D. Regimental Equivalents. A
B. Maps. Three maps (Europa maps apply. regimental equivalent (RE) is a measure of
7A, 8A, and 9A), covering the Volga River
1. Divisional Unit. Any unit with the the size of a unit. REs are also used for any
valley and the Soviet Caucasus, at a scale
division or corps size symbol, except for marker or other game feature that needs its
of 16 miles per hex. These maps add on to
headquarters. Note: Only corps that are size specified. RE sizes are as follows:
the maps in Fire in the East. The hexes on
organized and operate the same as 1/2 RE: each battalion, battery, or point
the maps are numbered, and specific hexes
divisions are shown as combat units in the of position AA.
are identified by map number and hex
game.
number. For example, 9A:1506 refers to hex 1 RE: each brigade, regiment, cadre,
1506, map 9A. 2. Non-Divisional Unit. Any unit smaller divisional headquarters, fortified area,
than a divisional unit: brigades, regiments, or resource point.
C. Counters. Sixteen counter sheets
battalions, batteries, cadres, and
(Europa sheets 6A, 7A, 8A, SA, 1 0A, 46, 3 REs: each divisional unit, or truck
headquarters.
47, 48, 49, 50, 51, 52, 53, 54, 55, 56) for a counter.
total of 3840 counters. These counters are 3. Artillery. All unit types listed on the
unit identification chart as artillery. Note that 15 REs: the Soviet capital.
used in addition to the counters in Fire in the
East. for game purposes antiaircraft and antitank 30 REs: each factory.
units are not artillery. Cavalry and c/m units count double their RE
D. Charts. A set of charts consisting
of: 4. Combat/Motorized. All unit types size for transport purposes: rail movement
listed on the unit identification chart as (Rule 7A) and naval transport (Rule 28C).
1) Two combat results/terrain effects
combat/motorized. In addition, any unit type For example, a cavalry division (3 REs) that
charts.
which has the motorized symbol used in moves by rail or sea counts as 6 REs for
2) One unit identification chart. conjunction with its unit type symbol is transport purposes.
3) One turn record chart. combat/motorized. Note:
“Combat/motorized” is abbreviated "c/m” in E. Heavy Equipment. The unit
4) Two game charts lone Soviet, one identification chart lists the unit types that
the rules. “Non-c/m” refers to units that are
Axisl/1942 scenario front line maps. have heavy equipment. In addition, all units
not combat/motorized: all non-motorized
5) One Europa marker display. The units and all artillery units that are not that have supporting arms (Rule 11) have
marker display is a generic display for combat/motorized. heavy equipment.
corps/army and air markers and should F. Ownership. A player owns a hex if:
B. Sides.
be photocopied for multiple use in the 1) his units occupy the hex, 2) his units exert
game. Note: The display should be 1. Axis. The term Axis refers to all an uncontested zone of control into the hex,
photocopied and the original saved, forces controlled by the German player. or 3) his units were the last to occupy or
since it will be written on when used. Within this category, two further distinctions exert an uncontested zone of control into the
Also, when playing in teams, providing are made. The term German refers to all hex. (Zones of control are defined in Rule 5.
each player with his own display helps German forces: Army, Air Force (Luftwaffe), A player has an uncontested zone of control
to organize play. Navy (Kriegsmarine), SS, SS-Police, in a hex if the hex is neither occupied by nor
Brandenburger, Army foreign contingent, in the zone of control of an enemy unit.)
6) One master sequence of play/special
and Eastern Troop forces; it does not refer Exception: ZOCs alone do not gain
dates chart.
to any other Axis forces. The term Axis- ownership of enemy-owned cities or
7) One Europa map legend. This map Allied refers to all non-German Axis forces: airbases. To gain ownership of a hex
legend shows all terrain types in Finnish, Hungarian, Italian, Rumanian, and containing an enemy-owned city or airbase,
Europa, and some types of terrain Slovakian forces and all partisan forces a friendly unit must occupy the hex.
shown on the chart are not present in fighting the Soviets.
Fire in the East/Scorched Earth, By itself, a battalion or battery sized unit
2. Soviet. The term Soviet refers to all cannot gain permanent ownership of an
8) One Fire in the East/Scorched Earth forces controlled by the Soviet player: enemy hex. When entering an enemy-
map guide. This guide shows the regular, winter-capable, Militia, Guards, Air owned hex, such a unit owns the hex only
layout of the maps. It also covers the Force, Navy, NKVD, and foreign contingent as long as it occupies the hex; upon leaving
geography of the’ region, showing forces and all partisan forces fighting the the hex, ownership reverts to the other
countries, regions, military districts, Axis. Note: Certain Axis-Allied forces may player. It takes at least 1 RE of units
weather zones, and seas. defect to the Soviets during the course of (including, for example, two battalions
In addition to these charts, the two air charts the game. In this case, they are no longer operating together) or an uncontested zone
and the city display from Fire in the East are Axis forces but are Soviet forces. of control to gain permanent ownership of a
used. The two corps/army marker displays C. Game Mechanics. hex.
from Fire in the East may be used if players
1. Fractions. Unless stated otherwise, G. Major City. A major city is any partial
wish. No other charts front Fire in the East
always retain fractions when halving. For hex city, full hex city, or multi-hex city. A
are used, as the Scorched Earth charts
example, half of 7 is 3 1/2. major city hex is any hex of a major city.
replace them. In particular, the combat result
tables/terrain effects charts in Scorched 2. Cumulative Effects. Unless stated H. Geography. The map guide shows
Earth contain additions and revisions to otherwise, all effects to units’ strengths and the major geographical features that appear
those in Fire in the East, and problems will all modifications to die rolls are cumulative. on the game maps. Refer to this guide when
occur if the ones in Fire in the East are For example, a unit halved in strength twice reading this rule.
The game map shows national borders at these phases remains isolated until isolation the limit of its movement rating, as restricted
the start of World War II (1 September 1939) status is checked again. by terrain, ZOCs, and supply.
and the changes that have occurred from Units are moved voluntarily, with each unit
that date. The German-Soviet demarcation Rule 4 - Sequence of Play spending MPs as it moves from hex to hex.
line is the dividing line between the Axis and A unit spends a varying amount of MPs for
The game is played in a series of game
the USSR. All territory east of the line is each hex it enters; this MP cost depends
turns. Each game turn consists of a German
Soviet. Territory west of the line is either upon the type of terrain in the hex being
player turn followed by a Soviet player turn.
Axis or neutral, except that Hango (in entered and, in some cases, on the type of
Finland) is Soviet owned at the start of the A. Sequence. Each player turn consists
terrain of the hexside being crossed. The
game. of the following phases.
movement effects column on the terrain
The military districts (MDs) of the Soviet 1. Initial Phase. The phasing player effects chart states the MP costs for the
Union are shown on the map. The districts receives reinforcements and replacements various terrain types. The MP cost to cross a
are labeled within the 1939 Soviet borders. and may attempt to repair inoperative air hexside is in addition to the cost to enter a
The territory acquired by the USSR from units. Both players determine the supply and hex; it is indicated by a plus sign (+(in front
1939 to 1941 is also in the military districts, isolation status of their units and hexes. of the cost. The notation prohibited means
as shown by the extension of the districts 2. Movement Phase. The phasing that type of terrain may not be entered or
boundaries in these regions. (Thus, player moves his ground and naval units. crossed by a unit. As a class, such terrain is
Chisinau is in the Odessa MD; Cernauti and called prohibited terrain. The notation 1/2M+
3. Air Phase. Players deploy air units,
Lwow are in the Kiev MD; Bialystok is in the 1 means that the cost of the terrain is one
resolve air combat, and execute air
Western MD; and all ex-Finnish territory is in half the unit’s printed movement allowance
missions.
the Arkhangelsk MD.) The Baltic MD plus one movement point. For example, this
consists of Lithuania, Latvia, and Estonia. 4. Combat Phase. Both players would be 6 MPs for a unit with a movement
determine the isolation status of their units rating of 10.
For game purposes, specific definitions are
and hexes. The phasing player resolves
assigned to the following geographical In general, a Unit may not enter a hex
attacks made by his units.
names: occupied by an enemy unit. Special
5. Exploitation Phase. The phasing exceptions to this rule are covered in the
USSR (or Soviet Union): all territory
player moves his c/m units. The master appropriate rules.
within the 1941 Soviet borders. (This
sequence of play chart shows the sequence
includes all territory owned by the A unit may always move a single hex
of play in detail.
Soviets at the start of the game except (except into or across prohibited terrain) in
for Hango.) For example, Riga and B. Phasing. During the German player phase in which it may move. To do so, the
Lwow are Soviet cities even though turn, the German player is the phasing unit spends all of its MPs and enters an
these cities are outside the 1939 Soviet player and the Soviet player is the non- adjacent hex, even if the cost to enter the
borders. phasing player. During the Soviet player hex exceeds the number of MPs the unit has
turn, these roles are reversed. available that phase. It may move through
1939 USSR (or 1939 Soviet Union): all
territory within the 1939 Soviet borders C. Restrictions. Unless noted enemy ZOCs when using it one hex
only. otherwise, activities may not be conducted movement ability. It unit may not spend MPs
outside this sequence. The activities for any other purpose (such as breaking a
Baltic States: Estonia, Latvia, and rail line) when using this ability.
mentioned above are explained in detail in
Lithuania.
the rules that follow. A unit with a movement rating of 0 may not
Greater Germany: East Prussia and all move from the hex it occupies for any
territory in Poland west of the German- Rule 5 - Zones of Control reason, If forced to retreat due to a combat
Soviet demarcation line. result, it is eliminated instead.
The zone of control (ZOC) of a unit
Polish Territory: All territory within the represents the control a unit exerts over Overruns (Rule 131 may occur during
1939 Polish borders. For game surrounding terrain. The effects of ZOCs are movement. Special forms of movement,
purposes, this territory is subdivided referred to throughout the rules. such as rail movement and naval transport,
into the following: are covered in separate rules.
A unit’s ZOC is exerted through the six
Central Poland: All Polish territory in hexsides of the hex the unit occupies into Weather affects movement, as given on the
Greater Germany. the six surrounding, adjacent hexes. A unit terrain effects chart and in Rule 29.
Western Belorussia: All Polish territory prohibited from entering a specific terrain A. ZOCs. When a unit exits a hex that
in the Western MD. type or crossing a specific type of hexside is in an enemy ZOC, it must spend a
Western Ukraine: All Polish territory in does not exert a ZOC into that hex or number of MPs to leave the hex, in addition
the Kiev MD. through that hexside. For example, no unit to the terrain costs of movement. The ZOC
exerts a ZOC through an all-sea hexside. costs are given on the ZOC movement costs
The Arctic: all hexes on or north of the
A weather line. Every divisional unit has a ZOC. table. The reduced ZOC costs are used only
Brigades, regiments, and cadres have ZOCs if all enemy ZOCs affecting the unit’s
The Ukraine: All territory of the Kiev, only in hexes in weather zones A and G; movement are reduced ZOCs. Examples: A
Odessa, and Kharkov MDs. they do not. have ZOCs in hexes outside unit pays the reduced ZOC cost if it leaves a
The Crimea: The peninsula of land in these zones. Battalions and batteries never reduced enemy ZOC and enters a hex either
the Odessa MD on and south of hex have ZOCs. not in any enemy ZOC or in another reduced
3B:3001. Under certain conditions, units with enemy ZOC. It pays the standard ZOC if it
Bessarabia: All territory between the ZOCs may have reduced ZOCs. Reduced moves directly from a reduced enemy ZOC
1939 Rumanian border and the ZOCs are the same as standard ZOCs, to a standard enemy ZOC or vice versa.
German-Soviet demarcation line. except for their effects on the movement of B. Administrative Movement. During
Other features such as sea zones (Rule 28) enemy units (Rule 6A). the movement phase (only), a unit may use
and weather zones (Rule 29) are shown on administrative (admin) movement. A unit
the map guide. Rule 6 - Movement using admin movement may move by road
All phasing units may move during the (see Rule 7B) and in clear terrain. For
I. Isolation. A unit or hex is isolated if an example, a unit may not use admin
overland supply line of any length cannot be movement phase. All phasing c/m units may
move during the exploitation phase. movement in a woods hex unless moving
traced from the item to regular source of along a road in that hex. A unit may not use
supply of the owning player. (Supply lines Movement is calculated in terms of admin movement to cross a non-clear
and sources are covered in Rule 12.) movement points (MPs). A unit’s movement terrain hexside (such as a river hexside)
Isolation status of all units and hexes is rating gives the number of MPs the unit may unless moving along a road that crosses
determined twice per player turn: at the start normally spend in a movement or that hexside.
of each initial phase and combat phase. An exploitation phase. A unit may move up to
item that is isolated at the start of one of
A unit pays half the usual cost of terrain Axis units, except when using the Finnish increase over the normal rail capacity of a
when using admin movement. For example, rail net, may not use broad gauge rail lines rail net. The resource point is spent in the
a unit using admin movement to move on a for rail movement; Axis units on the Finnish player’s initial phase and must be in any
road during clear weather pays 1/2 MP per rail net may. The Finnish rail net consists of unisolated rail hex on the net. (Resource
hex. To use admin movement, a unit must all rail lines in Finland plus all Axis-owned points are covered in Rule 12F.)
be in supply, may move only in hexes rail lines in the USSR inside the Finnish and Rail capacity increases through resource
owned by its side at the start of the player Arctic theaters of war (see Rule 32B). point expenditure are temporary, lasting only
turn, and may not start or move adjacent to Soviet units may always use rail movement for the turn in which the resource points are
an enemy unit during its movement. When on broad gauge lines. A Soviet unit may use spent.
using admin movement, a unit may not rail movement on standard gauge lines if a
spend MPs for any other purpose except for The Soviet rail capacity is permanently
rail route can be traced along Soviet-owned reduced each time the German player
movement. standard gauge rail lines (including broken captures (gains ownership of) a Soviet major
In weather zones A and G, a unit may use ones) to any city in the standard gauge city hex for the first time. It is reduced by 1
admin movement only when moving by portion of the Soviet Union (i.e., the Baltic RE for each partial city hex captured and by
road. States, eastern Poland, and eastern 2 REs for each full city hex captured. For
Rumania). This city must have been example, the Soviet rail capacity would be
Rule 7 - Transportation continuously Soviet owned from the start of reduced by 8 if the Axis captured the entire
the game. lit may not have been Axis owned
Lines at any time, even if the Soviet player
city of Moskva (one full and six partial city
hexes). The Soviet player does not regain
There are two types of transportation lines: subsequently regains ownership.) Note that rail capacity when he recaptures Soviet
railroads and roads. A unit moves along a if all cities in this region become Axis owned cities.
transportation line by tracing a path through at any time, the Soviet player entirely loses
hexes containing connected transportation his ability to use rail movement on standard Note: Keep track of rail capacities and
lines. It may use the transportation line gauge lines. any gains or losses on paper.
movement rate only when moving in hexes A unit may use both broad and standard B. Roads. A unit moving along a
directly connected to one another by the gauge rail lines as part of its rail movement, road pays the MP cost for clear terrain for
line. as long as the preceding rules are followed. each hex it enters; the actual terrain costs
A. Railroads. Rail movement may only A unit must pay a trans-shipment cost when for hexes entered and hexsides crossed are
be used in the movement phase. There are it crosses from one gauge to the other: 1 MP ignored. Movement along a road is subject
two types of rail movement: operational and for operational rail movement, or 20 hexes to the same limitations as regular
strategic. Operational rail movement allows of its 200 for strategic rail movement. movement. For example, a unit moving
a unit to move by rail and engage in regular along a road must spend additional MPs to
Railroad engineer units may convert gauge leave a hex in an enemy ZOC.
operations in the same turn. Strategic rail from one size to the other (Rule 14A4). A rail
movement allows a unit to move a long hex may not be used for rail movement on A unit may use a road anywhere, unlike the
distance by rail, sacrificing its ability to the turn it is regauged. Use the rail gauge use of railroads. Roads may be used in both
engage in other operations in the same turn. markers to show which lines are regauged. the movement and exploitation phases.
In either case, a player may only use Railroads are also roads. That is, each rail
railroads in hexes he owns at the start of his Example: The German player has regauged
the line from hex 1B:3008 through Polotsk to line is considered to be a road as well. Even
player turn. when a unit is prohibited from using a
hex 1B:2804, but the lateral line through
1. Operational Rail Movement. A unit Polotsk is not regauged. Show this by railroad in a hex, it may still use the rail line
moving by rail moves at an accelerated rate, putting a standard gauge marker in 1B:2804 there as a road.
ignoring standard terrain costs. To use and broad gauge markers in 1B:2806 and C. Breaks. A unit may break a rail
operational rail movement, a unit must first 1B:3005. line by spending 2 MPs in the rail line hex.
entrain. Entraining costs 1 MP. It then Bombing (Rule 20F2f) and partisan attacks
moves several hexes for each MP spent, as 4. Capacity. Players may move only a
limited number of units by rail (operational or (Rule 33C) may also break rail lines. A unit
given on the rail movement rate table. There may not use rail movement to enter or leave
is no MP cost to detrain; after finishing its strategic) in a turn. The Soviet player has
one capacity, used for all Soviet rail a hex in which the rail line is broken. Rail
rail movement, the unit may move overland line breaks may be repaired (Rule 14A), and
or otherwise spend its remaining MPs. Units movement. The German player has two
separate capacities: one for his standard a rail line may be used in the turn it is
are always considered detrained at the end repaired. Note: Roads may not be broken.
of the movement phase. gauge rail net and one for the Finnish rail
net. Use a hit marker to mark a broken rail line in
When using operational rail movement, a a hex. Use line cut markers to mark a
unit may not enter or leave a hex in an Capacities are stated in REs: the capacity is
the maximum number of REs of items (units, broken stretch of rail line. For example, if the
enemy ZOC. However, an enemy ZOC is rail line in each hex from (and including)
negated for operational rail movement factories, resource points, etc.) that may use
rail movement that phase. Cavalry and c/m Smolensk (2A:3532) to (and including)
purposes (only) if a friendly unit occupies the Vyazma (2A:3425) is broken, then place a
hex in the ZOC throughout the movement units count double their RE size for rail
movement. Rail-only units (see Rule 1 4F1 line cut marker, pointing east, at Smolensk
phase. This unit must start in the hex and and another one, pointing west, at Vyazma.
may not leave the hex during the movement do count against a player’s rail capacity. Up
phase. to 30 REs per turn of Soviet reinforcements D. Railroad Construction. At the start
and replacements that enter play from the of the game, three rail lines exist only as
2. Strategic Rail Movement. A unit may eastern military districts in a turn do not roads and not as rail lines: between 6A:4407
move up to 200 hexes by rail when using count against the Soviet rail capacity that and 6A:3818, between 6A:2430 and
strategic rail movement, ignoring standard turn. All other Soviet forces do count, 6A:2426, and between 8A:3325 and
terrain costs. However, the unit must start including all REs over 30 that enter play 8A:4629. (The listed hexes are rail lines;
and end its movement on a rail line and may from the eastern military districts in a turn. only the lines between the listed hexes are
not start, end, or move adjacent to an not built. Use railhead markers to show
enemy unit at any time during its movement. The Soviet player has a capacity of 90 REs
per turn and may increase this capacity by where the rail lines end.)
The unit may not otherwise move in the
movement phase, may not attack during the up to 60 REs. The German player has a Each player has a limited rail construction
combat phase, and may not move during the capacity of 30 REs per turn for his regular ability, which he may use in his initial phase.
exploitation phase. rail net and may increase this capacity by up The Axis player may build one rail hex on
to 30 REs. The German player has a the I turn of each month. The Soviet player
3. Gauge. There are two different rail capacity of 10 REs per turn for the Finnish may build up to two rail hexes on each turn.
gauges in use on the maps: standard and rail net and may increase this capacity by up A player may build a rail hex on any of the
broad. All rail lines in the 1939 Soviet Union to 10 REs. A player must spend 1 resource above lines if at the start of his initial phase
and in Finland are broad gauge. All other rail point for every 10 (or fraction thereof) RE the hex is owned by the building player and
lines are standard gauge. adjacent to a friendly-owned railhead
marker. to attack. AH: Attacker Half Eliminated/DH:
The Soviet Player may build railroads A. Procedure. Defender Half Eliminated. The owning
starting with the Jul I 41 turn. player must eliminate units so that at least
1) Modify the attack (combat) half of the total strength of the affected units
strengths of all units attacking into an
Rule 8 - Stacking adjacent enemy-occupied hex due to terrain
is eliminated. All surviving affected units
must retreat.
A. Stacking Limit. Only a limited (including weather effects), supply, and
support as appropriate. Total the attack AR: Attacker Retreats/DR: Defender
number of units may stack in a hex.
(combat) strengths involved, and add any Retreats. All affected units must retreat.
1. Regular. Up to six units of any unit
ground support bombing and/or naval NE: No Effect. The attack is inconclusive;
types (including artillery), no more than three
gunfire support to the total. neither side takes losses or retreats.
of which may be divisional units, may stack
in a hex. In addition to this, two non- 2) Modify the defense (combat) HX: Half Exchange. The side with the
divisional artillery units or one artillery strengths of all units in the attacked hex due lower combat strength (Or the defender if
division may stack in the hex. to supply and support, as appropriate. Total both sides are equal in strength) is
the defense (combat) strengths involved, eliminated. Units reduced to cadres because
2. Mountain. Up to four units, no
and add any defensive support bombing of this must retreat. The other player must
more than two of which may be divisional
and/or naval gunfire support to the total. then eliminate units so that his total
units, may stack in a mountain hex. In
3) Compare the total attack strength strength loss at least equals one half the
addition, one non-divisional artillery unit may
to the total defense strength in the form total strength loss of his opponent. For
stack in the hex.
attacker: defender to obtain a combat ratio. example, if the weaker side loses 10
3. Arctic. Up to two units, no more strength points, then the stronger side must
Round this ratio down in favor of the
than one of which may be a divisional unit, eliminate at least 5 strength points.
defender to correspond to a simple odds
may stack in a hex in the Arctic. In addition,
ratio on the combat results table. For EX: Exchange. The side with the lower
one non-divisional artillery unit may stack in
example, an attack strength of 34 attacking combat strength (or the defender if both
the hex. The Arctic stacking limit, not the
a defense strength of 9 is 34:9, which sides are equal in strength) is eliminated.
mountain stacking limit, is used for mountain
rounds down to 3:1. Units reduced to cadres because of this
hexes in the Arctic.
4) Roll one die, and modify the number must retreat. The other player must then
B. Effects. No unit may end a eliminate units so that his total strength loss
rolled by any terrain effects and by any
movement, air, combat, or exploitation at least equals that of his opponent.
special effects (such as armor/antitank
phase in violation of the stacking limit. A
effects). Cross-index the adjusted die roll D. Losses. All combat losses are
player may not move his units in such a way
with the odds column to obtain a combat calculated using the printed strengths of the
so that, at the end of the phase, the stacking
result. The combat result affects the units involved units. Terrain, supply, and support
limit is violated. If, as a result of combat, a
involved in the combat; implement it may modify strengths for combat resolution,
unit is forced to retreat in violation of
immediately. but these factors are not considered when
stacking, it must continue to retreat until the
B. General Restrictions. assessing losses. When determining losses,
stacking limit is no longer violated. If it
always use the attacker’s attack strengths
cannot do so, it is eliminated instead. The 1) No unit may attack or be attacked and the defender’s defense strengths.
stacking limit of a hex is also the limit on the more than once per combat phase.
number of units that may attack that hex Air units and ships may aid units in combat
2) All units defending in a hex must (Rules 20F2c, 20F2d, and 28B21. However,
from an adjacent hex. Example: A hex in the
be attacked collectively, with their defense the bombing strengths of air units and the
Arctic is attacked by units in hexes south of
strengths combined. Units in a hex may not gunnery strengths of ships are not included
the Arctic. Since the hex being attacked is in
be attacked individually. when determining losses. Air units and ships
the Arctic, only units up to the Arctic
stacking limit may attack the hex from each 3) Each attack must be directed are never eliminated due to ground combat
of the hexes south of the Arctic, even though against the units occupying a single hex. resolution.
more units may be stacked in these hexes. Two or more enemy-occupied hexes may E. Cadres. Various divisional units
not be attacked as a single attack. are able to take losses in combat and
The stacking limit may be violated in the
initial phase, when reinforcements and 4) Units stacked in the same hex remain in play at reduced strengths. These
replacements enter play (see Rule 34). may attack into different hexes, but each units have cadres printed on the back of the
These units may be placed in violation of the hex attacked must be resolved as a counters. (Note: German cadres are called
stacking limit during the initial phase, but separate combat. divisionsgruppen (DG) on the counters.)
only if the stacking limit will not be violated 5) A single unit may not split its When the unit is eliminated in combat, it is
at the end of the following movement phase. attack strength so as to attack more than reduced to its cadre instead of being
one hex. removed from play. When calculating the
C. Corps/Army Markers. Corps/army
total strength loss in a combat, the strength
markers and the Europa marker display 6) The attacker determines the order of a divisional unit reduced to a cadre is
chart (see Rule 2D5) are provided to help in which the attacks are resolved. counted fully. For example, an 8 strength
with stacking in congested portions of the
7) The stacking limit of the attacked point division reduced to a 3 strength point
map. To use a corps/army marker, simply
hex limits the number of units in each cadre is counted as a strength loss of 8, not
remove a stack of units from the map, place
adjacent hex that may attack the hex (see 5.
a corps/army marker in its place, place the
Rule 8B). F. Movement After Combat.
stack in a box on the marker display, and
write the identification and unit type of the 8) Any attack at odds higher than 9:1 1. Retreats. When a unit is required
corps/army marker in the appropriate place is resolved at 9:1 odds. to retreat, the owning player must move it
in the box. Corps/army markers are used Any attack at odds less than 1:4 is an one hex away from the hex it occupied
only for convenience for stacking; they do automatic AE (attacker eliminated) result. during combat. A unit must be retreated in
not increase the stacking limit of a hex or accordance with the following priorities: 1) to
C. Combat Results. In the following
otherwise affect the play of the game. All a hex not in any enemy ZOC and not in
results, A means that the combat result
units in a box on the display are treated for violation of stacking; 21 to a hex not in any
affects the attacking units and D means that
all purposes as being in the hex occupied by enemy ZOC but in violation of stacking; 31
the combat result affects the defending
the marker. to a hex in an enemy ZOC (regardless of
units.
stacking). When a unit violates the stacking
Rule 9 - Combat AE: Attacker Eliminated/DE: Defender limit, it must continue to retreat, in
Eliminated. All affected units are eliminated. accordance with the above priorities, until
During the combat phase, the phasing Any unit with a cadre strength is reduced to
player’s units may attack adjacent enemy the stacking limit is no longer violated. If it
its cadre strength; all other units are cannot do this, it is eliminated. A unit that
units. However, no unit may attack into or removed from play. Units reduced to cadres
across terrain prohibited to that unit. retreats to a hex in an enemy ZOC is
must retreat. reduced to a cadre; if it does not have a
Attacking is voluntary; units are not required
cadre (or already is a cadre) it is eliminated. combat, the attacking units may advance Once the proportion is calculated, it is used
A unit with no retreat route except into or into the hex, the same as for advance after to determine the die roll modification to
across prohibited terrain or into enemy- combat (Section F2 above). combat. If the proportion is less than one
occupied hexes is totally eliminated, even if J. Required Losses. Certain units seventh (1/7), then there is no die roll
it has a cadre. having special combat abilities are required modification in that category.
Defending units that retreat into a friendly- to take losses under some circumstances if 1. AECA.
occupied hex that is subsequently attacked their special abilities are used. (The special When the AECA proportion is at least
in the same combat phase contribute abilities and whether required losses are one seventh but less than one half
nothing to the defense of the hex. These incurred are covered in later rules.) If such (1/2), the die roll modification is + 1.
units are affected by air combat results units use their special abilities in a combat
achieved against the hex, but their combat that results in losses to their side, at least When the AECA proportion is at least
strengths are not counted at all for any half of all losses must be taken from these one half but less than one (1/1), the die
exchange purposes. units. Example: In an attack, the attacker roll modification is +2.
German c/m units (only) may ignore enemy used full AECA to modify the attack and When the AECA proportion is one, the
ZOCs when retreating if they retreat to a obtained an exchange against the defender. die roll modification is +3.
friendly-occupied hex. If they retreat to a hex The defender lost 20 strength points in the 2. AECD.
unoccupied by friendly units, they are exchange; the attacker must lose the same
amount. Since required losses are incurred When the AECD proportion is at least
affected by enemy ZOCs as normal. Note: one seventh but less than one half, the
Only German c/m units have this special when 1/2 or more AECA is used (Rule 10H)
half of the losses (10 strength points) must die roll modification is - 1.
retreat ability. All other units, including units
stacked with German c/m units, do not have be taken from units capable of 1/2 or more When the AECD proportion is one half
this ability. AECA that participated in the attack. or greater, the die roll modification is -
2.
2. Advances. Advance after combat Rule 10 - Armor/Antitank
is voluntary. If an attacked hex is cleared of The defender may not use AECD in a
defending units, the attacking units may Effects combat if the attacking units have (or are
occupy the hex, up to the stacking limit. The capable of) one half or more AECA. In this
Various units have armor and antitank situation, the defender may use ATEC but
advance must be performed immediately capabilities. The specific capabilities of each
upon resolution of the attack, before any not AECD.
unit type are shown on the unit identification
other attack is resolved. Defending units chart. 3. ATEC. ATEC is used only when
may not advance after combat. the attacking units have one half or more
A. Categories. AECA. When determining if ATEC may be
G. Zero Strength Units. A unit with an
attack strength of 0 may not attack by itself. 1. AECA: Armor Effects Capability in used, it is necessary only to determine if the
It may voluntarily be included in an attack the Attack. AECA expresses the ability of an attacking units are capable of one half or
made by other units, whereupon it is attacking unit to use armor effects. more AECA, even if the attacking units do
affected by the results of the attack 2. AECD: Armor Effects Capability in not (or cannot) use this capability.
(including advance after combat). the Defense. AECD expresses the ability of When the ATEC proportion is at least
A unit with a defense strength of 0 that is not a defending unit to use armor effects. one seventh but less than one half, the
stacked with non 0 defense strength units is 3. ATEC: Antitank Effects Capability. die roll modification is - 1.
automatically eliminated when attacked by ATEC expresses the ability of a defending When the ATEC proportion is at least
any unit. unit to use antitank effects when the attacker one half but less than one, the die roll
A unit with a combat strength of 0 is subject has AECA. modification is - 2.
to all limitations of this rule. B. Values. Armor and antitank effects When the ATEC proportion is one, the
H. Terrain Effects. The terrain of the are calculated on a proportional basis, using die roll modification is - 4.
defender’s hex and the terrain of the hexside regimental equivalents. To calculate the Example 1: A panzer division, two infantry
across which the attack is made may affect proportion, a player must know the value of divisions, and three artillery regiments are
combat resolution. The combat effects each of his involved REs. There are four attacking. The artillery units are AECA
column on the terrain effects chart possible values a unit may have. neutral and thus are not counted. This
summarizes these effects. The references to 1. Full. Each RE of the unit is leaves nine REs for the proportion, three of
AEC refer to armor capabilities, as explained counted as fully capable. For example, a which are AECA. The proportion is 1/3,
in Rule 10. Terrain is rated by its effect on Soviet tank corps (3 REs) is counted as 3 which is over 1/7 but less than 1/2. Thus, 1
units attacking into such a hex or across REs of AECA. is added to the die roll.
such a hexside. Die roll modifications (e.g., - 2. Half. Each RE of the unit is Example 2: One Soviet light tank cadre (1
1) apply to the die roll used to resolve the counted as one half capable. For example, a RE) and one infantry cadre (1 RE) are
attack. German assault gun brigade (1 RE) is defending. The light tank unit is 1/2 AECD,
I. Retreat Before Combat. Certain units counted as 1/2 RE of AECD; its remaining giving a total of 1/2 RE of AECD in this case.
(as specified in later rules) have the ability to 1/2 RE is counted as having no AECD. There are two REs for the proportion, one
retreat before combat. When an attack is 3. Neutral. The REs of the unit are half of which is AECD. The proportion is 1/4;
resolved against a hex contains any not counted when determining the 1 is subtracted from the die roll.
defending units that may retreat before proportion. For example, the 3 REs of a D. Cumulative Effects. When both
combat, the attacking player must indicate Soviet motorized division are not counted AECA and AECD or both AECA and ATEC
all forces that are attacking the hex. The when determining ATEC. are used in a combat, the modifications to
defending player may then retreat before the die roll are cumulative. For example, if
combat any of his units with this ability, at 4. None. All REs of the unit are
counted in the proportion as having no the attacker is full AECA (+ 31 and the
his option. Only units with the retreat before defender is full ATEC (- 4), the net
combat ability may do so; other units in the capability.
modification is - 1
hex must remain. The regular rules of retreat C. Proportions. To calculate the
(Section F1 above) are followed for retreat proportion in a category, total the number of E. Half Capability. Any unit listed as
before combat. REs that have a capability. Divide this half capable in a category may be
number by the number of non-neutral REs considered to be neutral in that category, at
Once allocated to an attack, the attacking the owning player’s option.
forces may not be reallocated to a different involved. The resulting number is expressed
attack or withheld from attacking, even if all as a fraction. For example, if two German F. Neutral Restriction. In any
defending units in the attacked hex retreat infantry divisions (6 REs) and one panzer combat, for any category, the owning player
before combat. If any defending units remain division (3 REs) are attacking, then three out may not have more than twice the number of
in the attacked hex, the attack is resolved, If of a total of nine REs have AECA, for a REs of neutral units as there are of capable
all defending units in the hex retreat before fraction of 1/3 (3/9). units. Neutral REs in excess of this figure
are counted as having no capability (rather All cadres. line. If there was a road from hex 1006 to
than neutral) in the category. All non-divisional units with a dot (the hex 1001, then the unit’s overland supply
Example: One panzer division, two supported indicator) in the upper left line could be two hexes longer.
motorized divisions, and three artillery corners of their counters. An overland supply line may be traced
regiments are attacking. Of the total of All other units are unsupported. An through both friendly-and enemy-owned
twelve REs, three are AECA and the unsupported unit has its combat strength hexes.
remaining nine are neutral. However, only halved as long as it remains unsupported. 2. Truck. The truck element of a
six (twice three) of these may be used as supply line may be traced from a truck to
neutral; the remaining three are considered When defending, a headquarters, artillery, or
divisional unit provides support for all units another truck, a road, a railroad, a port, or a
to have no capability. Thus, there are six supply source. The line may be traced to a
REs for the proportion, of which three are stacked with it. When attacking, the unit
providing the support must also participate road only if the unit’s road element has not
AECA. The proportion is 1/2. yet been traced. The maximum length of a
in the same attack as the units it is
Note: For the purposes of this rule, all supporting, as well as being stacked in the truck supply line in hexes is given on the
REs of half-capable units are counted. same hex. supply line summary. Note that a chain of
For example, 2 REs of neutral units may trucks may be used to trace supply. (Trucks
be used without penalty to armor effects Note that cadres and all units (divisional or are described in Rule 14I.)
in conjunction with a 1 RE unit having 1/2 otherwise) marked with support indicators
do not provide support to any unit stacked Each mountain, forest, unfrozen swamp,
AECA. wooded rough, and sand hex counts as 2
with them.
G. Terrain. The terrain effects chart hexes when tracing a truck supply line.
lists several terrain types as no AEC. This
means that AECA may not be used by a unit
Rule 12 - Supply When a truck supply line is traced across a
major river hexside, this hexside itself
attacking into such a hex or across such a The effectiveness of units is affected by counts as 1 hex against the length of the
hexside. It means AECD may not be used supply conditions. Units operate to their full supply line. These penalties do not apply if
by a unit defending in such a hex. ATEC is extent if they are in supply; they operate less the truck supply line is traced along a road.
unaffected and may be used in such a hex if effectively if they are out of supply.
A truck supply line may be traced through
the attackers are capable of one half or A. Supply Lines. The supply conditions both friendly- and enemy-owned hexes.
more AECA, even though AECA may not be of units are determined by the tracing of
used due to the terrain. 3. Road. The road element of a
supply lines. A supply line may not be traced
supply line may be traced to a truck, a
Example: A Soviet tank brigade is attacking into a hex occupied by an enemy unit, into a
railroad, a port, or a supply source. The
a German heavy antiaircraft battalion in a hex in an enemy ZOC unless the hex is
maximum length of this line in hexes is given
dot city. Due to the dot city, the attacking occupied by a friendly unit, into a prohibited
on the supply line summary. A road supply
unit may not use AECA. Since the tank terrain hex, or across a prohibited terrain
line may only be traced in friendly-owned
brigade is capable of one half AECA or hexside.
territory.
more, ATEC may be used by the defender. B. Tracing Supply. The supply status of
Thus, the die roll would be modified by - 4, 4. Railroad. The railroad element of
all units and cities is checked during the
due to the full ATEC capability of the a supply line may be traced an unlimited
initial phase of each player turn. Units out of
defending unit. length to a port or supply source, but it may
supply at this time are out of supply
only be traced in friendly-owned territory.
H. Required Losses. If the attacker throughout the entire player turn. If a city is
Rail breaks do not block the tracing of the
used 1/2 or more AECA in an attack, at least out of supply, then any reinforcements or
rail element. A player may trace the rail
half of all losses to the attacker as a result of replacements (Rule 34) appearing in that
element only along rail lines of the same
the attack must be taken from units capable city automatically have the same supply
gauge that he may use for rail movement
of at least 1/2 AECA. If the defender used condition as the city.
(see Rule 7A3).
1/2 or more AECD or ATEC defending A unit is in supply if a supply line can be
against an attack, at least half of all losses C. Regular Supply Sources. Each
traced from the unit to a supply source. The
to the defender as a result of the attack must side has its own supply sources, as listed
supply line may have up to four elements:
be taken from units capable of at least 1/2 below. A supply source may be used only by
overland, truck, road, and railroad. A supply
AECD or ATEC, respectively. its own side and only if that side owns it.
line may have fewer than four elements. The
I. Infantry Antitank Weapons. Due to elements must be traced in the following 1. Axis. Any rail hex on the west
availability of infantry antitank weapons, all order: overland, road, and railroad. A truck edge of the map in Greater Germany,
German units listed on the unit identification element may be traced before and/or after Hungary, Rumania, or Bulgaria is a supply
chart as having no ATEC ability are ATEC the road element. source for Axis units, Any Arctic port in
neutral on and after the Jul I 44 turn. Norway and Finland (including Arctic ports
The lengths of the overland, truck, and road
on the Baltic Seal is a supply source for Axis
J. Unit Type Notes. Soviet mechanized elements vary depending upon weather and
units.
corps and their cadres have different location (i.e., the Arctic as opposed to
AEC/ATEC values than other mechanized everywhere else). The supply line summary 2. Soviet. Any rail hex on the east
units, including other Soviet mechanized lists the maximum lengths, in hexes, of edge of the map is a supply source for
units. The ATEC value for assault gun units these lines. Soviet units. In addition, any three
changes on the Jul I 42 turn. The ATEC connected Soviet major cities (i.e., major
1. Overland. The overland element
value for Axis antitank units changes on the cities in the USSR, 1941 borders) are a
of a supply line may be traced to a truck, a
Apr I 42 turn. All of these are shown on the supply source for Soviet units. Soviet cities
road, a railroad, a port, or a supply source.
unit identification chart. are connected if a rail line of any length can
Each mountain, forest, unfrozen swamp,
be traced among the cities; this line is traced
wooded rough, and sand hex counts as 2
Rule 11 - Support in the same manner as the rail element of a
hexes when tracing the overland supply line.
supply line. Once a Soviet city has been
All units possess an intrinsic combat ability When an overland line is traced across an
owned by the Axis, it may no longer be used
as given by their printed combat strengths. unfrozen major river hexside, this hexside
in this manner, even if the Soviet player
However, certain units are unable to use itself counts as 1 hex against the length of
regains ownership of the city.
their strengths fully due to a lack of the supply line. These penalties do not apply
if the overland line is traced along a road. 3. Finnish. In addition to the above
supporting arms. Such units are termed
Example: On map 3B, in clear weather, a supply sources, Helsinki or any dot city in
unsupported.
German unit in hex 1001 is tracing an Finland is a supply source for Finnish units.
Most units have supporting arms. overland supply line due west. The line can 4. Rumanian. In addition to the
These units are: only be traced to hex 1006, as the swamp in above supply sources, Bucuresti is a supply
All divisional units. hex 1004 counts as two hexes of the supply source for Rumanian units.
All artillery units. line and the major river hexside at
D. Supply Effects. A unit out of supply
1004/1005 counts as one hex of the supply
All divisional headquarters. has its abilities restricted, depending upon
the number of consecutive turns the unit is applies only if the unit draws supply from by a ground unit or a truck. A ground unit
out of supply. A turn out of supply consists a supply source listed in Section C of may carry up to twice its RE size in resource
of two player turns. For example, if a Soviet this rule and does not apply if the unit points (e.g., a division may carry 6 resource
unit is first judged to be out of supply in the draws supply from a special source of points). A unit carrying resource points up to
initial phase of the Aug II 41 Soviet player supply. its RE size has 1 MP deducted from its
turn, then the unit’s first turn out of supply 1. Trucks. Instead of being used to movement rating. A unit carrying resource
consists of the Aug II 41 Soviet player turn extend supply lines (per Section B2 above), points greater than its RE size has 2 MPs
and the Sep I 41 German player turn. Use a truck itself may be used as a source of deducted from its movement rating. When a
supply status markers to mark units out of supply. All units that can trace a special movement rating is to be halved, these MPs
supply. Use red markers for units that start supply line to an undepleted truck may draw are deducted first. A truck may carry
out of supply in the Soviet initial phase and supply from the truck. The maximum length resource points only if it was not used for
black ones for units that start out of supply in of this line in hexes is given on the supply any supply purpose in the initial phase of
the German initial phase. (Note: Cluttering line summary, and the restrictions governing that player turn. A truck may carry up to 30
the map with supply status markers can a regular overland supply line also apply to resource points and does not have its
impede ease of play. Where possible, use a this line. A truck used as a supply source is movement rating affected due to this.
single supply status marker for an entire flipped to its depleted side. A truck may not When retreating, units and trucks may carry
stack or pocket (of several hexes) of units be used both as a source of supply and to resource points up to their maximum limits.
that are at the same supply condition.) extend supply lines in the same initial phase. As before, a truck may carry resource points
On the first turn out of supply, a unit has its An undepleted truck may be used as a only if it was not used for any supply
attack strength halved; a c/m unit has its source of supply even if it is out of supply or function in the initial phase of the current
movement rating halved as well. A unit’s isolated. player turn.
defense and AA strengths, armor/antitank A depleted truck may be used to extend
capabilities, and (for a non-c/m unit) supply lines as normal, but it may not be Rule 13 - Overruns
movement rating are unaffected. used as a source of supply. A depleted truck Overruns occur during the movement and
On the second and subsequent turns out of becomes undepleted during an initial phase exploitation phases. The phasing player may
supply, the attack, defense, AA strengths, if it is in a rail hex from which a rail element perform an overrun by moving units into a
and movement rating of the unit all are supply line (only) can be traced to a regular single hex adjacent to the enemy units to be
halved. A unit with a ZOC has a reduced supply source. overrun; these units may not exceed the
ZOC. A unit is no longer capable of 2. Air and Naval. Air units can transport stacking limit of the hex. All overrunning
armor/antitank effects; it is treated as having supply to airbases and can air drop supply in units must be able to enter the hex being
no capability for AECA, AECD, and ATEC hexes, as described in the air transport rules overrun. The overrunning units must have a
calculations. (Rule 20E). Naval units can transport supply total attack strength sufficient to achieve
During each initial phase starting with the to ports and beaches, as described in the 10:1 odds or more against the enemy units;
fourth turn out of supply, the unit is checked naval transport rules (Rule 28D). the odds are computed in the same way that
for elimination if it is both out of supply and combat odds are, taking all terrain, supply,
When supply is transported by air or sea to
isolated (see Rule 31) at that time. (It need and support modifications into account
a hex, place in the hex a numbered status
not have been isolated in the preceding except for defensive air support. Defensive
marker corresponding to the number of REs
turns.) One die is rolled for the unit. On a roll air support (Rule 2OF2d) is ignored for
of supply delivered there. These markers
of 4 or greater, the unit is eliminated. If the overrun purposes.
remain in the hexes until the end of the next
unit has a cadre, it is reduced to its cadre friendly initial phase and are removed at that Units being overrun immediately lose their
strength. The die roll is modified as follows: time. During the initial phases these ZOCs. Each overrunning unit must spend
-2 if the unit is in a major city or counters are on the map, units may draw MPs sufficient to enter the hex being
fortress. In order to qualify for this supply from such a hex by tracing an overrun, paying all terrain, ZOC, and
modification, the major city or overland supply line to the hex. (Note: The overrun MP costs. (Note that ZOC costs are
fortress must have started the game supply line used here is an overland supply not paid due to units in the hex being
owned by the player and must not line, not a special supply line as for using a overrun, but are paid due to enemy units in
have been owned by the other truck.) The number of REs of supply in the adjacent hexes.) Overrun MP costs must be
player at any time during the game. hex is the total number of REs of units that paid by each unit participating in an overrun,
may draw supply from the hex. For example, as given on the overrun MP costs table. The
+1 during frost weather. This
if 3 REs of supply were transported to an units in the hex being overrun are
modification is not used if the unit is
airbase, then units totaling at most 3 REs completely eliminated and removed from
in a major city or fortress.
may draw supply from that airbase in a play (even if they have cadres), and the
+2 during snow weather. This following initial phase. Unused REs of overrunning units may advance into the hex.
modification is not used if the unit is supply may not be accumulated for later This advance is optional, but each
in a major city or fortress. use. overrunning unit must spend the required
E. Special Supply Sources. Units MPs even if it does not advance. After
F. Resource Points. Resource points
(but not cities) may draw supply from certain executing an overrun, the units may
are used in the construction of forts and
special sources, as listed below. A unit continue moving if they have sufficient MPs
airfields, to increase a player’s rail capacity,
drawing supply from such a source is remaining.
and for air and ground operations in the
treated as being in supply for the entire Arctic. A resource point counter is used as a A unit with insufficient MPs to pay the full
player turn. However, use of these sources marker for resource points. Resource points MP costs for an overrun may not participate
does not negate or defer the number of do not count against stacking, do not have in the overrun, even if it has not moved at all
turns a unit has been out of supply. combat strengths, and do not have ZOCs. in the phase.
Example: A unit has been out of supply for The owning player may freely build up or Overrunning units may use the road
three turns, and would now be starting its break down his resource point counters at movement rate when executing an overrun if
fourth turn out of supply. However, the unit any time, as long as the total number of all other considerations for road movement
draws supply from a truck (see below). The resource points in each hex does not are met.
unit is treated as being in supply for the change. For example, a player may break a
current player turn but is still considered to A unit with a defense strength of 0 may be
5-point resource point counter down to five
have started its fourth turn out of supply for overrun at 12:1 odds by any unit with an
1-point counters. Friendly-owned resource
regular supply purposes. If isolated, it would attack strength greater than zero.
points in a hex captured by the enemy are
not be checked elimination, as it is automatically destroyed. A unit that may retreat before combat (see
considered to be in supply. Rule 9I) may use this ability when enemy
A resource point counter may move by rail
Note: Certain rules specify that units units overrun the hex it occupies. When the
by itself, moving the same as a rail-only unit.
must be in regular supply for various overrun is announced, these units may
A resource point counter may not move
purposes. This means that the rule retreat before combat, at the owning player’s
overland by itself. Instead, it must be carried
option. The overrun odds are then from an airbase, 4 MPs to remove one hit incurred for the combat engineers.
recalculated, and the overrun resolved. If all from a port, and 4 MPs to remove a hit from 3. Assault Engineers. Assault
units in a hex being overrun retreat before a damaged rail line. engineers are not construction units. They
combat, then the overrunning units do not a. Weather. Poor weather (mud, have the combat abilities of combat
pay the overrun MP cost for the overrun frost, and snow) affects construction engineers. In addition, an assault engineer
attempt. abilities. All MP construction costs are attacking into or defending in a major city or
doubled. For example, 4 MPs are required fortress has its combat strength doubled and
Rule 14 - Special Unit to repair a hit on an airbase in poor weather. has its RE size doubled for the purposes of
Types All construction costs based on turns are calculating the engineer proportion. For
doubled. For example, 2 turns are required example, a 1-10 assault engineer battalion
A. Engineers. to build a permanent airfield in clear terrain attacking a fortress would have an attack
1. Construction. Construction during poor weather. Temporary airfields strength of 2 and would be counted as 1 RE
engineers and other construction units have may not be built or repaired during mud for the engineer proportion.
a variety of construction abilities, as weather. 4. Railroad Engineers.
described below. b. Quick Construction. A player may Official modification from The Europa
A construction unit may build a fort in any use two construction units in conjunction in News Issue 7:
hex, except one already containing a fort, order to speed construction. The
fortress, or fortified area. The unit begins construction units must be stacked together A railroad engineer may repair a rail line in
building a fort during its initial phase and at the time when their construction abilities the same manner as a construction
must be in supply. (Place a fort counter on are to be used together. In this case, each engineer. In addition, a railroad engineer
the unit to show the construction.) It takes construction unit pays half the construction may regauge a rail line, changing the gauge
one game turn to build a fort in clear or cost. For example, when two construction from broad to standard (or vice versa). If a
rough terrain and two game turns to build a units are used to repair a rail line, each rail line is broken, it must be repaired before
fort in any other terrain. For example, if a fort spends 2 MPs (half of 4) during good it can be converted. A railroad engineer
in a woods hex is begun during the Soviet weather or 4 MPs (half of 8) in poor weather. must be in supply to regauge a rail hex. It
initial phase of the Jul I 41 turn, then it will When two construction units are used to costs a railroad engineer regiment 1 MP (2
be completed in the Soviet initial phase of build an item requiring one turn to build, then MPs in poor weather) to regauge a rail hex.
the Aug I 41 turn. (When completed, place it each unit spends one half its movement This cost is doubled (2 MPs regular, 4 MPs
at the bottom of the stack in the hex.) If the allowance for the construction. For example, in poor weather) for a railroad engineer
construction unit leaves the hex at any time if two Soviet 0-5 construction regiments are battalion. The cost is halved (1/2 MP
before the fort is built, the fort counter is used to build a fort in a rough hex during regular, 1 MP in poor weather) for a railroad
removed from the map. clear weather, then each unit spends 2 1/2 engineer brigade. Quick construction, which
MPs for the construction. Note: Construction halves the MP cost, may be used in
A construction unit may build a permanent regauging. Only additional railroad engineer
airfield in any clear, rough, woods, or of forts and permanent airfields must always
be begun in the initial phase, even if quick units may be used for this quick
wooded rough hex (including such hexes construction; construction units and Soviet
containing other features such as reference construction is used.
workers may not be used. The quick
cities or forts), except one already Construction costs cannot be further construction requirements are:
containing a permanent airfield. A decreased, even if the player uses three or
permanent airfield is built in the same more construction units in conjunction, two RR Eng II: another RR Eng II
manner as a fort, taking one turn to build in construction units plus workers (see below), RR Eng III: another RR Eng III or two
a clear or rough hex and two turns to build in or any other combination of construction RR Eng II
a woods or wooded rough hex. abilities. RR Eng X: another RR Eng X, two RR
One resource point must be spent in order c. Soviet Workers. If a Soviet Eng III, four RR Eng II, or one RR Eng
to build a fort or permanent airfield. The construction unit can trace, a line no more III and two RR Eng II
construction unit building the item must be than 4 hexes in length to a Soviet-owned For example, a railroad engineer regiment
able to trace an overland supply line to the major city in the USSR, then the unit may must have one additional railroad engineer
resource point being used for construction. use the quick construction rule (above) regiment or two railroad engineer battalions
The resource point is spent when the unit without a second construction unit being present to qualify for quick construction.
begins construction. If construction is not present. This 4-hex line is traced the same
completed, for any reason, the resource as an overland supply line. A railroad engineer unit has no other
point is not recovered. construction ability, unless Advanced Rule
Only a limited number of construction units 38C2 is used.
A construction unit may build a temporary may use this ability per major city: up to 3
airfield in any clear or rough hex except one construction units per multi-hex city, up to 2 Further official modification from The
already containing any airfield. The unit construction units per full hex city, and only Europa News Issue 19:
must be in supply, and the airfield costs 4 1 construction unit per partial hex city. For A railroad engineer may:
MPs to build. Unlike a permanent airfield, a example, only two construction units may Regauge a rail line, changing the gauge
temporary airfield remains on the map only if use Kiev’s worker ability. from broad to standard (or vice versa). A
there is a construction unit in its hex at all d. Motorized Limit. A c/m broken rail line must be repaired before it
times. (The unit need not be the one that construction unit may not use its can be regauged.
built the airfield.) If there is no construction construction abilities in the exploitation
unit in the hex, the airfield is removed from Repair a rail line, in the same manner as a
phase. construction engineer. A railroad engineer
play. Note that a permanent airfield may be
built in a hex containing a temporary airfield. 2. Combat Engineers. Combat has no other construction abilities.
In this case, the temporary airfield is engineers are construction units. Combat A railroad engineer regauges a rail line as
removed from the map when the permanent engineers also have the following abilities. follows:
one is completed. A combat engineer is considered to be It must be in supply.
A construction unit may demolish the supported when attacking into or defending
in a major city, fortress, or fort. It does not It must spend 1 MP (2 MP in poor
capacity of a port. For every 3 MPs the unit weather) in the rail hex for regauging.
spends in the port’s hex, one hit of damage provide support to other units in such cases.
is applied to the port. When at least 1/5 of the REs attacking a It may use quick construction, which
major city, fortress, or fort are combat halves the MP cost. Two railroad
A construction unit may repair damaged engineer regiments may use quick
ports, airbases, and rail lines. In all cases, engineers, the combat resolution die roll is
modified by + 1. The REs of attacking construction if both are in the rail hex;
the general procedure is the same: the unit both units pay half the standard
must spend a number of MPs in the hex of artillery units are not counted in this
calculation, If this special ability is used, regauging cost. A railroad engineer
the item to be repaired. It costs a brigade is the equivalent of two railroad
construction unit 2 MPs to remove one hit then required losses (see Rule 9J) are
engineer regiments and thus may use AEC/ATEC capabilities. ZOCs without paying ZOC movement costs.
quick construction by itself. D. Headquarters. A headquarters Each time the unit leaves a hex in an enemy
Note: Construction engineers may not unit has only a movement rating; its combat ZOC (whether or not it enters another hex in
regauge rail lines. Construction strength is 0. A headquarters unit is 1RE in an enemy ZOC) without paying the ZOC
engineers and Soviet workers may not be size, has heavy equipment, and does not costs, consult the success table. If the
used for quick construction when have a ZOC. A headquarters is c/m if its unit attempt does not succeed, the unit must pay
regauging. type symbol is a c/m one. A headquarters is normal ZOC costs to leave the hex; if it does
automatically AEC and ATEC neutral, not have sufficient MPs to meet this cost
Example: The following chart illustrates the then it must end its movement in the hex it
MP costs to regauge a rail hex in clear regardless of the AEC and ATEC
capabilities of its unit type symbol. currently occupies.
weather. In poor weather, the listed MP
costs are doubled. E. Mountain and Ski Units. Any unit A commando unit may attempt to retreat
with the mountain symbol as part of its unit through enemy ZOCs to a friendly-occupied
Unit MP Cost Note type symbol is a mountain unit. Mountain hex. Consult the success table. If the
per Unit units have movement and combat attempt succeeds, the unit is not eliminated
advantages in certain types of terrain, as due to retreating through enemy ZOCs.
1x RR Eng 1 Standard
III Case summarized on the terrain effects chart. A commando unit may attempt to help other
These abilities are in addition to any other units in its hex retreat through enemy ZOCs.
2x RR Eng ½ Quick abilities of the unit. For example, a mountain The commando unit must successfully
III Construction cavalry unit moves as a mountain unit in retreat to a friendly-occupied hex, and each
mountain hexes and as a cavalry unit in unit to be helped must retreat to the same
1x RR Eng ½ Quick forest hexes. hex. Consult the success table for each unit
X Construction retreating in this manner. If the attempt
Any unit with the ski symbol as part of its
unit type symbol is a ski unit. Ski units have succeeds, the unit retreats to the hex,
B. Artillery. Artillery units do not
certain movement advantages in snow, as ignoring enemy ZOCs. If the attempt fails,
defend with their full strength unless the
summarized on the terrain effects chart. In the unit is subject to regular ZOC effects.
number of non-artillery REs in a hex at least
addition, all ski units are also considered to Example: Soviet units attack a German-
equals the number of artillery REs. All Axis
be mountain units. occupied hex from five adjacent hexes. The
artillery units in excess of this number
sixth hex is occupied by German units but is
defend with a total strength of 1. All Soviet F. Rail-Only Units. A unit with a in Soviet ZOCs. In the attacked hex are a
artillery units in excess of this number printed movement rating of “R” may not Brandenburger parachute commando unit
defend with a total strength of 0. move except by rail movement. In combat, it and two 7-6 infantry divisions. The result of
Example: The German player has three 2-3- may attack any adjacent hex (per the the attack is a DR. The Brandenburger unit
8 artillery regiments and one 2-6 infantry standard rules); however, it may not attempts to retreat to the adjacent friendly-
regiment defending in a hex. Since there is advance after combat. A rail-only unit occupied hex and succeeds. Thus, the other
only 1 RE of non-artillery units in the hex, required to retreat may retreat only to a hex retreating units may attempt to retreat
only one artillery regiment may defend using it could enter using rail movement. If there is through the Soviet ZOCs without loss. One
its full defense strength. The other two no such hex available, the unit is eliminated division succeeds and thus retreats at its 7-6
artillery units defend with a total strength of instead. Note that if a rail-only unit is in a strength. The other division fails and thus is
1. Thus, the defense strength of the hex is 6. hex when the rail line there is broken, the reduced to cadre strength due to retreating
unit may not leave the hex until after the line through enemy ZOCs.
Artillery units do not attack with their full
is repaired. If required to retreat from such a
strength unless the number of non-artillery 2. Surprise Attack. Any commando
hex due to combat, the rail-only unit is
REs participating in the attack at least unit with an attack strength greater than 0
eliminated instead.
equals the number of artillery REs. All may attempt to make a surprise attack. The
artillery units (Axis and Soviet) in excess of G. NKVD Political Troops. In combat commando unit may attack alone or in
this number attack with a total strength of 1. (attacking or defending), all Soviet units conjunction with other units. The owning
which started the combat phase stacked in a player declares the surprise attack
1. Siege Artillery. Siege artillery has
hex with an NKVD political troops unit ignore immediately before rolling the die to resolve
its attack strength doubled when attacking a
retreats. For example, if Soviet units stacked the attack, after calculating the odds of the
fortress or major city.
with an NKVD political troops unit are attack. Consult the success table. If the
2. Railroad Artillery. A railroad attacked and receive a DH result, the commando operation succeeds, modify the
artillery unit has a range of two hexes. When survivors do not retreat from the hex. A combat resolution die roll for the attack by +
firing at two-hex range, it is not subject to combat result of AR becomes NE for Soviet 1. If the operation fails, the commando unit
any combat results, may not advance after units attacking from a hex containing an may be eliminated (as explained on the
combat, and may not be included in NKVD political troops unit. success table). If the commando unit is
exchange calculations. Railroad artillery may
In addition to the preceding, a combat result eliminated, then the attack odds must be
not attack by itself when firing at two-hex
of DR becomes EX for Soviet units recalculated, excluding the commando unit’s
range; it may attack only if units adjacent to
defending in a hex containing an NKVD strength from the attack.
the defending hex are attacking the hex as
political troops unit. 3. Retreat Before Combat. A
well. When firing at one hex range lie.,
adjacent to the defending hex), railroad Note: This rule applies only to those commando unit may retreat before combat.
artillery is subject to combat results. units with the NKVD political troops unit I. Trucks. A truck counter has a
Railroad artillery is also considered to be type symbol. Other NKVD units do not movement rating but no combat strength; it
siege artillery. have this special ability. is treated as a 0-strength c/m unit. It does
3. Soviet Artillery Divisions. A Soviet H. Commandos. A commando unit is not count against stacking and does not
artillery division that moves in its movement any unit with the commando unit type have a ZOC. For transport purposes, it is 3
phase has its attack strength halved for any symbol, either by itself or in conjunction with REs in size and has heavy equipment. A
overruns that phase and for combat in the another unit type symbol. For example, a truck may move in the exploitation phase.
following combat phase. unit with the parachute commando unit type A truck may be used to extend supply lines,
symbol is a commando unit. Commando as a source of supply, and to carry resource
C. Specialized Armor Units.
units may attempt commando operations, as points, as described in the supply rules.
Flamethrower tank units, engineer tank
described below. The success table is Note: Trucks are different from the transport
units, and sturmpanzer units are specialized
consulted to determine the outcome of these counters used in some other Europa games;
armor units. When attacking a major city,
operations. Roll one die, modifying it by all they may not be used to combat/motorize or
fortress, or fort, a specialized armor unit is
appropriate modifiers for commando otherwise carry ground units.
treated in all respects the same as a combat
operations, and consult the table for a result.
engineer unit attacking such a hex. Note that
while these three unit types have the same 1. ZOCs. A commando unit may
special combat ability, they do have differing attempt to leave or move through enemy
Rule 15 - Unit Breakdowns Rule 16 - Air Rules unit trying to escape:
On a roll of 1, 2, or 3, the air unit escapes.
A. Procedure. A divisional unit may Introduction The air unit must immediately fly to an
break down into its component units at the
A. Air Units. Air units are shown on airbase within range of three times its
start of a friendly movement phase. There is
the unit identification chart. The air unit printed movement rating; it becomes
no MP cost to break down. The unit is
codes table defines the three basic inoperative upon arrival. If there is no
removed from the map and its breakdown
categories of air units: fighters, bombers, airbase within range, the air unit is
components are placed in its hex. The
and transports. Within the fighter category, eliminated.
stacking limit may be violated when a unit
two further terms are used: interceptor and On a roll of 4, 5, or 6, the air unit does not
breaks down, as long as the limit will not be
escort. An interceptor is a fighter flying the escape and is eliminated.
violated at the end of the phase.
interception mission. An escort is a fighter
A divisional unit may be assembled at the flying the escort mission. C. Airbase Capture. All enemy
end of any friendly movement phase. The airbases except temporary airfields may be
B. Concepts. captured and used. An enemy airbase is
component units of the divisional unit must
be stacked in the same hex; they are 1. Operative. Under normal captured when a friendly ground unit gains
removed from the map and the unit is placed conditions, air units are operative and may ownership of the hex. A captured airbase
in the hex. function to the full extent the rules allow. immediately becomes a friendly airbase and
Due to a variety of causes, air units may may be used from the instant of its capture.
C/m divisional units may break down and
become inoperative. An inoperative air unit A temporary airfield is immediately
assemble during the exploitation phase the
cannot function normally (such as fly destroyed when an enemy’ unit gains
same as in the movement phase.
missions or make patrol attacks) and must ownership of its hex.
B. Unit Breakdown Charts. remain at its airbase until repaired. Place an
Breakdown possibilities are shown on the inoperative air unit face down on its airbase D. Airbase Damage. A unit may
breakdown charts. The charts detail, by to show its condition. damage the capacity of an airbase by
nationality, unit type, and unit ratings, all spending MPs to do so in the airbase’s hex.
2. Target Hex. The target hex of an One hit of damage to the airbase’s capacity
allowed breakdowns. Divisional units not
air unit is the hex in which it is to perform its is done for every 2 MPs spent by the unit.
listed on this chart may not break down. A
mission. For example, the target hex of a Use hit markers to show this damage. The
player may not break down more units than
bomber flying the ground support mission is capacity of an airbase may be reduced due
there are breakdown counters provided in
the hex occupied by the enemy units to be to bombing (Rule 20F2b) and partisan
the counter mix.
bombed. attacks (Rule 33C). Each hit on an airbase
A divisional unit may break down either into
C. Air Phase Sequence. Activity reduces its capacity by one. Damaged
supported components or into a
within the air phase occurs in the following airbases may be repaired (Rule 14A). No
headquarters and unsupported components.
sequence. airbase may be damaged beyond its
For example, a German 7-6 infantry division
1) Phasing Player Air Movement Step. capacity. Anytime during the player turn, the
may break down into three supported 2-6
phasing player may abandon any airfield
infantry regiments or into an infantry division 2) Non-Phasing Player Interceptor (permanent or temporary) at zero capacity,
headquarters and three unsupported 2-6 Movement Step. removing it from the map.
infantry regiments. Exception: Battalion-
3) Air Combat Resolution Step.
sized break down components are never
supported. 4) Mission Resolution Step. Rule 18 - Movement of Air
Each chart has a number of labeled boxes. 5) Non-Phasing Player Interceptor Return Units
When a unit is broken down, the unit counter Step. Each air unit has a movement rating which
should be placed in the appropriate box on 6) Phasing Player Air Unit Return Step. states the basic number of MPs the air unit
the chart to show this fact. When a unit is has available. Its movement rating may be
D. Air Unit Markers. Air unit markers
assembled, its components should be modified depending upon the mission the air
are similar to corps/army markers (Rule 8C).
placed in its box. unit is flying. The modified movement rating
Use air unit markers to ease counter
C. Breakdown Combinations. congestion when a large number of air units is the maximum number of MPs the air unit
fly to the same target hex. Place an air unit may use to fly from its base to its target hex
1. General. Most divisional units do
marker in the hex, place the air units there in during the air phase; it is the maximum
not have specific breakdown counters.
a box on the Europa marker display, and number of MPs it may use when returning to
Instead, the lettered breakdown counters of
write the identification of the marker on the base during the air return step. As an air unit
the appropriate nationality and unit type are
box. For all game purposes, the air units are moves, it spends 1 MP for each hex it
used. Each specifically lettered set of
treated as being in the hex occupied by the enters; terrain has no effect on the
breakdown counters may be used to break
marker. movement of air units. Each air unit moves
down one divisional unit at a time, and the
individually.
unit broken down is placed in the
corresponding lettered box on the chart. Rule 17 - Airbases An air unit, depending upon its air unit type
and the mission it is flying, may fly during an
2. Specific. Certain divisional units Air units take off from and land at airbases.
air movement step or an interceptor
have specific breakdown counters; these When not flying a mission, an air unit must
movement step. Only the air units of the
units are identified on the unit breakdown be at a friendly-owned airbase; it may not
player named in the movement step may fly
charts. Such a unit may break down using use an enemy-owned airbase for any
during the step.
only its specific breakdown counters, and purpose.
these breakdown counters may not be used During the air return steps, air units return to
A. Capacity. The capacity of an
to break down any other unit. base. An air unit must return to a friendly
airbase is the number of air units that may
airbase and is eliminated if it cannot do so.
D. German Antiaircraft Units. A initiate missions from that airbase each air
German 2-10 motorized heavy antiaircraft phase. There is no limit to the number of air
(AA) regiment may break down (in the same units that may land or be present at an Rule 19 - Patrol Attacks
manner as a divisional unit) into two 1-10 airbase, except that an air unit may not land Each operative fighter air unit at an airbase
motorized heavy AA battalions, and two at an airbase if its capacity is currently 0. (i.e., not flying a mission) has a patrol zone.
such battalions may be assembled into a The capacities of airbases are shown on the The patrol zone of an Axis fighter covers
regiment. These breakdowns and airbase table. every hex within one half the movement
assemblies may use any appropriate units B. Air Unit Escape. If an enemy rating (rounded down) of the exerting fighter.
available in the counter mix, and the ground unit gains ownership of an airbase For example, an Me 109E fighter
breakdowns and assemblies are not kept hex, all operative air units there may try to (movement rating of 71 has a patrol zone
track of on the unit breakdown chart. escape. Airbase capacity is not considered extending out to three hexes. The patrol
(even if the capacity is 0) when air units zone of a Soviet fighter covers every hex
attempt to escape. Roll a die for each air within two hexes of the exerting fighter. On
and after the Oct I .42 turn, the patrol zone A scrambling fighter may fly to an airbase with its cargo during the air return step.
of a Soviet Guards fighter covers every hex within range of its printed movement rating, Alternatively, a transport may fly to an
with one half the movement rating (rounded landing at the airbase during the air return airbase within range of its printed movement
down) of the exerting fighter. step. A fighter may not scramble to an rating, land cargo there during the mission
Fighters may make patrol attacks during the airbase that is the target hex of any enemy resolution step, and then return to any
enemy player’s air movement step. When an air units. airbase within range of its printed movement
enemy air unit enters a hex in the patrol C. Escort. Fighters may fly escort rating during the air return step. It may not
zone of a fighter, the enemy air unit is missions during the air movement step. An carry cargo during the air return step. Note
subject to a patrol attack. The air attack escort (a fighter flying this mission) flies to a that only the capacity of the airbase where
strength of the fighter is compared to the air hex within range of its printed movement this transport mission is initiated is used; the
defense strength of the enemy air unit. This rating; the hex must be a target hex of other capacity of the airbase where the transport
comparison is used to determine the attack’s friendly air units. The purpose of escort is to lands the cargo is not used.
chance of success: protect the other friendly air units in the hex 2. Air Drop. Airborne units may be
If the fighter’s strength is equal to or during air combat. air dropped by transports. The target hex of
less than the enemy air unit’s strength, D. Transfer. All air unit types may fly an airdrop may be any hex except for the
a die roll of 6 will turn back the enemy transfer missions during the air movement following terrain types: prohibited terrain,
air unit. step. There are two different types of mountain, swamp, or forest. The target hex
transfer missions. may be in enemy ZOCs or occupied by
If the fighter’s strength is greater than enemy units. The effects of airdrops are
the enemy air unit’s strength but less 1. Regular Transfer. An air unit may fly covered in Rule 25.
than twice as great, a die roll of 5 or 6 to any airbase within range of three times its
will turn back the enemy air unit. printed movement rating. If the airbase is not Supplies may be air dropped in any hex.
within interception range of any enemy Resource points may not be air dropped at
If the fighter’s strength is at least twice all.
as great as the enemy air unit’s fighter, the air unit may continue to transfer
strength, a die roll of 4, 5, or 6 will turn to another airbase within range of three A transport may carry 1/2 RE of airborne
back the enemy air unit. times its printed movement rating. The air units or 1 RE of supply. Thus, two transports
unit may continue to transfer in this manner are required to carry a 1 RE airborne unit on
The turn back result due to patrol attacks is any number of times. An air unit flying a an airdrop. A transport may fly to any target
the same as the turn back result due to air regular transfer mission may not initiate a hex within range of its printed movement
combat (Rule 21B). different mission in the same air movement rating, dropping the airborne unit in the hex
Patrol attacks may be made only during the step. Note that only the capacity of the during the mission resolution step.
enemy player’s air movement step; they airbase in which this mission is initiated is F. Bombing. Any air unit with a
may not be made during the interceptor used. bombing strength greater than 0 may fly
movement or air return steps. Patrol attacks 2. Staging. An air unit may stage to bombing missions. Air units fly bombing
are not missions, are not air combat, and do an airbase within range of its printed missions during the air movement step.
not count against airbase capacity. A fighter movement rating and then initiate a non-
making a patrol attack is not subject to any Most bombing missions are resolved during
transfer mission in the same air movement the mission resolution step, after air combat
adverse effects. step. Note that the capacities of two and antiaircraft fire in the hex has been
The capacity of the airbase is the maximum airbases are used for each staging air unit: resolved. Air units bombing a target may
number of patrol attacks that fighters at the that of the airbase where the staging bomb it individually, or some (up to all) may
airbase may make. For example, only two mission was initiated and that of the airbase combine their bombing strengths to make a
patrol attacks may be made from a where the second mission was initiated. single bombing attack. Exceptions to this
temporary airfield, even if three (or more) E. Transport. Transport air units may general case are given in the specific
fighters are based there. fly transport missions, carrying ground units, bombing missions.
A fighter may make only one patrol attack resource points, and supplies as their cargo Several bombing missions require the use of
per air phase. It is not required to make any during the air movement step. A transport the bombing table to resolve bombing
patrol attack at all, and it need not make a may not carry any ground unit that has attacks. For each bombing attack, use the
patrol attack against the first air unit that heavy equipment; all other ground units may bombing strength column that most closely
enters its patrol zone. be carried. The ground unit or resource point matches (without exceeding) the bombing
An air unit may be subjected to only one to be carried must start the air movement strength of the bombing attack. (If the
patrol attack per hex entered; it may be step at the airbase of the transport. Supplies bombing strength is less than 2, the
subjected to a patrol attack in each hex it can be carried from an airbase if a supply bombing attack automatically misses.) For
enters in enemy patrol zones. line could be traced from the airbase to a example, a bombing attack with a strength
regular source of supply at the start of the of 8 points would use the 5 column. Roll the
Rule 20 - Air Missions player’s initial phase. (Note that the special
sources of supply cannot be used for this
die and modify the number rolled with the
appropriate modifiers on the bombing table.
Air units may fly any of several missions, purpose.) Cross-index the bombing strength column
depending upon their air unit types. The
All air combat and antiaircraft fire that affect with the modified die roll to obtain a result.
missions are described in detail below. Each
a transport also affect its cargo. If a There are two possible results: M (miss) and
mission lists which air unit types may fly the
transport is eliminated, its cargo also is H (hit). A miss has no effect on the target. A
mission, when the mission may be flown,
eliminated. If a transport is aborted or turned hit affects the target, as described in each
and what the effects of the mission are.
back, its cargo returns to base with the bombing mission.
Unless otherwise stated below, an air unit
transport. When two or more transports Weather (Rule 29) may affect bombing
may fly only one mission per air phase.
combine to carry a unit, then a result to any strengths. The bombing strengths (tactical
A. Interception. Fighters may fly one of the transports also affects the cargo. and strategic) of an air unit are halved in
interception during the interceptor Always use the most severe result to the mud and snow weather.
movement step. An interceptor (a fighter transports as the effect upon the cargo. For
flying this mission) may fly to any hex within example, if one transport is turned back and 1. Strategic Bombing. The following
range of one half its movement rating (round the other eliminated, then the cargo is missions may be flown by air units with
fractions down); the hex must contain eliminated. strategic bombing strengths greater than 0.
enemy air units flying missions. The purpose a. Ports. Consult the bombing table
There are two types of transport missions.
of interception is to engage enemy air units for each bombing attack made upon an
in air combat. 1. Regular Transport. Each transport enemy-owned port. Each hit decreases the
may carry up to 1 RE of ground capacity of the port by 1 RE. Mark each hit
B. Scramble. A fighter may scramble
units/resource points or 2 REs of supply. A achieved on the port with a hit marker.
during the interceptor movement step if the
transport may fly to any airbase within range
fighter’s airbase is the target hex of enemy b. Factories. Consult the bombing
of twice its movement rating, landing there
air units. table for each bombing attack made upon a
Soviet factory. Three hits on a factory in an units’ tactical bombing strengths to the total Rule 21 - Air Combat
air phase eliminates the factory’s production attack strength attacking the hex. Terrain
in the next Soviet player turn. Additional hits does not affect tactical bombing strengths. Air combat occurs when interceptors fly to
do not accumulate. The total printed tactical bombing strength hexes containing phasing air units flying
contributed to an attack may not exceed the missions; air combat is resolved during the
c. Soviet Replacement Cities.
total printed strength of the attacking ground air combat resolution step. All air combat in
Consult the bombing table for each bombing
units; bombing strength points in excess of a hex is resolved before any air combat in
attack on a Soviet replacement city. For
this are ignored. another hex is resolved. There are two
every 3 hits achieved on a city in an air
stages to air combat: preparation and
phase, reduces the city’s replacement rate d. Defensive Support. Air units may
resolution.
by 1 replacement point in the next Soviet aid friendly defending units. During the
player turn. Hits beyond the city’s owning player’s air movement step, the air In the following rules, mission force refers to
replacement capacity for the next player turn units fly to the hex of the potentially all air units in the target hex flying missions
have no effect. defending friendly ground units. (This hex other than those flying escort (the escorts)
may be unoccupied or enemy occupied, in or interception (the interceptors).
d. Rail Marshalling Yards. Each dot
city and major city hex is a rail marshalling anticipation that friendly units will occupy the A. Preparation. At the start of the
yard. Consult the bombing table for each hex at a later point.) The air units remain in preparation for air combat in. a hex, the
bombing attack made against an enemy rail the hex until the start of the next friendly player with the mission force may decide to
marshalling yard. Each hit on the target initial phase, returning to base at that time. abandon air operations in the hex. If a player
reduces the rail capacity of the owning During enemy combat phase (only), add the abandons air operations in a hex, all of his
player by 2 in his next player turn. (This air units’ tactical bombing strengths to the air units flying missions in the hex
decrease is for his next player turn only; it is total defense strength of the hex. (Note that immediately return to base; they may not
not permanent.) Only hits against defensive support bombing has no effect land at an airbase in the hex in which they
functioning yards have effect; a yard is during overruns, which do not occur in the abandoned air operations. These air units
functioning if a rail-element supply line can enemy combat phase.) Terrain does not may not fly a new mission that phase. Air
be traced from the yard to a supply source affect tactical bombing strengths. The total combat, antiaircraft fire, and mission
at the start of the air phase. Only a limited printed tactical bombing strength contributed resolution do not occur in the hex. Enemy
number of hits are allowed per yard in an air by the air units may not exceed the total interceptors in the hex remain in the hex
phase: 1 per dot city and 2 per major city printed strength of the defending ground until the interceptor return step, returning to
hex. Hits in excess of the yard’s limit have units; bombing strength points in excess of base at that time. (Note that the interceptors
no effect. this are ignored. do not engage in air combat in the hex and
may not be switched to air combat in any
Note: Rail marshalling yards have no Prior to the resolution of the attack, the
other hex.)
other effects in the game. attacking player may fire antiaircraft against
the defensive support air units in the hex If air operations in a hex are not abandoned,
e. Oilfields. Baku (9A: 1506) and
(per Rule 22B). air combat preparation continues. The
Ploesti (3B:2826) are major oilfields and
player with the mission force separates his
may be bombed. Consult the bombing table e. Interdiction. Air units fly
air units into two groupings: the escort
for each bombing attack made against an interdiction missions to their target hexes
screen and the mission force. All escorts are
enemy-owned producing oilfield. For every 2 during its owning player’s air phase. They
placed in the screen. Fighters flying
hits achieved on an oilfield in an air phase, 1 remain in these hexes until the start of the
bombing missions may jettison their bombs
resource point from the oilfield’s production next friendly initial phase, returning to base
at this point and be placed in the escort
for the following player turn is eliminated. at that time. For every two tactical bombing
screen (see Rule 24A).
Hits in excess of an oilfield’s production strength points delivered in a hex, one
have no effect. (Oilfields are covered in Rule interdiction hit is achieved. Interdiction The player with the interceptors separates
31I.) affects the movement of enemy units. A his air units into two groupings: those that
interdiction hit has the following effects: 1) will attack the screen and those that will try
2. Tactical Bombing. The following
every enemy ground unit leaving the hex to bypass the screen to attack the mission
missions may be flown by air units with
(including units using operational rail force. The player may divide his interceptors
tactical bombing strengths greater than 0.
movement) must spend an additional MP to between these two groups as he wishes.
a. Air Units. Enemy air units at do so; 2) a unit leaving the hex by strategic B. Resolution. In air combat,
airbases (i.e., not flying missions) may be rail movement loses 20 hexes of its rail opposing air units fire upon one another. An
bombed. A fighter has its tactical bombing movement ability; 3) an “R” movement unit air unit may, at most, fire only once during
strength increased by 1 when flying this loses 5 hexes of its rail movement ability air combat in an air phase, regardless of the
mission. For example, a fighter with a when leaving the hex by operational rail number of enemy air units that fire on it.
tactical bombing strength of 0 would have a movement. A unit may take a maximum of
strength of 1 when flying this mission. At 1. Sequence. Air combat is resolved
two interdiction hits per hex in a movement
each airbase, the phasing player must in a series of steps; each step must be
or exploitation phase. Interdiction hits in
specify the target of his bombing air units completed before the next is begun.
excess of two in a hex are ignored.
before resolving any bombing attacks there. a) Interceptors allocated to attack the
Consult the bombing table for each bombing f. Rail Lines. Consult the bombing
escort screen engage the screen in air
attack. A hit on an operative air unit renders table for each bombing attack upon an
combat. All other air units in the hex are
it inoperative. A hit on an inoperative air unit enemy-owned rail line. A hit breaks the line
ignored during this step. An interceptor is
eliminates it. in the target hex.
allocated against each escort of the screen.
b. Airbases. Air units may bomb g. Ports. A tactical bombing attack If one side has more air units than the other,
enemy-owned airbases. ConsuIt the may be made upon an enemy-owned port in the owning player may allocate these extra
bombing table for each bombing attack. the same manner as a strategic bombing air units against enemy air units as he
Each hit achieved upon the airbase attack on a port is made. wishes. Example: Four interceptors attack a
decreases the capacity of the airbase by 1. h. Naval Units. Consult the bombing screen of two escorts. One interceptor must
When the capacity of an airbase is reduced table for each bombing attack made upon a be allocated against each escort. The
to 0, all further hits against the airbase are naval unit (ship or river flotilla). The phasing remaining two interceptors may be allocated
ignored. player must specify the targets of his either one against each escort (for a total of
bombing air units before resolving any two interceptors against each escort) or both
c. Ground Support. Air units may aid
bombing attacks when two or more naval against one of the escorts (for a total of
attacks made by friendly ground units. The
units are present in the target hex. Each hit three interceptors against one escort and
air units fly to the hex occupied by enemy
on a naval unit damages it, and it will sink one interceptor against the other escort).
ground units to be attacked. The air units
remain in the target hex until the end of the after taking sufficient damage. The naval Unengaged (i.e., extra) escorts need not be
combat phase, returning to base at that rules (Rule 28) cover ships and river flotillas allocated against the interceptors attacking
time. During the combat phase, add the air in detail. the screen. Instead, they may attack the
interceptors attempting to bypass the screen except that it becomes inoperative upon its regular combat units. They have combat
(step c). return to base. An eliminated air unit is strengths of 0. When required to retreat,
b) Air combat between the allocated immediately removed from play. they may not retreat and are eliminated
air units is resolved. Each separate 3. Differentials. When an air unit fires instead. There may be any number of these
allocation is resolved as a simultaneous on an opposing air unit, calculate the attack counters in a hex, as the stacking limit does
exchange of fire between the opposing air differential by subtracting the air defense not affect them. For the purposes of
units; combat results are implemented at the strength of the air unit being fired upon from transport and the like, each position AA
end of the exchange. the air attack strength of the firing air unit. strength point counts as 1/2 RE. Heavy
For example, in an exchange between a position AA units have heavy equipment but
When one air unit is allocated against one do not have any ATEC capability. Light
air unit, each air unit fires once upon the MiG-3 (5F5) and a Ju 87B (203), the MiG-3
would have an attack differential of + 2 and position AA units do not have heavy
other air unit. Combat results are equipment. A position AA unit may not break
implemented after both air units have fired. the Ju 87B would have an attack differential
of - 3. rail lines or down and build up his position
When several air units are allocated against AA units as long as the AA type and total AA
one air unit, the single air unit fires upon any The attack differential determines the strength in the hex do not change. For
one opposing air unit, firing player’s choice. column used on the air combat results table. example, a 3-point heavy position AA
The several air units each fire upon the For each attack, roll two dice and modify the counter may break down into three 1-point
single air unit separately. Combat results are roll as indicated on the table. Cross-index heavy position AA counters.
implemented after all air units have fired. If the modified roll with the correct column on
the table to obtain the air combat result. A position AA counter that moves the
the single air unit receives two or more abort movement phase or is transported in the air
results during the exchange, it is eliminated. Air Combat Example: Two LaGG-3 fighters phase of its player turn may not fire AA
Example: Two interceptors are allocated (5F4) intercept a Rumanian force of one during that player turn.
against an escort. The escort attacks one of SM.79 bomber (1B3) escorted by two
the interceptors, achieving an eliminated PZL.24 fighters (4F4). Step a: One LaGG-3 4. Naval AA. Ships have AA
result on it. Each interceptor fires on the is allocated against one PZL. 24, with the strengths as printed on the counters. Each
escort separately, and each manages to remaining interceptor trying to bypass the river flotilla has an AA strength of 1. All
achieve an abort result on it. At the end of screen. The extra escort is not allocated naval AA is light AA.
the exchange of fire, the results are against the interceptor attacking the screen B. Resolution. AA fire is resolved
implemented. One interceptor is eliminated. so that it may attack the interceptor trying to during the mission resolution step (except as
The escort also is eliminated, having taken bypass the screen. Step b: The LaGG-3 noted below), before air units perform their
two abort results in the exchange. attacks with a differential of + 1; a 5 is rolled, missions. AA strengths may fire upon air
All air units involved in air combat during this aborting the PZL.24. The PZL.24 attacks at units flying air transport and bombing
step have finished their air combat and are 0; a 9 is rolled, for a no effect. Step c: The missions in the hex. AA strengths may not
ignored for the rest of the air combat unengaged escort attacks the bypassing fire against air units flying all other missions.
resolution in the hex. interceptor. The differential is 0; a 7 is rolled, For example, AA may not fire against
for a no effect. The interceptor may not fighters flying escort in a hex.
c) Air combat between the attack the escort. Step d: The bypassing
unengaged escorts and the interceptors In general, all AA strength in a hex
interceptor engages the bomber. The LaGG- (including that of river flotillas) except that of
attempting to bypass the screen is now 3 attacks at + 2; a 4 is rolled and is modified
resolved. The escorts may be allocated ships may fire upon enemy air units flying
to a 3 (due to a fighter attacking a type B air the appropriate missions in the hex. The
against these interceptors as the owning unit), eliminating the SM.79. The SM.79
player wishes. Following the allocation, air exceptions are:
attacks at - 3; a 7 is rolled and is modified to
combat is resolved as in step b, except that an 8 (due to a type B air unit attacking a a) Only heavy AA may fire upon type
none of the attacked interceptors may fire. fighter), for a no effect. HB air units.
Interceptors that survive this step may attack b) Ships may fire AA and other units
the mission force. Example: Three Rule 22 - Antiaircraft may fire AA with the ships only as follows: 1)
interceptors attempt to bypass the screen, Against air units bombing ships in port, the
and there are two unengaged escorts. The Various units and counters have antiaircraft
ship being bombed, any one ship not being
player with the escorts decides to attack two (AA) strengths and are able to make AA
bombed, and all non-ship AA in the hex may
of the interceptors, each with one escort. attacks against enemy air units. AA
fire AA. 2) Against air units bombing ships at
(He could have allocated both escorts strengths are divided into two types: heavy
sea, only the ship being bombed plus any
against a single interceptor.) Each escort and light. This distinction is used for both AA
one ship at sea in the hex not being bombed
attacks, one turning back an interceptor and and ATEC purposes.
may fire AA.
the other achieving no effect. The A. Capabilities.
interceptors may not attack the escorts. One Each AA strength counter may fire once
1. Intrinsic. Each of the following upon each enemy air unit it is allowed to
interceptor is turned back and two get
units has an intrinsic light AA strength of 1: attack. For example, if four air units were
through to attack the mission force.
all units with printed attack (combat) bombing a hex containing a 3 strength point
d) Interceptors successfully strengths of 9 or greater; all Axis c/m position AA counter, the AA counter may fire
bypassing the escort screen may attack the divisions and headquarters; all SS divisions; upon each of the air units, making a 3
mission force. The interceptors may be all Luftwaffe divisions; and all SS c/m strength point attack upon each.
allocated against air units in the mission brigades. Note: A cadre does not have an
force as the owning player wishes. Air units Total all AA fired at a single air unit. This
intrinsic AA strength unless it has an
of the mission force not attacked by total determines the AA strength column
attack (combat) strength of 9 or greater.
interceptors are ignored; they neither attack used on the antiaircraft fire table: use the
Each Axis-owned airbase, except for column that most closely matches (without
nor are attacked. Air combat between the
permanent and temporary airfields, in exceeding) the AA strength of the AA fire. (If
allocated air units is resolved as in step b.
Greater Germany and Rumania has an the firing AA strength is less than 1, the AA
All air combat in the hex is resolved upon
intrinsic AA strength of 3. fire automatically has no effect.) For
completion of this step.
2. Combat AA Units. A combat AA example, 9 points of AA firing would use the
2. Combat Results. Air combat 7 column. Roll two dice and modify the dice
unit is any unit with the AA symbol, a unit
results are: no effect (-), turn back (R), abort roll with the modifiers given on the
size, and a combat strength. A combat AA
(A), and elimination (K). An air unit that is antiaircraft fire table. Cross-index the
unit has its AA strength printed in the upper
turned back no longer participates in air modified dice roll with the AA strength
left corner of its counter.
combat and may not execute its mission column to obtain a result. Results are
(such as bombing); it returns to base during 3. Position AA Units. A position AA
identical to those of air combat (Rule 21B).
the appropriate air return step and remains unit has neither a combat strength nor a unit
operative. An aborted air unit is affected in size; its AA strength is printed in the upper AA is not fired during the mission resolution
the same manner as a turned back air unit, left corner of the counter. Position AA units step against air units flying defensive
function somewhat differently than do support missions. Instead, AA fire is
resolved against these air units in a hex each reduced by 2 (but never below 1). The Air units operating at night do not interact
during the combat phase immediately before fighter may fly to a target hex within range of with air units operating during the day. For
combat in the hex is resolved. When firing twice its printed movement rating. example, a bombing mission made at night
AA against these air units, total the AA During the air return step, any air unit flying may not be intercepted by fighters flying
strengths of the units attacking the hex and at extended range may return to an airbase during the daytime.
divide this total by the number of hexes within range of twice its printed movement Strategic bombing missions, transfer
containing the attackers. Note that the units rating. missions, and regular transport missions
must be attacking the hex in order to use may be flown at night. Night fighters (only)
their AA strengths in this manner. Example: C. Fighter Pilot Superiority. When a
German, Finnish, or Italian fighter fires on a may fly interception missions at night. All
Soviet air units are flying defensive support other air missions may not be flown at night.
over Smolensk. The German player is Soviet non-Guards air unit in air combat, the
die roll is modified by - 1. This modification (Note that tactical bombing missions may
attacking Smolensk with units in three not be flown at night.)
adjacent hexes; his attacking units have 3 is used in addition to all other air combat
AA points in one hex, 1 in the second hex, modifications. For example, a German Night fighters (only) may make patrol attacks
and 2 in the third. The German player’s total fighter firing on a Soviet type B air unit would against air units flying at night.
of 6 AA points is divided by 3 (since the have its die roll modified by - 2. A day air unit flying a bombing mission at
attackers occupy 3 hexes); thus, a 2- This modification is not used by Axis fighters night has its bombing strength halved.
strength-point AA attack is made on each of other than German, Italian, or Finnish, or Day air units flying at night may crash land
the defensive support air units. against Soviet Guards air units. when returning to base. A die is rolled for
D. Gliders. Glider transport (type GT) each day air unit flying any night air mission
Rule 23 - Air Unit Repair air units cannot fly by themselves but must when it returns to base. An Axis air unit or a
During the initial phase of a player turn, the be towed. One transport (type T) air unit Soviet Guards air unit crash lands on a roll
phasing player may attempt to repair his may tow one glider air unit; the transport of 6; a Soviet non-Guards air unit crash
inoperative air units. Roll one die for each may carry a normal load of cargo when lands on a roll of 5 or 6. An air unit that
inoperative air unit and modify the roll with doing so. A glider must be stacked with the crash lands immediately becomes
the appropriate modifiers on the air unit air unit towing it, and the two air units are inoperative.
repair table. If the modified die roll is equal treated as one for all purposes. The air G. Harassment Bombers. A type H air
to or less than the repair roll number on the defense strength of a glider is subtracted unit has its tactical bombing strength
air unit repair table, the air unit is repaired from the air defense strength of its towing air doubled when flying the interdiction bombing
and immediately becomes operative. unit. For example, a Ju 52 (1T2) towing, a mission.
DFS 230 (OGT) has an air defense strength
All modifications to the repair roll are H. Jet Aircraft. A jet air unit is an air
of 1. Any combat result (from patrol attacks,
cumulative. However, a die roll of “1” always unit with a "J" prefix before its air unit type
air combat, or antiaircraft fire) affects both
repairs an air unit, regardless of the die roll letter (such as JF); all other air units are
the towing air unit and the glider equally. An
modifications. non-jet air units. When resolving air combat
aborted glider may be repaired per the
standard air unit repair rules. involving jet air units, use the jet air unit dice
Rule 24 - Special Air Rules roll modifiers on the air combat results table.
A glider may carry cargo at the same rate as The presence of the J prefix does not
A. Fighters on Bombing Missions. Any a transport. A glider never counts against
type F air unit flying a bombing mission has change the usual abilities of an air unit. For
the capacity of an airbase. example, a type JF air unit is a fighter air
its air attack and defense strengths each
reduced by 2 (but never below 1) for the A glider air unit is expended (removed from unit.
duration of the mission. For example, an Me play) immediately following its use in an I. Type HB Note. Type HB (heavy
109E fighter (7F5) flying a bombing mission airdrop mission. When a glider is used in a bomber) air units are a different type from
would have an air attack strength of 5 and regular transport mission, one die is rolled type B air units. Air combat and AA fire
an air defense strength of 3. each time the glider lands at an airbase. On modifiers that apply to one type do not
a roll of 5 or 6, the glider is expended. Note automatically apply to the other. Use the
A fighter flying a bombing mission may that a glider may be expended only for
jettison its bomb load during air combat modifiers exactly as given on these tables.
transport; it may transfer without risk of
preparation, at the option of the owning expenditure. J. Code T Air Units. Code T air units
player. If this is done, the fighter reverts to are equipped with special antitank
its printed air attack and defense strengths, E. Dive Bombers. When the bombing weaponry. When flying the defensive
but it may not complete the bombing table is used to resolving bombing attacks support mission in a hex, a code T air unit is
mission. The fighter is treated as if it were made by type D air units, modify the die roll counted as 3 REs of full ATEC. These REs
flying an escort mission. by + 1 before consulting the table. If any are counted for the ATEC part of the
other air unit type combines its bombing proportion, but not for the total RE part.
B. Extended Range. Air units may fly strength with a dive bomber to make a
extended-range bombing missions by Example: In late 1943, a Ju 87G (a code T
bombing attack, this die roll modification air unit) is flying defensive support in a hex
carrying reduced bomb loads. The air unit may not be used.
may fly to a target hex within range of twice containing two infantry divisions. There are 6
its printed movement rating, but its bombing On and after the Jan I 43 turn, modify the REs in the hex 13 for each of the divisions,
strengths are reduced to one-third of their AA fire resolution dice roll by -1 when firing none for the air unit) and 3 REs of full ATEC
printed values. A fighter may not fly an on a type D air unit. in the hex 13 for the air unit, none for the
extended-range bombing mission. F. Night Air Operations. In general, divisions). Thus, the ATEC proportion for the
air operations are assumed to occur during hex is 1/2 (3/6).
Transports may fly regular extended-range
transport missions by carrying half the the daytime. However, air operations during
standard cargo. A transport flying extended the night are possible. For the purposes of Rule 25 - Airborne
range may: 11 fly to any airbase within this rule, a night air unit is an air unit with an Operations
range of three times its printed movement “N” prefix before its air unit type letter (such
as NB or NF)l; all other air units are day air The airdrop mission (Rule 20E2) details how
rating, landing there during the air return airborne units are transported to and
step, or 2) fly to any airbase within range of units. The presence of the N prefix does not
change the usual abilities of an air unit. For dropped on a target hex. Parachute, air
twice its printed movement rating, landing landing, and parachute commando units are
cargo there during the mission resolution example, a type NB air unit is treated the
same as a type B air unit in air combat and airborne units. Note: Parachute-infantry,
step and returning to base during the air parachute panzer, and parachute
return step. A transport may not fly an for AA fire. Night air units are not required to
operate at night. Both day and night air units panzergrenadier units are not airborne units;
airdrop mission at extended range. the term parachute in this context is an
may fly night air operations, although day air
Fighters may fly extended-range escort units are disadvantaged when operating at honorary designation only.
missions. A fighter flying at extended range night. A. Disruption. An airborne unit may
has its air attack and defense strengths become disrupted when making an airdrop.
One die is rolled for each unit during the any hex it can enter is in the ZOC of the example, if the Luftwaffe group allowance is
mission resolution step; the following division in the drop hex, the parachute 83, then place the Luftwaffe GA 00 marker
conditions modify the die roll: regiment is eliminated. in the 80 box and the Luftwaffe GA 0 marker
-1 for dropping onto enemy units and/or D. Planning and Preparation. Air in the 3 box.
into enemy ZOCs. dropping supply does not have to be Adjust the markers when the quantities they
-1 for dropping into a non-clear terrain planned in advance. Airborne operations record change. For example, if the number
hex. involving airborne units must be planned in of active Soviet groups drops by one, then
advance: the target hex of an airdrop record this on the chart.
-1 for dropping into a major city hex. mission and the unit to be dropped there
(This is in addition to the non-clear terrain B. Group Allowance. A player’s GA is
must be planned one turn in advance. the maximum number of air units he may
modifier.)
During the player’s initial phase in the game have active. An air unit is active if it is in play
-1 for every five hexes (or fraction turn prior to an operation, the player writes on the map, even if it is inoperative. A player
thereof) a Soviet air unit flies its cargo to the down the identity of the unit involved in the may not have more air units active than
target hex. operation and the target hex of the permitted by his GA; air units unable to enter
-2 for a drop during poor weather (mud, operation. A unit may have only one play due to this are kept on the available
frost, snow). operation planned for it at a time. Once box.
+1 if a unit uses a glider as part or all of planned, an operation may be canceled at C. Friendly Territory. A hex is in a
its transport. the player’s option in his next initial phase, player’s friendly territory if it is owned by the
and a new operation for the unit may be player or if it is within two hexes of a hex
If the disruption die roll is 1 or less, the unit planned at that time. A player may also
is disrupted and has its combat strength owned by the player (for ownership, see
cancel an operation during the phase in Rule 3F). Note that some hexes will be
halved. If the disruption die roll is - 1 or less, which it is to occur.
the unit may not attack at all during the considered to be friendly territory to both
player turn of its drop and is immediately During the initial phase, an operation may players. If a hex is not in friendly territory, it
eliminated if in an enemy-occupied hex. If not be planned for a unit that is in an enemy is automatically in enemy territory. Note that
the disruption roll is - 3 or less, the airborne ZOC at that time. Once an operation is the concept of friendly territory is different
unit is immediately eliminated. planned for a unit, it must be canceled if the from ownership of territory; each is used for
unit enters an enemy ZOC, attacks, or is different game purposes.
A disrupted airborne unit does not gain attacked at any time between the planning
ownership of the hex it occupies. For D. Losses. Eliminated air units are
and the execution of the operation. If for any placed on boxes on the air chart. The
example, a supply line may be traced reason the unit is not able to participate in
through a friendly-owned hex occupied by a specific box used depends upon the manner
the operation during the phase in which it is and location of elimination of the air unit.
disrupted enemy airborne unit. to take place, the operation must be
An airborne unit remains disrupted until the canceled. An operation may be planned for 1. Eliminated over Friendly Territory.
start of its next friendly initial phase. For a unit on the turn it arrives as a An air unit eliminated due to air combat or
example, an airborne unit disrupted during reinforcement. antiaircraft fire while flying over friendly
the German air phase would remain territory is placed in the EFT box.
E. Air Landing Units. An air landing unit
disrupted throughout the rest of the German may make an air drop only if all of its 2. Eliminated over Enemy Territory.
player turn and throughout the entire transport are gliders. For example, an air An air unit eliminated due to air combat or
following Soviet player turn. landing regiment would require the use of antiaircraft fire while flying over enemy
The disruption die roll is also used for each two glider transport air units to make an air territory is placed in the EET box.
RE of supply dropped in a hex. If the die roll drop. 3. Destroyed on the Ground. An air
is 1 or less, the RE of supply has been unit eliminated while it is based at an
hopelessly scattered or mis-dropped and is Rule 26 - Air Replacement airbase is placed in the remnants box. Air
removed from play. units may be destroyed on the ground due
System Introduction to enemy bombing or by occupation of their
B. ZOCs. An airborne unit does not
exert a ZOC during the player turn in which The air replacement system governs air unit airbases by enemy ground units.
it performs an airdrop. (Note that this rule reinforcements, replacement of eliminated E. Axis Nationalities. Each national
only applies to drops in weather zones A air units, and the number of air units a player force of the Axis is distinct for all air
and G, since divisional-sized units cannot be may have active at any one time. replacement system procedures, such as
dropped.) A. The Air Chart. A player’s air chart is GA/active air unit calculations, culling, etc.
C. Ground Operations. Airborne units used to record the current situation of his air The Axis national forces are: German (the
that jump in hexes other than enemy- units for the purposes of the air replacement Luftwaffe), Rumanian, Finnish, Italian,
occupied hexes may attack adjacent enemy system. The air chart is divided into several Hungarian, and Slovakian.
units per the standard combat rules. They sections, as follows. F. Air Replacement Cycle. Various air
may attack in conjunction with other friendly 1. Available Box. This box is used to activities for a player occur within the
units. hold air units available to enter play. framework of the air replacement cycle. A
Airborne units that jump in enemy-occupied 2. EFT/EET Boxes. The Eliminated player’s air replacement cycle consists of
hexes must attack the enemy units in the over Friendly Territory (EFT) box is used to four consecutive game turns beginning with
hex during the combat phase. Adjacent hold air units eliminated over friendly his I player turn of each odd-numbered
friendly units may join in the attack. territory. The eliminated over enemy territory month (Jan I, Mar I, May I, Jul I, Sep I, Nov
(EET) box is used to hold air units I). Various activities occur on the turn at the
When differing sides occupy the same hex, start of a player’s air replacement cycle. For
combat is resolved as normal except that no eliminated over enemy territory.
example, new air units and GA additions are
effect results are modified. If an NE is rolled, 3. Remnants Box. This box is used received at this time.
the airborne units that dropped in the to hold air units destroyed on the ground
enemy-occupied hex treat the result as an and air units discarded through the Rule 27 - Air Replacement
AR (and must retreat). All other units treat replacement procedure. This box does not
the result as an NE. hold air units that are permanently System
Retreating units are subject to the effects of eliminated. Such air units are no longer part The air replacement procedure is used by a
all ZOCs they enter, including the ZOCs of of the air replacement system and are not player during the initial phase of each of his
enemy units in the hex from which the kept on the air chart. player turns. The various activities of the
retreat is conducted. Example: A parachute 4. Group Allowance Chart. This procedure occur in the order as given in
regiment drops in a hex occupied by an section is used to record a player’s group Sections A through E. The German player
enemy division. During the combat phase, allowance (GA) and the number of his active follows the sequence separately for each of
the parachute regiment must attack, and the air units. Place markers in the numbered his national forces.
combat result requires it to retreat. Since boxes to show the correct amounts. For
A. Culling. The player checks the by 1. The Soviet GA now is 90. Note that the and withdraws from play the indicated
number of air units in the remnants box and type B and type A; air units were grouped number of active Luftwaffe non-glider air
then in the available box. If the number of air together, as neither type had sufficient air units. The air units to be withdrawn must be
units in the remnants box is greater than 10, units in the EFT box to undergo replacement operative, if possible. Once withdrawn,
then 10% (rounding down) of them must be separately. The fifth fighter was unable to be these air units are not placed on the air chart
permanently eliminated. If the number of air grouped and remains in the box. and do not return to play. The foreign GA
units in the available box is greater than 10, 2. EET Box. For every grouping in line on the Luftwaffe section of the Axis air
then 10% (rounding down) of them must be this box, place one air unit chosen at order of battle has a transfer Out of theater,
placed in the remnants box. When culling air random in the available box, place one air which is handled the same as above.
units, choose at random the air units culled unit chosen at random in the remnants box, 4. Soviet Guards. During the course
from those present in the box. Example: and permanently eliminate the third air unit. of the game, Soviet regular air units are
During a Soviet initial phase, the Soviet Each time this is done, reduce the player’s converted to Guards status. These
player has 12 air units in his remnants box. GA by 1. Example: At the start of a cycle, conversions are specified on the Soviet air
Since there are more than 10 air units in the the Luftwaffe GA is 79 and there are four order of battle. When an air unit may be
box, one (10% of 12, rounded down) air unit Luftwaffe air units in the EET box: two type converted to Guards status, the Soviet
is culled. The Soviet player chooses at B and two type F. Since this is the start of player may substitute any Guards air unit
random one air unit in this box and the cycle, three of these air units are not in play for any active Soviet regular air
permanently eliminates it. grouped together. One is placed in the unit of the same model. For example, if the
B. Replacements. Eliminated air available box, one is placed in the remnants Soviet player converts a regular Yak-1
units in the EFT, EET, and remnants boxes box, one is permanently eliminated, and the fighter to Guards, he removes the regular
may be replaced. When a player has Luftwaffe GA is reduced by 1 to 78. Yak-i from its airbase and places the Guards
sufficient air units in these boxes to use the 3. Remnants Box. For every Yak-1 in its place. If an inoperative air unit is
following replacement procedures, the grouping in this box, place one air unit converted to Guards, then the Guards air
procedures must be used. The specific chosen at random in the available box and unit is inoperative.
replacement procedure used depends upon permanently eliminate the other four. The Converting a regular air unit to Guards does
the box occupied by the air units. In general, player’s GA is not affected by this. not affect the Soviet GA or active air units
air units in a box are grouped together for totals. The air unit removed by the
replacement purposes, with the number of C. Reinforcements. All air units
received as reinforcements are placed in the conversion is not placed on the air chart; it is
air units being grouped together depending simply removed from play.
upon the box: available box. GA increases are added to
the appropriate GA total. A Guards air unit on the air chart is not
4 air units per group for the EFT box treated separately from Soviet regular air
D. Deactivation. The player may
3 air units per group for the EET box remove active air units from the map. Air units on the chart. For example, if there are
5 air units per group for the remnants units so removed are placed in the remnants two regular and one Guards fighters in the
box. box. Air units at isolated airbases may not BET, then the three fighters undergo the
be deactivated. Each air unit deactivated replacement procedure.
For the EFT and EET boxes, air units
are grouped together by model and type reduces the number of active air units, and The Soviet player may deactivate Guards air
(e.g., a group of three Ju 87D type D air this must be recorded on the chart. units, the same as other air units may be
units in EET box) to the extent possible. E. Activation. The player may deactivated. For each Guards air unit
Remaining air units are then grouped activate air units, The player’s active air unit deactivated, the Soviet player may activate
together by type (e.g., four type F air units in total is subtracted from his GA total to one air unit in the available box as a Guards
the EFT box) to the extent possible. Finally, determine the number, of air units that may air unit. For example, the Soviet player
remaining air units are grouped together by be activated. For example, if the Soviet deactivates a Guards LaGG-3 and activates
basic category (fighter, bomber, transport) to player has a GA of 103 and has 101 active an La-5FN in the available box as a Guards
the extent possible. In general, air units air units, then he may activate 2 air units. air unit. Note that this allows the Soviet
unable to be grouped together after this step player to upgrade his active Guards air units
Any air unit in the available box may be as improved models become available.
do not undergo the air replacement selected for activation. An activated air unit
procedure. However, on the turn at the start is placed at any unisolated friendly-owned Note: Guards air unit counters that have
of a player’s air replacement cycle, any airbase. not been brought into play through
remaining air units are grouped together at conversion or activation (as described
random without regard for model, type, or F. Special Rules. above) are kept aside and are not placed
category. When grouping air units, the 1. Night Air Units. Air units with the N anywhere on the air chart. Regular air
player may choose which specific air units prefix are not treated as separate types from units that are removed from play due to
are grouped together, to the extent allowed air units without the N prefix. For example, a conversion to or activation as Guards air
by the above rules. type NB air unit is treated the same as a units are not placed on the air chart.
For the remnants box, air units are grouped type B air unit for replacement purposes. These procedures insure that the air
together without regard for model, type, or 2. Gliders. Glider air units are never replacement system rules work properly
category. included in the active air unit total. For for the Soviet GA and active air unit
example, a player may have active air units totals.
1. EFT Box. For every grouping in
this box, place two air units chosen at equal to his GA total, plus any number of
random in the available box and place the gliders. Gliders present in the available box Rule 28 - Naval Rules
other two air units in the remnants box. Each are not counted when culling occurs. A. Concepts.
time this is done, reduce the player’s GA by Activating a glider does not change the
1. Sea Zones. There are four sea
1. number of active air units in play. Whenever
zones on the map: the Arctic Ocean, the
a glider is eliminated, it is permanently
Example: The Soviet player has a GA of 92 Baltic Sea, the Black Sea, and the Caspian
eliminated; it is not placed in any boxes on
and has five type F (four of which are I-16 Sea. Each sea zone is separate. For
the air chart.
fighters), three type B (all are different example, a Soviet ship based in the Black
models), and one type A air units in the EFT 3. Luftwaffe Transfers. The transfers Sea cannot operate in the Baltic. Due to the
box. The four I-16 fighters are grouped line on the Luftwaffe section of the Axis air fact that Germany has direct access (off-
together: two are placed in the available order of battle chart shows major Luftwaffe map) to the Baltic and the Arctic, the
box, two are placed in the remnants box, GA transfers to and from the German German player is allowed naval movement
and the Soviet GA is reduced by 1. The four eastern front. Transfers into the theater are between the Baltic and the Arctic, as
bomber category air units are grouped treated the same as GA increases. explained below.
together: two chosen at random are placed Transfers out of theater are implemented
2. Naval Units. There are two types
in the available box, two are placed in the immediately after air units are activated. The
of naval units: ships and river flotillas. There
remnants box, and the Soviet GA is reduced German player reduces the Luftwaffe GA
are two types of ships: warships and
and active markers by the indicated amount
transports. coastal hexes occupied by enemy units. (A phase; the Soviet player announces which
3. Ports. A city or fortress in a coastal hex is any hex containing both land warships are supporting an attack only when
coastal hex is a port. A port has a capacity and sea.)l he announces the attack.
of 8 REs: a total of 8 REs of cargo may 1. Movement. A player moves his A warship may use its gunnery strengths
embark! disembark at a port in a player turn. ships in his movement phase. A ship may each combat phase, even if it moved and
A port may be damaged due to bombing move an unlimited distance in its sea zone, transported cargo (excluding supplies)
(Rule 20F) or demolition (Rule 14A). Each moving in all-sea or coastal hexes. A ship during the movement phase. A warship may
hit of damage on the port reduces its must move along an all-sea route and may not use its gunnery strengths if it was used
capacity by 1 RE. A port may take a not cross land or move on rivers. For to transport supplies (per Section Dl.
maximum of 10 REs of damage. example, a ship in hex 3B:3105 could not 3. Replenishment. Once each player
A city or fortress in a non-coastal hex is a move from the hex to hex 3305 via hex turn, each phasing ship must put in to port
river port if it is in a hex on a lake or 3205, due to the land barrier in hex 3205. for replenishing. The ship does not have to
adjacent to a river hexside. A river port is A ship may move in only one sea zone start or end its movement in the port; it need
treated the same as a coastal port in all during movement. Off-map German ports only move to the port at some time during its
respects except that only river flotillas may are considered to be in both the Baltic Sea movement. Soviet ships replenish at any
embark/disembark cargo at river ports. and Arctic Ocean sea zones. Thus, a ship in Soviet-owned ports in the USSR. German
Each player has off-map ports. The German either sea zone may move to the off-map ships replenish at any Axis-owned ports in
player may use off-map German ports in the German ports and a ship at these ports may Greater Germany (including the off-map
Baltic Sea and Arctic Ocean sea zones. A move in either sea zone. Note that it cannot German ports), Rumania, or Bulgaria. A ship
German ship may use these ports by move in both zones in the same turn, may replenish at an appropriate port even if
exiting/entering the west edge of the map in however. Only German ships may use the the port is isolated. A ship unable to
the Baltic Sea or Arctic Ocean zones. The off-map German ports. Place ships and their replenish is unsupplied. An unsupplied ship
Soviet player may use off-map Caspian cargo that end their movement in the off- has its gunnery strengths halved but is
ports. A Soviet ship may use these ports by map German ports on the Germany box on otherwise unaffected. If an unsupplied ship
exiting/entering the east edge of the map in the Axis game chart. is unable to replenish in its next player turn,
Caspian Sea zone. Off-map ports have A German transport may not end its it must be scuttled at the end of that player
unlimited capacities and are always in movement at sea. It must end its movement turn.
regular supply. in port and may not undertake any action 4. Scuttling. When an enemy unit gains
A player may use a port during a turn only if that would prevent it from doing so. It may ownership of a port hex, ships in port there
he owns it at the start of his initial phase. not enter a hex occupied by a Soviet must try to escape to sea. One die is rolled
warship at sea. If a German transport is in for each ship in the port. On a roll of 1
Astrakhan (8A:3325) is a port on the port and a Soviet warship is at sea in the through 4, the ship escapes to sea land is
Caspian Sea zone, even though it is located same hex, the transport may not leave port. considered to be at sea in the port’s hex); on
up the Volga River. The Soviet player may a roll of 5 or 6, the ship fails to escape from
use Astrakhan as a port if he owns the city A ship with parentheses enclosing its ship
type is not fully operational. It may not move the port and is scuttled to prevent its capture
and all land hexes along the major river from by the enemy. A ship with a parenthetical
Astrakhan to the Caspian Sea (hexes and must remain in port at all times. (Its
gunnery strength may be used in combat.) ship type may not move and is automatically
8A:3325, 3326, 3425, 3426, 3526, 3527, scuttled when an enemy unit gains
3626). 2. Gunfire. Soviet warships may support ownership of its port.
4. Beaches. A coastal hex of any Soviet ground units in combat through the
use of their gunnery strengths. A warship A scuttled ship is immediately sunk and
terrain type except mountain is a beach hex. removed from play.
A beach hex has an unlimited capacity of may have one or more of three gunnery
REs that may embark/disembark there in a strengths: primary, intermediate, and 5. Baltic Restrictions. Due to German
player turn. Some coastal hexes contain secondary. These strengths are rated for mines and submarines in the Baltic, Soviet
both a port and beach, each of which may use in the Europa naval system and are naval units operating in the Baltic Sea
be used. halved when used in ground combat. outside a safe zone risk damage. Initially,
Primary gunnery strength may support an the Soviet safe zone consists of all hexes
5. Cargo. Naval units may transport attack or defense within 2 hexes of the firing within two hexes of Kronshtadt. At the start
ground units, resource points, and supplies. warship. Intermediate and secondary of a Soviet initial phase on or after Jan I 43,
Units and resource points are carried based gunnery strengths may support an attack or the safe zone expands if the appropriate
on the RE size; the RE size of cavalry and defense within 1 hex of the firing warship. conditions are met. Once the safe zone
c/m units is doubled for naval transport expands, it covers its expanded area for the
purposes. Every 5 REs of supplies counts For a warship’s gunfire to support an attack
or defense, its gunnery strength must be rest of the game, even if the conditions for
as 1 RE of cargo. its expansion are not met in later turns. The
within range of the attacked hex. Each
B. Ships. There are two types of ships: warship supporting a combat is treated the safe zone expands to cover:
warships and transports. The Soviet player same as a 1 RE field artillery unit (see Rules all hexes in the Baltic Sea on map 1B
has both types of ships, while the German 11 and 1 4B1. There is one exception to on or east of the 1B:0012 hex column if
player only has transports. Warships are this: warships’ gunnery strengths are not all ports in this area are not Axis
rated for use in the Europa naval system; counted when determining losses due to owned.
however, not all the ratings are used in play. exchanges.
The unit identification chart displays the all hexes in the Baltic Sea on or north
ratings that are used. Warships may not fire independently; they of the 1B:1900 hex-row if all ports in
may fire only in support of attacking or this area are not Axis owned.
A ship may be in port or at sea. A ship may defending ground units. Warships are never
be at sea in a port hex. Ships may be sunk. Each Soviet naval unit in the Baltic that
affected by any ground combat results. A operates outside the safe zone must be
Each bombing hit on a ship does one hit of warship may fire each of its gunnery
damage to the ship. Ships may take differing checked. The naval unit is checked
strengths once per combat phase. However, immediately when it re-enters the safe zone
amounts of damage, depending upon their a warship may aid only one attack or
ship types: 4 hits for a type BB, 3 hits for a or at the end of its movement if it remains
defense per combat phase. outside the safe zone. If it is outside the safe
type CA, 2 hits for a type CL, 2 hits for a
transport, and 1 hit for a type DO. When hits At the start of each German combat phase, zone but remains in port throughout the
on a ship equal or exceed the damage it the Soviet player must state which hex each movement phase, it is not checked. To
may take, the ship is sunk and is removed of his warships will support in defense. check for damage, one die is rolled and 4 is
from play. Use hit markers to denote Warships allocated to a specific hex may not subtracted from it. (The roll may be further
damage to ships. fire in support of another hex that phase, modified, as explained below.) A roll
even if their assigned hex is not attacked. modified below 0 is treated as 0. The naval
The presence of a ship in a coastal hex There is no similar requirement for Soviet unit takes a number of hits of damage equal
does not prohibit enemy ground units from warships firing during the Soviet combat to the modified roll. For example, if 6 is
entering the hex, and ships may freely enter
rolled, then the ship takes 2 hits. The die roll Do not confuse marine capability with a river flotilla leaving or moving through
is modified by + 1 for every 10 hexes (or unit’s service. For example, ground forces of enemy ZOCs must pay ZOC movement
portion thereof) that the naval unit moves in the Soviet Navy include both marine and costs. A river flotilla participating in an
the Baltic Sea outside the safe zone. For non-marine units. overrun must pay overrun movement costs.
example, if the naval unit moved a total of c) A supplied unit making an A river flotilla may never end its movement
11 hexes outside the safe zone, then the die amphibious landing is automatically in in an all-lake or all-sea hex.
roll is modified by +2. If the naval unit is supply in the following player turn. For all combat and overrun purposes (both
sunk outside the safe zone, any cargo it offensive and defensive), a river flotilla is
carried outside the safe zone is eliminated. d) A unit making an amphibious
landing during poor weather (mud, frost, treated as a 1 RE Soviet field artillery unit
Note: This rule affects all Soviet naval units, with a combat strength of 2. This includes
including river flotillas, operating in the Baltic snow) may be affected by the weather. Roll
one die for each unit making an amphibious counting its combat strength when
sea zone outside the safe zone. calculating losses in an exchange. If
landing during poor weather. The unit is
The safe zone ceases to exist (permanently) affected by the weather on a roll of 3 or less required to retreat or allowed to advance
if the German player gains ownership of all and has its attack strength halved in the due to combat, a river flotilla may only enter
ports in the safe zone. As long as the safe combat phase following its landing. hexes in which it may move. Examples: 1)
zone is in existence, German transports may Soviet 4-6 rifle division and a river flotilla in
not enter any hex in the safe zone. A unit may make an amphibious landing in hex 4A:2204 attack an Axis unit in 4A:2205,
an enemy-occupied hex. In this case, at a total attack strength of 6 (4 for the
C. Naval Transport. combat is conducted the same as for an division and 2 for the flotilla). If the attack
1. Regular Transport. A player may use airborne landing in an enemy-occupied hex succeeds, the division but not the flotilla
naval transport during his friendly movement (see Rule 25C). could advance after combat. If the attack
phase, between friendly-owned ports and/or Due to coastal defenses not represented in resulted in an AR and the Soviet force was
beaches in the same sea zone. Each ship the game, Soviet units may not make surrounded by enemy ZOCs, both the
may carry up to 2 REs of cargo. Two or amphibious landings in or adjacent to division and the flotilla would be eliminated.
more ships may combine their capacities to coastal port hexes outside the Soviet Union 2) A Soviet river flotilla is alone in hex
carry large cargoes (such as divisions), as and may not make any amphibious landings 4A:2204. During the German movement
long as all these ships move together while at all in coastal hexes in Bulgaria. phase, any German unit with an attack
transporting the unit. A ship may move prior strength greater than 0 may overrun the
to transporting a unit but must end its turn in An amphibious operation must be planned in
advance, similar to an airborne operation. flotilla at 12:1 odds, since the flotilla is
the hex in which the cargo disembarks. treated the same as a Soviet artillery unit
Cargo may not remain at sea; it must be Use Rule 25D for planning amphibious
operations. (per Rule 14B).
landed by the end of the movement phase. If
a ship is sunk, then any cargo it is carrying D. Naval Transport of Supply. Ships A river flotilla may transport cargo. It has a
is eliminated. may transport supplies. Every 5 REs of cargo capacity of 4 REs and transports
supply count as 1 RE of cargo against a cargo the same as a ship (Sections C and D
A unit is under no special restriction in above), with the following additions:
phases following after being moved by sea ship’s capacity and a port’s capacity. A ship
by regular transport. For example, a unit may embark supplies at a port if a supply a) A river flotilla may embark/disembark
may attack during the combat phase line could be traced from the port to a cargo at river ports.
following its transport and does not have its regular source of supply during the player’s b) b) A river flotilla may treat any land
attack strength reduced due to the transport. initial phase. A ship may embark supplies at hex in which it may move as a beach hex for
a beach if a rail element (only) supply line transport purposes. Note that a river flotilla
a. Ports. When cargo is both could be traced from the beach hex to a
embarked and disembarked at a port, the transporting cargo to an enemy-owned hex
regular source of supply during the player’s is making an amphibious landing, which
following rules are used. A unit must spend initial phase. (Note that special sources of
MPs in order to be transported: 2 MPs for a must be planned in advance.
supply cannot be used.) Other than the
non-c/m unit and 4 MPs for a c/m unit. The preceding, transport of supply is the same During the movement and combat phases, a
unit may move both before and after its as other naval transport. river flotilla may allow Soviet units to treat an
transport. A resource point may be carried all-lake or all-sea hexside as a major river
by a ground unit or moved by rail both E. River Flotillas. The Soviet player has hexside for movement and combat
before and after its transport. river flotillas, which are naval units with purposes. The flotilla must start the Soviet
characteristics of both ships and ground movement phase adjacent to the hexside
b. Beaches. When cargo is units. In general, a river flotilla is treated as
embarked and/or disembarked at a beach, and may not move at all that phase. If these
a ground combat unit for most game conditions are met, Soviet ground units treat
the following rules are used. C/m units and purposes, with the following abilities.
artillery units may not embark/disembark at the hexside as a major river hexside for
beaches; only non-c/m units and resource A river flotilla is sunk (and removed from movement and combat purposes during that
points may. A unit spends all its available play) if it takes 2 hits due to bombing. Each Soviet player turn and during the following
MPs in order to be transported and may not bombing hit on a river flotilla does one hit of German player turn. Example: A flotilla is in
spend MPs for any other purpose. A damage to the flotilla unless it is at sea. A hex 1B:1506 and does not move. Soviet
resource point may not be carried by a unit bombing hit does two hits of damage to a units may treat the 1B:1506/1507 lake
or moved by rail either before or after its river flotilla at sea. hexside as a major river hexside for
transport. A river flotilla never needs supply or movement and combat purposes.
2. Amphibious Landings. Soviet units replenishment. F. Repairs. Each player receives
may make amphibious landings by A river flotilla moves in the Soviet movement repair points during the course of the game.
disembarking in enemy-owned beach hexes. phase. It has a movement allowance of 30 During the initial phase, the phasing player
The rules for regular naval transport to hexes and spends 1 MP per hex entered. It may spend his repair points to repair naval
beaches are used, with the following operates on lakes, rivers, and coastal units or to replace eliminated river flotillas,
exceptions: waters. It may enter lake hexes (both partial- transports, or the destroyer flotilla. Repair
lake and full-lake) and coastal waters points may be accumulated for use in later
a) A unit making an amphibious turns.
landing is counted at double its RE size for (coastal hexes and all-sea hexes adjacent to
transport purposes. coastal hexes) and may move along rivers. One repair point repairs one hit of damage
When moving along a river, it is moved from a ship. To be repaired, the ship must
b) Any unit except a marine unit through the hexes adjacent to the river be in port during the initial phase; it may not
making an amphibious landing has its attack hexsides. For example, a river flotilla on the move or fire in the player turn it is repaired.
strength halved in the following combat Dnepr River in hex 3B:0807 may move Two repairs points may be used to replace a
phase. A marine unit does not have its along the river as follows: 0806, 0906, 1005, sunk transport or destroyer flotilla. Upon
attack strength halved due to making an 1004, 1104, 1203, using 6 hexes of its replacement, it is placed at any friendly-
amphibious landing. Note: A marine unit is movement allowance to do so. A river flotilla owned port in the sea zone in which it was
any unit with the marine unit type symbol. may not enter an enemy-occupied hex. A
sunk. It is fully operational upon C. Effects. Weather changes the and defender.
replacement. No other ship may be movement and combat effects of terrain, as 2. Freezing. In zones A, B, C, and G,
replaced. shown on the terrain effects chart. In all rivers and lakes are frozen on the second
One repair point may be used to repair two addition, AEC may not be used anywhere in consecutive cold weather turn. Once frozen,
hits of damage to river flotillas in play. To be zones with mud or snow weather. they remain frozen until the first non-cold
repaired, the river flotillas must be in hexes Weather affects supply considerations, as weather turn.
containing any Soviet-owned ports (they do described in the supply rules (Rule 12). The movement and combat effects of frozen
not have to be in the same port); they may Poor weather (mud, frost, and snow) affects rivers are given on the terrain effects chart.
not use any of their abilities in the player the construction abilities of engineers and
turn they are repaired. One repair point may Ground units may operate to limited extent
the regauging abilities of railroad engineers on a frozen lake. No unit may enter an all-
be used to replace an eliminated river flotilla. (Rule 14A), airborne operations (Rule 25A),
The replaced flotilla is placed in any Soviet- lake hex, even if frozen. Units may move,
and amphibious landings (Rule 28C2). attack, and trace supply lines across frozen
owned port in the USSR.
Weather affects air units. In mud and snow lake hexsides that are between land
G. Reinforcements. Naval unit weather (but not frost), the maximum hexsides. For example, units may trace a
reinforcements appear as specified on the capacity of temporary airfields is reduced to supply line across hexside 2A:0929/0928
orders of battles. If the location where a 1, and all bombing strengths of air units are when Lake Ladoga is frozen.
naval unit reinforcement appears is enemy halved. In mud, frost, or snow weather from
owned, the reinforcement is not received A river flotilla may not operate on a frozen
Jun II 41 through Jun II 42, all Axis air unit river or lake. It may not enter a frozen lake
and is treated as being sunk for game repair rolls are modified by + 1.
purposes. hex or river hexside. If it is present on a lake
1. lnterzone Effects. The weather or river that freezes, it may not move at all.
Rule 29 - Weather condition of a hex being entered or attacked A swamp hex in any weather zone is frozen
by a unit is always that of the hex’s weather on all snow weather turns. A frozen swamp
A. Definitions. zone, even if the unit is moving or attacking hex counts as only 1 hex, not 2, when
1. Weather Zones. The weather lines from a hex in a zone that has different tracing overland and truck supply lines (see
divide the map area into five weather zones, weather. Rule 12B).
as illustrated on the map guide: zones A, B, A hexside falling between two zones is 3. Sea Ice. Various coastal hexes
C, D, and G. A zone consists of all hexes in treated as having the worse weather of the are frozen on the second consecutive cold
the zone (as shown on the map guide) plus two zones. weather turn. Once frozen, these hexes
all hexes of its labeled weather line. Note
When tracing supply lines through zones remain frozen until the first non-cold weather
that zone C is split into three separate
with differing weather, the specific supply turn. Coastal hexes which may freeze are:
areas: the broad band running from Greater
line element being traced is affected by the all coastal hexes in the Baltic Sea on or
Germany in the west through Saratov in the
worse weather of the zones. north of hex row 2200, except for Hango,
east and two smaller areas on map 9A.
D. Special Weather Rules. and all coastal hexes on map 6A east of hex
2. Weather Conditions. There are column 0015 and/or south of hex row 1700.
four possible weather conditions. From best 1. First Winter. Everywhere in zones A
and B and only in the USSR in zone C, units Naval units may not enter a frozen coastal
weather to worst, they are: clear, mud, frost,
are subject to the following effects during hex. Ships in port in a frozen coastal hex
and snow. Mud, frost, and snow weather is
snow turns in their zones from Oct II 41 may not leave port (and must be scuttled if
collectively called poor weather. Frost and
through Apr II 42. the enemy player gains ownership of the
snow weather is collectively called cold
port).
weather. a. Axis Attacks. All attacks by Axis
3. Weather Chart. The weather units, except for attacks made solely by Rule 30 - The Arctic
chart, located on the turn record chart, Finnish units, have the combat resolution die
consists of the weather table and the roll modified by - 1. Units in the Arctic (weather zone A) have
weather conditions display. their operations restricted, due to the limited
b. Winterization. An attack (by either
communications and harsh climate of this
The weather table is divided into sections, side) into any hexes except one containing a
region. Stacking and ZOCs in the Arctic
one for each weather zone, which are used city (of any size) or fortress may have its
have already been covered in previous
to determine the weather conditions for their combat resolution die roll modified due to
rules. The following rules also apply to units
zones each turn. For each zone, the the winterization of the involved units.
in the Arctic.
weather die roll (see Section B below) is Cross-index the winterization level of the
cross-indexed with the current turn to obtain attacker with the level of the defender on the All units pay double MP costs for terrain
a result. Results are clear (C), mud (M), frost winterization table to obtain the die roll when moving in the Arctic, except when
(F), snow (S), and no change (N). A result of modification. moving on roads or railroads. (Simply
no change means the weather result for the double the MP cost of terrain given on the
Winterization is calculated on a regimental
zone is the same as that of the zone on the terrain effects chart.) For example, the MP
equivalent basis, by dividing the total
previous turn. For example, if for zone B the cost of a rough hex in the Arctic is 4 MPs for
number of REs participating in combat into
weather on Sep II was clear and the weather an infantry unit and 2 MPs for a mountain
the number of winterized REs. There are
result for Oct I is no change, then the unit.
three levels of winterization:
weather for zone B on Oct I is clear. C/m units may not move during the
less than 1/5 winterized,
The weather conditions display is used to exploitation phase when in the Arctic.
at least 1/5 but less than 1/2 Cavalry units may not operate in the Arctic.
show the weather condition in each zone.
winterized,
For each zone, place a marker in the box Supply lines in the Arctic are usually shorter
corresponding to the zone’s weather. and 1/2 or more winterized. than those elsewhere, as shown on the
B. Procedure. At the start of each All mountain and ski units are winterized. All supply line summary.
game turn, the Soviet player rolls one die to ground units of the following forces are Attacking in the Arctic requires the
determine weather conditions in each zone. winterized: expenditure of resource points. One
Note that the die is rolled only once, not Soviet: winter-capable (those units in the resource point must be spent for each
once per zone. Example: On the Nov I 41 Soviet winter-capable colors), attack, regardless of the number of units
turn, the Soviet player rolls a “6” for weather NKVD, Guards, Navy. participating in the attack. An overland
conditions. For each zone, this die roll is supply line (only) must be traced from all
Axis: Finnish, Luftwaffe, SS, SS-Police.
cross-indexes with the Nov I column to attacking units to the resource point
obtain the zone’s weather condition: snow in During the first winter, for combat in hexes immediately prior to the resolution of the
zone A, frost in zones B and C, mud in zone subject to the first winter effects, a player attack. Units unable to trace the line to a
D, and clear in zone G. must take required losses (Rule 9J) with his resource point may not attack. Note:
winterized units if his units are 1/2 or more Expenditure of resource points in this
winterized. This applies both to the attacker manner does not change the supply status
of units. For example, units out of supply The Soviet player may treat the all-sea corps and c/m corps cadres are
may attack if a resource point is spent for hexside between Kronshtadt and the exempt from this rule.
their attack. However, these units would northwest hex of Leningrad as a major river 3. Artillery divisions.
have their attack strengths halved for being for all game purposes as long as he owns
out of supply. both hexes. D. Factories. The Soviet player has a
number of factories, which are the source of
Units that make amphibious landings or 5. Fortifications. Soviet armor and artillery replacements
airdrops in hexes in the Arctic may attack in a. Fortresses. When a fortress hex is (Rule 34B). A factory counter is not a unit,
the combat phase only if resource points are captured by enemy units, the fortress in the does not have a combat strength, and does
spent for their attacks. Such a unit may hex is destroyed. The fortress is thereafter not prevent enemy units from entering its
attack if it can trace to a resource point as treated as a reference city for all purposes, hex. If an enemy unit gains ownership of a
described above. Alternatively, the owning even if the original owner regains ownership factory’s hex, any accumulated
player may expend a resource point at the of the hex. A destroyed fortress may not be replacements at the factory are immediately
unit’s port or airbase (where it began the rebuilt in the context of the game. destroyed. The factory itself is destroyed
amphibious or airborne operation) in order to and removed from play if its hex is Axis
allow the unit.to attack in the following b. Forts. When a hex containing a
fort is captured by enemy units, the fort is owned at the start of a German initial phase.
combat phase.
destroyed and is immediately removed from Starting with the Jul I 41 turn, the Soviet
Air units based in the Arctic require the play. player may begin the process of transferring
expenditure of resource points in order to fly on-map factories to the Urals (off-map).
missions, except for transfer and c. Fortified Areas. A fortified area is
a combat unit having both unit and fort Transferring a factory is a two-step process:
interception missions. Air units based in the preparing the factory for transfer and then
Arctic may transfer without the expenditure counter attributes. A fortified area unit is 1
RE in size, has a movement rating of 0, and transferring the factory.
of any supplies. One resource point must be
spent for every five (or fraction thereof) air does not count against the stacking limit. It 1) A factory may be prepared for
units flying missions from airbases in the. has a defense strength, as printed on the transfer at the start of any Soviet initial
Arctic. A resource point expended for this counter. It has an attack strength of 0 and phase on or after the Jul I 41 turn. Place a
purpose must be in the Arctic and may not may not attack. The unit is supported, marker on the factory to show that it is
be isolated; expenditure of such a resource although it may not support other units in its prepared for transfer (use a broad-gauge rail
point allows up to 5 air units anywhere in the hex. When defending, the unit has the same marker for this). The factory does not
Arctic to fly missions. effect on combat as a fort does, in addition produce any replacements on the turn it is
to its defense strength. It may not be being prepared for transfer and at any time
Note: Resource points must be spent for replaced once eliminated. A fort may not be thereafter until it is put back into production.
air units based in the Arctic even if the built in a hex containing a fortified area.
target hexes of their missions are outside 2) Any factory that starts a Soviet
the Arctic, but resource points are not During each German initial phase from the initial phase prepared for transfer may be
spent for air units based outside the Jul I 44 turn on, the German player may transferred to the Urals if a rail element
Arctic, even if the target hexes of their place one German fortified area in East supply line can be traced from the factory to
missions are inside the Arctic. Prussia. Any Axis-owned hex in East a rail hex on the east edge of the map.
Prussia may be chosen, as long as it is in Transferring a factory counts against the
Rule 31 - Special Rules regular supply and does not already contain Soviet rail capacity; each factory is 30 REs
any fortification. Note: The German player in size for this purpose. The transferring
A. Terrain. does not use construction units or resource factory is removed from the map and placed
1. Causeways. Transportation lines points to receive these fortified areas. on the turn record chart 7 turns from the
which cross prohibited terrain hexsides are B. Neutrals. In general, neither side’s current turn. In the Soviet initial phase on
causeways. Ground units treat such a forces may enter or pass through any hex of the seventh turn, the factory is placed in the
hexside as a major river hexside for all a country while it is neutral. Turkey and Urals box on the Soviet game chart and is
movement and combat purposes. Sweden are neutral throughout the game. back in production on this turn.
2. Kerch Straits. Hexes 4A:3525 and Finland and Hungary are neutral at the start Example: The Soviet player prepares a
4A:3526 are the Kerch Straits. Ground units of the game but later join the Axis (see Rule factory for transfer on his Jul I 41 turn. In his
may move and overrun across the 321. Iran starts the game neutral but later initial phase on the Jul II 41 turn, he
4A:3525/3526 hexside as if it were a major becomes Soviet-owned territory. transfers the factory to the Urals, placing it
river hexside, but they. may not attack Although Sweden is neutral, one German on the Nov I 41 turn on the turn record chart.
across this hexside. This hexside is treated unit is allowed to pass through Swedish In the Soviet initial phase of the Nov I 41
as a major river hexside when tracing supply territory: the German Jun II 41 reinforcement turn, the factory is in the Urals and is back in
lines. that enters in Sweden. This unit enters play production.
Naval units may not move through the Kerch on any rail line on the west edge of the map During the Soviet initial phase, the Soviet
Straits if the’ enemy player owns both straits in Sweden and must use strategic rail player may cancel the transfer of any factory
hexes. (Note: Naval units may move to movement to move to Finland that turn, It that has been prepared for transfer but not
these hexes even when both are enemy may not remain in Sweden. It uses no rail yet removed from the map. Such a factory
owned and may disembark units making capacity to move through Sweden but uses returns to production in the next Soviet initial
amphibious landings there, but they may Finnish rail capacity in Finland. No other phase.
never move through the straits between the German forces may move through Sweden. Factories in production generate armor and
Sea of Azov and the rest of the Black Sea At the start of the Soviet player turn on the artillery replacement points in the Soviet
while both straits hexes are enemy Aug I 41 turn, Iran is no longer neutral but initial phases, starting on the Aug I 41 turn.
controlled.) immediately becomes Soviet-owned Each factory produces 1 armor replacement
3. Baltic Islands. The Baltic Islands territory. Forces of both sides may enter Iran point (RP) on every turn and 1 artillery RP
are the four islands just off the coast of from this time on. on the I turn of each month. During the
Estonia. All sea hexsides between the C. Mobility Limits. The following unit course of the game, the Soviet player may
islands and between the islands and the types may not move in the exploitation upgrade his factories, as specified on the
coast of Estonia are treated as major river phase if: 1) they start that phase in the ZOC Soviet order of battle charts. Any unisolated
hexsides for all movement, overrun, combat, of an Axis unit, or 2) if they attacked during factory in production may be upgraded. An
and supply purposes. the preceding combat phase: upgraded factory produces 2 armor RPs on
every turn and 2 artillery RPs on the I turn of
4. Kronshtadt. Kronshtadt (2A:0832), 1. All non-c/m divisions (except cavalry) every month. Use of armor and artillery RPs
although an island, is not treated separate with 3 or less attack points regardless is covered in Rule 34B.
from the coastal portion of its hex. For of nationality.
example, an Axis unit entering hex 2A:0832 E. The Soviet Government. The seat of
2. Soviet c/m divisions and c/m division government of the USSR starts the game at
from an adjacent land hex gains ownership
cadres except Guards units. Soviet c/m Moskva. (A capital counter is provided to
of the entire hex.
mark its location. For brevity, the seat of movement may not be used; b) naval 7 (10% of 711 air units aborted. The
government of the USSR is called the transport may not be used; c) river hexsides remaining 64 air units have a total tactical
capital.) along the German-Soviet border (only) have bombing strength of 140. Thus, 70 Soviet air
Starting with the Aug I 41 turn, the Soviet no effect on combat and overruns; d) Soviet units are eliminated: 14 120% of 701 are
player may begin the process of transferring units do not exert ZOCs in hexes outside the placed in the EFT box, and the remaining 56
the capital to a different location. Soviet borders; e) Soviet border guard units are placed in the remnants box. The Soviet
Transferring the capital is a two-step are considered to be supported. player has 35 (half of 701 GA disrupted.
process: preparing the capital for transfer 2. Air Units. When preparing for play Thus, the initial Soviet GA is reduced by 35,
and then transferring the capital. (Rule 36), the German player may assign air and the disrupted GA return to play at a rate
units to make a surprise attack against the of 5 per turn starting on Jul I 41.
1) The capital may be prepared for
moving at the start of any Soviet initial Soviet Air Force. Any available German air G. Soviet Unpreparedness. The
phase on or after the Aug I 41 turn. Place a unit able to fly the air unit bombing mission Soviets were not fully prepared for war, and
marker on the capital to show that it is may be chosen. These air units and all the following rules reflect this condition.
prepared for transfer (use a broad-gauge rail Soviet air units are not placed on the maps; On the Jun II 41 turn, the following rules are
marker for this). they are placed aside until the surprise in effect:
attack is resolved.
2) The capital may be transferred to The Soviet rail capacity is 45 REs, and
a new location if it starts a Soviet initial All other German air units are placed at the Soviet player may not spend
phase prepared for transfer. It may be airbases. They may fly regular air missions resource points to increase this
transferred to any major city hex in the (such as ground support) during the special capacity.
USSR or to the Urals (off-map) if a rail air phase as normal.
The Soviet player may not start
element supply line can be traced from the Since no Soviet air units are deployed on construction of any forts or permanent
capital to the major city hex or to a rail hex the map, the Soviet player cannot make airfields and may not use his worker
on the east edge of the map (when patrol attacks or fly interception. All Soviet ability for construction.
transferring to the Urals). If it can be AA fires during the surprise attack turn are
transferred, it is immediately placed in its halved. The Soviet player may not plan any
new location. For the purposes of transfer, airborne operations or amphibious
The surprise attack against the Soviet air landings.
the capital is 15 REs in size and counts force is resolved as follows:
against the Soviet rail capacity on the turn it Soviet major city hexes are treated as
is moved. a) 10% (rounding down) of the dot city hexes for all combat and
German air units participating in this attack overrun purposes.
The Soviet player incurs a penalty if the are aborted. These air units are chosen at
capital is transferred or is captured by the random from the air units allocated to the Soviet non-combat/motorized units
Axis. When the penalty is incurred, the attack and are removed from the attack. may not exploit.
number of regular infantry replacement On the Jun II 41, Jul I 41, and Jul II 41 turns,
points (Rule 34B) the Soviet player receives b) Total the tactical bombing
strengths of the remaining German air units the following rules are in effect:
is halved. For example, when the penalty is
incurred, the Soviet player receives 1 (not 2) assigned to the attack. Halve this total, In all weather zones except zones A
infantry RPs for Gorkiy, 3 (not 6) infantry rounding fractions down. The resulting and G, Soviet units with ZOCs have
RPs for the eastern MDs, etc. The penalty is number is the number of Soviet air units that reduced ZOCs.
incurred as follows: are eliminated due to the attack. Choose the Soviet fortified areas do not have the
eliminated Soviet air units at random from effects of fort counters. Note that a
on the turn the capital is prepared for the initial Soviet air units, before the Soviet
transfer. Soviet fortified area still has its
player activates any air units. Place the defense strength. It simply is not
if the capital is transferred to the Urals, eliminated air units on the Soviet air chart as treated as a fort: the combat die roll
on the turn it is transferred. follows: place 20% (rounding down) chosen is not modified by - 1 and AEC is not
for four consecutive turns following the at random in the eliminated over friendly negated.
loss of the capital due to Axis capture. territory box; place the remainder in the
remnants box. H. Soviet Garrisons. The Soviet player
The Soviet capital is captured by the Axis must garrison various areas or pay a penalty
when an Axis unit gains ownership of the c) The Soviet player calculates his for failing to do so. A garrison consists of a
capital’s hex. The capital counter is removed disrupted group allowance (see below) and required number of REs of Soviet ground
from play at this time. In the fourth Soviet then activates his initial air units. units. Any ground units except position AA
initial phase following loss of the capital, the d) During the air return step, players may be used for a garrison. Garrisons are
Soviet player places the capital counter in deploy the air units involved in this checked at the start of each Soviet initial
any Soviet-owned major city in the USSR or procedure. The Soviet player deploys his phase. For each RE missing from a
in the Urals. The new capital is treated the activated air units at any Soviet-owned garrison, the Soviet player loses one infantry
same as the original, including the same airbases in the USSR. The German player replacement point. These infantry RPs are
penalties for moving it or losing it. deploys his air units that participated in the deducted from RPs arriving that turn or from
F. Surprise Attack. On the first game surprise attack at any airbases in Greater accumulated RPs, to the extent possible.
turn (Jun II 41), the German player receives Germany and Rumania; aborted air units are RPs lost in excess of this are deducted
a special surprise attack turn prior to his deployed inoperative. when Soviet infantry RPs are received in
regular player turn. The surprise attack turn The Soviet player calculates his disrupted later turns.
consists of a movement phase, special air group allowance by totaling the number of A garrison is released if at the start of a
phase, and combat phase. Only German Soviet air units eliminated in the surprise Soviet initial phase a path of 7 hexes or less
units starting the game in Greater Germany attack and dividing this number by 2 can be traced from any unit of the garrison
may move and attack in these phases. Only (rounding fractions down). The disrupted GA to an enemy unit. This path may not be
German air units based in Greater Germany is deducted from the Soviet GA and is traced into or through prohibited terrain or
or Rumania may participate in the special air recorded separately on the air chart. The neutral territory. Once released, a garrison
phase. Following the surprise turn, the Soviet non-disrupted GA total is the limit on need not be maintained, even if enemy units
regular German player turn for Jun II 41 how many active air units the Soviet player subsequently move more than 7 hexes
begins with the German initial phase. All may have in play. The disrupted GA is away.
standard rules are in effect, except that all recovered at a rate of 5 GA during the 1. Border Areas. The Soviet player
units of both sides are automatically in Soviet initial phase of each turn starting with must garrison Soviet border regions facing
supply throughout the German player turn. Jul I 41; the recovered GA is added into the neutral countries. All units of the garrison
1. Ground Units. All standard Soviet GA on the air chart. must be within 3 hexes of the border with
movement and combat rules are in effect for Example: The German player allocates 71 the neutral country and every transportation
the movement and combat phases of the air units to make the surprise attack against line crossing this border must be occupied
surprise turn, except for the following: a) rail the Soviet air force. The German player has by or in the ZOC of a Soviet unit. At the start
of the game, Turkey, Iran, Finland, and to the MP cost of the hex on the map edge following rules are in effect, as long as
Hungary are neutral countries sharing from which the unit is exiting. Total the Hungary and Rumania/Slovakia are on the
borders with the Soviet Union. The garrison printed attack strengths of a player’s units same side. Hungarian and
requirements for these borders areas are: that exit the map. For the Soviet player, Rumanian/Slovakian units may not stack
Finland: 50 REs. keep two separate totals: one for units which together or participate in an attack together.
exit the map in Greater Germany, and one Hungarian and Rumanian/Slovakian air units
Hungary: 10 REs. for units which exit the map south of Greater may not base at the same airbase and may
Iran: 10 REs. Germany. not fly to the same target hex. Hungarian
Turkey: 35 REs, of which at least 9 REs forces may not operate in Rumania or
must be of mountain units. Rule 32 - Axis Allies Slovakia. Rumanian and Slovakian forces
may not operate in Hungary.
2. Occupation of Iran. On the Aug I Various Axis-Allied forces may only operate
41 turn, Iran is no longer neutral and in certain areas of the map, as defined 1. Hungary. Hungary is neutral on the
becomes Soviet-owned territory (Rule 31B). below. An Axis-Allied ground unit may not Jun II 41 and joins the Axis, entering the war
The Soviet player is no longer required to voluntarily move outside its operational area against the USSR, on the Jul I 41 turn.
garrison the border area with Iran. However, and is eliminated if forced to retreat outside While neutral, the rules on neutrals are
starting with the following turn, he must its operational area. An Axis-Allied air unit observed (Rule 31 B), except that the
maintain a garrison force of 10 REs may not fly over any hex outside its German player may move Hungarian forces
anywhere in Iran. operational area. inside Hungary (only) during his regular
player turn on Jun II 41. These forces may
I. Oil. Baku (9A:1506) and Ploesti Certain Axis-Allied nations may surrender to
not move outside Hungary or attack.
(3B:2826) are major oilfields. Baku produces the Soviets, as defined below. Check for
2 resource points per turn and Ploesti Axis-Allied surrender at the start of each Once Hungary enters the war, a maximum
produces 1 resource point per turn. A player game turn when the conditions for surrender of 2 Hungarian air units may base and/or fly
receives the resource points produced by have been met. When an Axis-Allied nation air missions in the USSR. All other
oilfields he owns during his initial phase. surrenders, all its forces in play are Hungarian air units must base in Hungary
Resource points produced by an oilfield are eliminated and any accumulated and may not fly air missions outside
placed in the hex of the oilfield. replacements are lost. The nation does not Hungary.
receive any reinforcements or replacements The gray-bordered region containing the city
Whenever a player gains ownership of an
for the rest of the game. of Cluj (16301 was annexed from Rumania
enemy-owned oilfield, the oilfield ceases
production for a number of turns. Roll two Certain Axis-Allied nations may defect to the by Hungary in 1940. It is part of Hungary for
dice; the number rolled is the number of Soviets, as defined below. Check for Axis- all game purposes.
turns the oilfield is out of production. While Allied defection at the start of each game A number of Hungarian units start the game
out of production, the oilfield produces no turn when the conditions for defection have in reserve status. Units in reserve may
resource points. Example: The German been met. When an Axis-Allied nation operate only in Hungary (that is, only move
player captures Baku during the Jul I 42 defects to the Soviets, the following rules in Hungary and only attack hexes in
turn. He rolls a 6 for the number of turns the are in effect: Hungary). On various turns, some of these
oilfield will be out of production; thus, the a) Roll one die for each ground unit units are released from reserve, as indicated
German player will receive resource points of the defecting nation; modify the roll by + 2 on the Axis order of battle. A unit in reserve
for Baku starting with the Oct II 42 turn. Note if the unit is din or cavalry. If the roll is 6 or may operate normally when the Axis order
that if the Soviet player recaptures Baku, greater, the unit is immediately eliminated of battle releases it from reserve. All units in
even before it begins producing for the (and does not generate any special reserve are released from reserve if there
German player, he repeats this procedure. replacements). All remaining forces of that are 10 or more REs of Soviet units
J. German Intrinsic Defenses. The nation are controlled by the Soviet player for anywhere in Hungary at the start of a
German player has intrinsic defense the rest of the game. The nation and its German initial phase.
strength points in various cities in Norway forces are no longer part of the Axis. All Hungarian units that are replaced from
and East Prussia, as follows: b) The nation no longer receives any the replacement pool are automatically
8 points: each major city hex in East reinforcements listed for it on the Axis order placed in reserve upon their entry into play.
Prussia, Trondheim (5B:2532), Narvik of battle. Any accumulated replacement Hungarian units may desert if the Soviet
(5B:0911) points for the nation are lost, and it does not player exits units totaling at least 200 attack
receive any replacement points for six game strength points off the west edge of the map
4 points: each dot city in East Prussia,
turns following its defection. Thereafter, it south of Greater Germany. At the start of the
each port in Norway other than
receives RPs at its usual rate. first game turn following the exiting of the
Trondheim and Narvik
c) When the nation defects, if forces required total, check all Hungarian units in
2 points: each reference city in East play. Roll one die for each unit; the unit
of the defecting nation and Axis forces
Prussia. deserts on a roll of 6. Treat a unit which
occupy the same hex, these forces must be
An intrinsic defense strength of a city is disengaged. In hexes inside the defecting deserts as eliminated.
treated as a supported German combat unit country, Axis ground units must retreat and 2. Rumania. A maximum of 3
with 0 attack strength and 0 movement air units must attempt to escape. In hexes Rumanian air units may base and/or fly air
rating. It does not have a ZOC and does not outside the defecting country, the defecting missions in the USSR. All other Rumanian
count against stacking. Its RE size is equal nation’s ground units must retreat and air air units must base in Rumania and may not
to half its defense strength (e.g. an 8-point units must attempt to escape. Retreats are fly air missions outside Rumania.
intrinsic defense strength equals 4 REs). It resolved the same as retreats due to
has no AEC capabilities. It has no ATEC A number of Rumanian units start the game
combat, except that ZOCs of the defecting
capabilities until the Jul I 44 turn, whereupon in reserve status. Units in reserve may
nation’s units and Axis units are ignored.
it is ATEC neutral per Rule 101. In addition, operate only in Rumania. Initially, they may
d) All hexes in the defecting nation operate only in Rumania on or west of the
on and after the Sep I 44 turn, one of its REs
that are not occupied by or in the line from 3B:2424 to 3B:3519. When
is full ATEC.
uncontested ZOCs of Axis units Bessarabia becomes part of Rumania (see
If the intrinsic defense strength of a city is automatically become Soviet owned when below), they may operate anywhere in
ever eliminated, it may not be replaced. the nation defects. Rumania, including Bessarabia. A unit in
K. Exiting the Map. Soviet units may A. Eastern European Nations. reserve may operate normally when the Axis
exit the west edge of the map, anywhere in Hungarian, Rumanian, and Slovakian forces order of battle releases it from reserve. All
or south of Greater Germany. Axis units may may operate only in weather zones C, D, units in reserve are released from reserve if
exit the south edge of the map in Iran. Any and G. there are 10 or more REs of Soviet units
unisolated, supplied unit may exit the west anywhere in Rumania at the start of a
Due to the intense national rivalries between
edge of the map when moving by spending German initial phase.
Hungary and its Eastern European
MPs. The MP cost to exit the map is equal
neighbors (Rumania and Slovakia), the
All Rumanian units that are replaced from hexes, they are considered to be part of (but not Finnish forces) are no longer bound
the replacement pool are automatically Finland, even if the Soviet player regains by the Finnish operational limits, and any
placed in reserve upon their entry into play. ownership. number of REs of German forces may
The Soviet Union annexed Bessarabia from 1. War Aims. Finland had only limited operate in this theater. In the Arctic theater,
Rumania in 1940. For all game purposes, war aims, and, unlike most other Axis Allies, any number of REs of Finnish units may
once all hexes in Bessarabia are Axis was successful in resisting German operate in the Arctic outside Finland.
owned, Bessarabia is part of Rumania, even pressure to play an ever-larger role in the 3. Surrender. Finland may surrender. If
if the Soviet player regains ownership of war against the Soviet Union. The following Helsinki and all dot cities in Finland are
some or all hexes there. rules cover Finland’s situation. For these Soviet owned at the start of a game turn and
Up through the Dec II 42 turn, Rumania may rules, Finland and its neighboring area are a supply line can be traced from each of
surrender. If Bucuresti (36:3126) and all dot divided into two theaters of war: these cities to a Soviet regular source of
cities in Rumania are Soviet owned at the The Finnish theater consists of all Finnish supply, Finland surrenders.
start of a game turn and a supply line can be territory south of the A weather line and all 4. Armistice. At the start of any game
traced from each of these cities to a Soviet territory south of the A weather line adjacent turn on or after the Jan I 43 turn, Finland will
regular source of supply, Rumania to Finnish territory, up to these limits: the accept an armistice with the Soviet Union if
surrenders. 1939 Soviet-Finnish border facing Leningrad the following conditions are met: 11 All cities
On or after the Jan I 43 turn, Rumania may (2A:0732 to 2A:0630), the Svir River in the Leningrad MD are Soviet owned. 21
surrender or defect. If either Bucuresti or (2A:0725 to 2A:0619), Lake Onega, and the At least four of the following cities are Soviet
any three dot cities in Rumania are Soviet White Sea Canal (6A:4619 to 6A:3818). owned and a supply line can be traced from
owned at the start of a game turn and a The Arctic theater consists of all territory in each city to a Soviet regular source of
supply line can be traced from each of these the Arctic. supply: any major or dot city within the 1939
cities to a Soviet regular source of supply, Finnish borders, any city in Estonia, any port
The Arctic theater is a German-controlled in Latvia or Greater Germany.
Rumania sues for peace. The Soviet player theater of war, not a Finnish one.
either accepts a surrender or demands that Accordingly, German operations in the If Finland agrees to an armistice, the Soviet
Rumania defect. If surrender is accepted, Arctic, including Finnish territory in the player then either accepts or rejects it. If the
Rumania surrenders immediately. If Arctic, have no special limits placed on them Soviet player rejects the armistice, Finland
defection is demanded, the Soviet player once Finland enters the war. In general, remains in the war on the side of the Axis
rolls one die. On a roll of 3 or greater, Finnish forces may operate in the Arctic. until surrender.
Rumania defects. On a roll of 1 or 2, However, no more than 10 REs of Finnish If the Soviet player accepts the armistice,
Rumania remains in the war on the side of units may operate in the Arctic outside the then the German player may either accept
the Axis and will neither surrender nor defect 1939 Finnish borders. or reject it. If the German player rejects the
to the Soviets for the rest of the game. armistice, Finland defects to the Soviets.
Finnish forces may operate normally
3. Slovakia. Slovakian units may desert anywhere in the Finnish theater. Except in If both players accept the armistice, the
if the Soviet player exits units totaling at the Arctic theater, Finnish forces are under following conditions are in effect:
least 200 attack strength points off the west the following restrictions outside the Finnish
edge of the map south of Greater Germany. a) Finnish forces become non-
theater: Finnish units may not attack any belligerent. For simplicity, remove all Finnish
At the start of the first game turn following hex outside the Finnish theater. Finnish
the exiting of the required total, check all forces from play. Finnish reinforcements and
units may enter these hexes if the Soviet replacements are no longer received, and
Slovakian units in play. Roll one die for each player leaves them unoccupied and may
unit; the unit deserts on a roll of 6. Treat a any accumulated Finnish replacements are
overrun these hexes if able to do so. Finnish lost.
unit that deserts as eliminated. air units may not fly any air missions in
4. Bulgaria. Bulgaria may defect. If any Soviet-owned hexes outside the Finnish and b) During the German player turn on
hex in Bulgaria is Soviet owned at the start Arctic theaters. the turn the armistice is accepted, German
of a game turn and a supply line can be forces must leave southern Finland.
All German forces operating in or tracing a Southern Finland consists of all hexes within
traced from the hex to a Soviet regular supply line through any part of the Finnish
source of supply, Bulgaria defects. Note: the 1941 Finnish borders south of the A
theater are bound by the Finnish operational weather line plus all hexes within three
Bulgarian forces are not shown in the limits (above).
game. However, a Bulgarian defection hexes of a Baltic Sea coastal hex within
may change the ownership of Bulgarian Only a limited number of German forces are Finland. During this turn, German forces
territory. allowed to operate in the Finnish theater. A may use Finnish ports, airfields, and rail
maximum of 5 REs may operate in this capacity. Any German forces in southern
B. Finland. Finland is neutral on the region. For this limit, c/m units are counted Finland at the end of this player turn are
Jun II 41 turn and joins the Axis, entering the at double their RE size, and air units are interned and are treated as eliminated. For
war against the USSR, on the Jul I 41 turn. counted as being 1 RE in size. Position AA the rest of the game, German forces may
While neutral, the rules on neutrals are counters and resource points are not not enter any hex of southern Finland and
observed (Rule 31B), except for the counted against this limit. German forces in may not use the Finnish rail capacity.
following: The German player may move excess of this limit may not enter this region.
Finnish forces inside Finland (only) during c) Soviet forces must leave southern
his regular player turn on Jun II 41; these The RE limit for German forces in the Finland. The Soviet player must move his
forces may not move outside Finland or Finnish theater is raised as follows: forces out of southern Finland as quickly as
attack. German forces may enter and move by 5 REs in the German initial phase possible, but this may take as many turns as
inside Finland before Jul I 41, but these on the Apr I turn of each year, necessary. Once all belligerent forces have
forces may not enter or attack into the left southern Finland, this territory is treated
by 20 REs in each German initial as neutral (per Rule 31 B) for the rest of the
Soviet Union from Finland while Finland is phase if at that time there are any
neutral. game. Note that only southern Finland is
unisolated Soviet units within 7 hexes treated as neutral; the rest of Finland
Once Finland enters the war, Finnish forces of Helsinki. Soviet units at Hango are remains a theater of war for both sides.
may operate in weather zones A and B. not considered for this calculation if
However, due to Finland’s limited war aims, Hango has been continuously Soviet- C. Italy. Italian forces may operate
Finnish forces have operational restrictions owned since the start of the game. only in weather zones C, D, and G.
within this zone, as defined below. (Only Soviet units in Finland are D. German Aid. The German player
The Soviet Union, after its costly victory in considered.) may give German armor replacement points
the Winter War of 1939/40, annexed 2. Leningrad. If at the start of any (RPs) to Axis-Allied nations for their use.
portions of Finland (the regions between the German initial phase Leningrad is During a German movement phase, the
1939 and 1941 Finnish borders) and completely Axis owned, the Finnish limited German player may transfer any
occupied Hango. For all game purposes, war aims are modified for the rest of the accumulated German armor RPs to any
once Axis units gain ownership of these game. In the Finnish theater, German forces Axis-Allied nations. For transport purposes,
an armor RP is 1 RE in size and must be
shipped by rail or sea to the receiving Axis- Apr I 44 and after: 4 attacks per non- player’s reinforcements are placed on the
Allied nation. Shipments to Italy or any Ukrainian MD; 2 attacks per Ukrainian map during his initial phase. Reinforcements
Eastern European nation are by rail and MD. may be placed only in friendly-owned hexes;
occur automatically. Shipments to Finland In addition to the basic rate, the Soviet these hexes may be in enemy ZOCs.
may be made by sea or rail. For shipment by player may make extra partisan attacks in In general, reinforcements that are unable to
sea, armor RPs must be shipped by a an MD if the German player has failed to enter play as specified below have their
German transport from Greater Germany to garrison cities there (see Section B above). appearance delayed until they are able to
Helsinki. For shipment by rail, the armor enter play. Exceptions to this are covered
RPs must be shipped as if they were For each partisan attack the Soviet player is
allowed to make in an MD, he may make below.
German units using strategic rail movement
from any rail hex on the west edge of either a rail attack, attacking one Axis- 1. Axis. Axis reinforcements arrive in
Greater Germany to Helsinki. owned rail line hex, or one airbase attack, various ways, corresponding to their listing
attacking one Axis-owned air-base hex in on the Axis order of battle.
Rule 33 - Occupation the MD. The Soviet player may make only German reinforcements enter according to
one rail attack and one airbase attack per their listings on the order of battle, as
Partisans are covered in an optional rule Axis-owned hex. (Note that the Soviet player follows:
(Rule 40) in Scorched Earth. This rule may make up to two partisan attacks per
covers the major effects of the occupation of Axis-owned hex: one rail attack and one German: These are standard
the USSR and the partisan war in a simple, airbase attack.) German reinforcements and are placed
easy to use format. in any hexes on the west edge of the
Use the success table to resolve each map in Greater Germany, Hungary,
A. Occupation Territory. Only territory partisan attack. Roll one die and consult the Rumania, Bulgaria, or Greece.
within the 1939 Soviet borders is affected by table for a result. Do not modify the die roll Alternatively, they may be placed in the
the following rules. Territory between the 1 by the partisan operation modifiers on this off-map German ports, for entry via
939 and 1941 Soviet borders is not affected table; these modifiers are only for use with naval transport.
by these rules. The German player is not the optional partisan rule. If a partisan rail
required to garrison it, and the Soviet player attack succeeds, the rail line in the hex is Arctic: These reinforcements
may not make partisan attacks there. broken. If a partisan airbase attack are placed in any ports in Norway.
B. Axis Garrisons. Axis-owned dot and succeeds, the capacity of the airbase takes Sweden: This reinforcement is
major cities in the 1939 Soviet Union must one hit of damage. placed in any rail hex on the west edge
be garrisoned by Axis units. The garrison of The Soviet player may not make a partisan of the map in Sweden; its movement is
a dot city must be 1 RE in size; the garrison attack in a hex occupied by an Axis unit with governed by Rule31B.
of a major city must be 3 REs in size. The a defense strength greater than 0 or in a hex Finland: These reinforcements
garrisoning unit may not be position adjacent to any Axis police, security, SS, or are placed in any cities in Finland from
antiaircraft. The German player must SS-Police unit. which a supply line can be traced to a
garrison a captured city starting with the regular source of supply. These units
game turn following the turn of its capture. Rule 34 - Reinforcements may not be placed in cities in the
For example, if Smolensk is captured in the Finnish theater if doing this would
Jul II 41 turn, then the city must be and Replacements exceed the RE limit for German forces
garrisoned in the Aug I 41 turn. However, a During the course of the game, each player in this region.
city does not have to be garrisoned if there receives reinforcements and replacements, East: These reinforcements
are supplied Soviet units within 5 hexes of may convert or upgrade units, and is are placed in any cities in Greater
the city or if a supply line cannot be traced required to withdraw units. Germany or the USSR from which a
from the city to an Axis regular source of
If a unit enters play (as a reinforcement or supply line can be traced to a regular
supply.
replacement) at a city that is out of supply, source of supply.
Garrisons are checked at the start of the the unit’s supply status is the same as that Return: These reinforcements
initial phase of each Soviet player turn. If an of the city. For example, if Leningrad has appear the same as standard German
Axis-owned Soviet city is lacking its garrison been out of supply for three turns and a reinforcements. Note. “Return”
(either entirely or in part), then the Soviet replacement unit appears there, the unit is indicates that a unit withdrawn from
player may make extra partisan attacks in considered to be in its third turn out of play in an earlier turn is returning to
the military district of the city lacking its supply. Note: Units appearing in a city that is play, It is used only when the same unit
garrison: 1 partisan attack for a dot city and isolated and has been out of supply for at counter as withdrawn from play returns
2 partisan attacks for a major city. Also, Axis least four turns are not checked for to play. A number of units withdrawn at
units may not trace supply lines through the elimination (per Rule 1 2D) on the turn they cadre strength return at full strength.
hex (or hexes) of a city lacking its required arrive.
garrison. Replace: The German player receives
A player receives reinforcements and the indicated units from his
C. Partisan Attacks. The Soviet player replacements during his initial phase. These replacement pool. These units are
may make partisan attacks against Axis- units may be placed on the map in violation replaced for free and cost the German
owned rail lines and airbases in hexes within of the stacking limit during the initial phase, player no replacement points. These
the 1939 Soviet borders. Partisan attacks but only if the stacking limit will not be reinforcements appear the same as
are resolved during the Soviet initial phase. violated at the end of the player’s movement standard German reinforcements.
Partisan attacks are based on the Soviet phase.
military districts. The Soviet player may Finnish reinforcements are placed in any
The orders of battle charts cover the cities in Finland south of the A weather line.
make partisan attacks in each MD at the
reinforcements and replacements in the
following basic rates: Hungarian reinforcements are placed in any
game. On the orders of battle, unit
Up through Aug II 41: 0 attacks per identifications are given for historical interest hexes on the west edge of the map in
MD. and in general may be ignored. (Note: In Hungary.
Sep I 41 through Mar II 42: 1 attack per particular, unit identifications should be Italian reinforcements are placed in any
non-Ukrainian MD; 0 attacks per ignored for withdrawals and conversions, or hexes on the west edge of the map in
Ukrainian MD. else the play of the game will be slowed for Greater Germany, Hungary, Rumania,
no practical effect.) However, the national Bulgaria, or Greece.
Apr I 42 through Mar II 43: 2 attacks
indicator on the unit identifications of Soviet Rumanian reinforcements are placed in any
per non-Ukrainian MD; 1 attack per
foreign contingents is used for replacement cities in Rumania.
Ukrainian MD.
purposes and should not be ignored.
Apr I 43 through Mar II 44: 3 attacks Slovakian reinforcements are placed in any
A. Reinforcements. Players receive hexes on the west edge of the map in
per non-Ukrainian MD; 1 attack per
reinforcements during the course of the Greater Germany.
Ukrainian MD.
game, as given on their orders of battle. A
Certain Hungarian and Rumanian Each replacement point replaces one attack A mixture of armor and infantry RPs are
reinforcements listed as being added to the strength point of a unit. A unit with 0 attack used for the following units: all armored
reserves enter play in reserve status (see strength has its replacement cost based on (panzer) divisions; all German panzer
Rule 32A). The order of battle releases its defense strength. A unit with 0 combat brigades with attack strengths of 7 or
various Hungarian and Rumanian units from strength is replaced at a cost of one greater; all mechanized (panzergrenadier)
reserve status in two ways: a) specific units replacement point. Position AA is replaced units; and all motorized infantry units. These
released from reserve status; b) a number of at a cost of 1 RP for two AA strength points. units and the amounts of armor and infantry
REs released from reserve status. When A divisional headquarters is replaced at a RPs they require are listed on the Axis
releasing REs, the German player releases cost of 1 RP. A truck is replaced at a cost of special RP costs chart.
from reserve status units with an RE total 4 RPs. Infantry RPs are used to replace all other
equal to or less than the number specified. Replacement points may be used to replace units (such as infantry, motorized antitank,
Any units in reserve status except c/m units an eliminated unit at its cadre strength. The field artillery, etc.).
may be chosen. RP cost is equal to the strength of the cadre. The German player may replace only a
2. Soviet. Soviet reinforcements are RPs may be used to replace a unit at its full limited number of units of certain unit types,
placed in cities in military districts, at specific strength; the cost is equal to the full strength per nationality. The limits are:
locations on the map, or on the east edge of of the unit.
the map when arriving from the (off-map) 1) Only one combat or assault engineer
RPs may be used to rebuild a unit at cadre RE may be replaced per month.
eastern military districts. strength to its full strength. The cost for this
Reinforcements arriving at an on-map MD is equal to its full strength minus its cadre 2) Only one artillery RE may be replaced
are placed in cities in the MD, as follows: strength. For example, a 7-6 division at its 3- per month.
a) One unit is placed at each 6 cadre strength requires 4 RPs. To be 3) Only one airborne RE may be replaced
unisolated major city. rebuilt, a cadre must be in a city or fortress, per three-month (six-turn) period.
be able to trace a supply line to a friendly- 4) Only one commando unit may be
b) One unit then is placed at each owned source of replacements, and may not
unisolated dot city. replaced per month. (A parachute
be in an enemy ZOC. The sources of commando unit counts as a commando
c) One unit is placed at each isolated replacements are: unit, not as an airborne unit.)
major and dot city. Finnish: Helsinki. 2. Soviet. The Soviet player receives
d) Step a through c are repeated Rumanian: Bucuresti. RPs starting with the Aug I 41 turn. Soviet
until all units arriving at the MD are placed. If RPs are generated at cities in the military
all dot and major cities of the MD are enemy Other Axis: Axis regular supply
sources. districts and at factories. Soviet armor and
owned, then reinforcements scheduled to artillery RPs may be used for all Soviet
arrive there are eliminated and may enter Soviet: Soviet replacement cities for forces. Soviet infantry RPs are used for all
play only through replacement. infantry replacements and Soviet Soviet forces except for Soviet Army foreign
Certain reinforcements appear at a specific factories in production for armor and contingents and former Axis-Allied nations
location, as indicated on the order of battle. artillery replacements. that defected to the Soviets. Soviet foreign
If these units are unable to enter play due to The German player receives two types of contingents receive their own infantry RPs,
enemy ownership of the location, they are RPs: infantry and armor. The Soviet player as listed on the Soviet replacements chart.
eliminated. receives three types of RPs: infantry, armor, These RPs are based on the actual
Reinforcements arriving from the (off-map) and artillery. Note: The labels infantry, nationality of the contingent; the nationality
eastern MDs are placed in hexes on the armor, and artillery are terms of of a foreign contingent unit is printed as part
east edge of the map, within two hexes of convenience, as each type of RP actually of its unit identification. Axis-Allied nations
any hex containing a rail line exiting the east represents more than just its name. For that defect to the Soviets receive their own
edge of the map. Up to 30 REs of these example, Soviet armor RPs represent RPs, as listed on the Axis replacements
units that are placed on rail hexes may use armor, other vehicle, and certain specialized chart.
rail movement on their turn of arrival without personnel replacements, while German Armor RPs are used for all c/m units except
using any REs of the Soviet player’s rail armor RPs mostly represent armor and truck for c/m rocket artillery. Artillery RPs are used
capacity. replacements. for all antiaircraft, antitank, and artillery units
Reinforcements listed as arriving at any 1. Axis. The German player receives (including c/m rocket artillery). Infantry RPs
MDs may arrive in any MDs capable of Axis RPs on the first turn of each month, as are used for all other units.
receiving reinforcements. listed on the Axis replacements chart. Axis The Soviet player receives armor and
infantry RPs are based on nationality, and artillery RPs from factories in production, at
Soviet reinforcements listed on the Soviet infantry RPs of one nationality may not be
Other Forces.chart appear in any unisolated rates as given in Rule 31D. These RPs are
used for other nationalities. For example, handled as follows:
Soviet-owned major cities in the USSR German infantry RPs may not be used to
and/or enter from the eastern MDs. No more replace Hungarian units. For replacement a) RPs produced by unisolated
than one unit of the same exact unit type purposes, Eastern Troop forces and factories are placed in general RP pools,
(e.g., combat engineer, antitank, etc.) may German Army foreign contingents are each armor RPs in one pool and artillery RPs in
appear in a city in a turn. No more than considered to be their own nationalities, another pool. Units replaced by RPs from a
three units of the same exact type may enter separate from all other German forces. pool are placed at any unisolated, producing
from the eastern MDs. German armor RPs may be used by other factory.
3. Conditional Reinforcements. Each nationalities, through German aid (Rule b) RPs produced by an isolated
player may receive conditional 320). factory do not go into the general RP pools;
reinforcements. A player receives a Replaced units appear the same as they accumulate only at the factory itself.
conditional reinforcement when he meets reinforcements of the same nationality. Units replaced by these RPs are placed at
the conditions for its appearance for the first Replaced German units may appear either that factory, and other RPs may not be used
time. These reinforcements and their as German standard or east reinforcements. to help replace the unit. If such a factory is
conditions for arrival are listed on the Note that replaced Hungarian and no longer isolated in a Soviet initial phase,
players’ orders of battle. Rumanian units enter play in reserve status all of its accumulated RPs go into the
B. Replacements. Players receive (Rule 32A). general pools. If the German player gains
replacement points (RPs), which are used to ownership of an isolated factory, then all its
Armor RPs are used for the following units: accumulated RPs are lost.
replace eliminated units and to rebuild all reconnaissance, flammpanzer, assault
cadres to full strength. RPs are received and gun, sturmpanzer, and engineer tank units; c) Producing factories are the
used during the player’s initial phase. all non-divisional armored (panzer) units sources of replacements for cadres that are
Unused RPs may be accumulated for use in except German panzer brigades with attack rebuilt using armor or artillery RPs. A cadre
later turns. strengths of 7 or greater; and all trucks. may be rebuilt with RPs from a general RP
pool if it can trace a supply line to an
unisolated factory or to a rail hex on the east just those Soviet units in the winter- are received in later turns.
edge of the map. It may be rebuilt with RPs capable colors. When the Axis order of battle requires a
accumulated at an isolated factory if it can 3. Special Replacements. When cadre to withdraw, the German player may
trace to that factory. unisolated units are eliminated due to instead withdraw a full strength division that
The Soviet player receives infantry RPs from combat or overrun, the owning player has the indicated cadre. If he does this, he
Soviet-owned replacement cities in his receives infantry RPs. (Note that eliminated receives RPs equal to the cost of rebuilding
military districts, as listed on the Soviet c/m and artillery units yield infantry RPs. the cadre to its full strength. These RPs may
replacements chart. (Note that he initially Artillery and armor RPs are never received not be used on the turn they are generated
receives infantry RPs on every turn from as special replacements.) All nationalities but may be used thereafter. Example: On
Aug I 41, but he receives them at less receive special replacements, and they may May I 42, the German player withdraws a
frequent intervals later in game, as listed on receive these replacements any time from 12-10 panzer division in place of a 5-8
the chart.) These RPs are handled as the start of the game. panzer cadre that is required to withdraw.
follows: When an unisolated unit is eliminated, the He receives 4 armor and 3 infantry RPs for
a) Each MD maintains a separate owning player places the unit to one side. this, and he may use these RPs on or after
pool of RPs. Each unisolated replacement When an unisolated unit is reduced to cadre, May II 42.
city in the MD contributes its RPs to the the owning player notes the actual attack D. Conversions, Upgrades, and
pool. Units replaced from these pools are strength point loss (i.e., full attack strength Reorganizations. The orders of battle
placed in cities in the MD in the same minus cadre attack strength). In his initial specify when units may be converted,
manner as reinforcements for the MO, phase, the phasing player determines his upgraded, or reorganized from one strength
except that units replaced from the general total losses by calculating the total attack and/or type to another.
MD pool may not be placed at isolated strength loss of his units eliminated since his 1. Conversion. The player may
cities. If the German player gains ownership last initial phase (and he may then place convert a unit in any of his initial phases on
of all dot and major cities in an MD, all these units in his replacement pool) and or after the turn the conversion is specified
accumulated RPs for that MD are lost. adding this to the total attack strength loss of on the order of battle. To be converted, the
b) RPs from an isolated replacement his units reduced to cadres since his last unit must meet the same requirements as
city do not go into the MD’s pool; they initial phase. (Note that these calculations for a cadre to be rebuilt. (See Section B
accumulate only at the city itself. Units always use units’ attack strengths.) The above: it must be in a city or fortress, be
replaced from these RPs are placed at that losses for each nationality that receives its able to trace a supply line to a source of
city, and other RPs may not be used to help own infantry replacements are calculated replacements, and may not be in an enemy
replace the unit. If the German player gains separately. For example, Germany Army, ZOC.) The original unit is removed from play
ownership of an isolated replacement city, Luftwaffe, and SS losses are counted in and the new unit is put in its place. Units
all RPs accumulated at that city are lost. general as German losses, while Rumanian removed from play through conversion may
and Eastern Troop losses are each counted not be replaced.
c) Replacement cities are the separately.
sources of replacements for cadres that are 2. Upgrade. An upgrade is the same
rebuilt using infantry RPs. A cadre may be The player determines the number of as a conversion, except that the owning
rebuilt with RPs from a an MD’s pool if it is in infantry RPs received as special player must spend RPs when the unit is
the MD and can trace a supply line to any replacements, based on his losses. To upgraded. These costs are given on the
unisolated dot or major city in the MD. It may calculate these RPs, divide the German and orders of battle in the upgrades listings.
be rebuilt with RPs accumulated at an Finnish loss totals by 4, and divide all other
loss totals by 5. (For convenience, round 3. Reorganize. The German player
isolated city if it is in the city’s MD and can may reorganize various German divisions
trace to that city. fractions down. Optionally, retain fractions.)
The resulting number is the number of and cadres, as listed on the Axis order of
d) If the Soviet player regains infantry RPs that nationality receives due to battle. A reorganization is the same as a
ownership of a replacement city previously special replacements. These RPs are added conversion, except that there may be an RP
controlled by the German player, the city their national RP pools. Soviet RPs are cost or gain, depending upon the unit
begins to produce RPs again no sooner than added to the accumulated RP pools of any involved. The RP costs or gains for
the sixth turn following its recapture. of his on-map MDs. However, no MD may reorganizing units are given on the German
Infantry RPs for foreign contingents are held receive more than 10 of these RPs. RPs reorganization chart. RPs gained through
in general national pools and are not received due to special replacements may reorganization may not be used on the turn
associated with any MDs. Foreign be used in the initial phase in which they are they are generated but may be used
contingent cadres may be rebuilt if they can calculated or may be accumulated. thereafter.
trace a supply line to any unisolated dot or Example: In a Soviet initial phase, the Soviet Once the German player is allowed to
major city in the Soviet Union. player finds that he has lost 1 55 attack reorganize divisions and cadres in play, he
Units replaced by RPs from the eastern MDs strength points of unisolated units. Thus, he may also reorganize these units in his
or from factories in the Urals enter play the receives 31 infantry RPs as special replacement pool. This is treated the same
same as reinforcements from the eastern replacements and may add these RPs to the as a replacement pool substitution (Rule
MDs. RP pools of any of his on-map MDs. 34E1).
The Soviet player may replace only a limited However, he may add no more than 10 of E. Fragile Divisions. Various Soviet
number of units of certain unit types: these RPs to the RP pool of any on-map and Finnish divisions may not be replaced
MD. either at original strength or at all once
1) Only six REs of cavalry units may be eliminated.
replaced/rebuilt per turn. C. Withdrawals. The orders of battle
require certain units be withdrawn from play 1. Substitutions. Certain Soviet
2) Only one NKVD political troops RE at various times. Any unit of the indicated divisions may not be replaced at their
may be replaced per nationality, size, type, and strength may be original strengths once eliminated. Instead,
3) Only one airborne RE may be replaced withdrawn. An isolated unit may not be when these divisions are eliminated, they
per three-month withdrawn. A withdrawn unit is out of play have other divisions substituted for them in
4) Only one combat or assault engineer (simply remove it from the map) and may the replacement pool. These substitutions
RE may be replaced per month. not return to play unless called for in the are listed on the Soviet order of battle. All
orders of battle. the following Soviet divisions excluding
5) Only three REs of mountain units may Guards, NKVD, and foreign contingent
be replaced/rebuilt per month. If no unit in play can be withdrawn, then an
eliminated unit is removed from the divisions are fragile and have substitutions:
6) From the start of the game to the end replacement pool, and the player forfeits Divisions with 3-6 rifle division
of the first winter, only three REs of RPs equal to the unit’s replacement cost. If substitutions: 5-6, 6-6, and 7-6 rifle
winterized units may be the player does not have sufficient RPs (of divisions; any strength motorized
replaced/rebuilt per month. Note: This the correct types) to meet this cost, then the divisions; any strength mechanized
includes all Soviet winterized units, not remainder needed is deducted when RPs divisions; and, from the start of the
game through the Jun II 44 turn, any When an eliminated rifle division that has appropriate unit enters the pool. For
strength mountain rifle divisions. both a 3-6 and a 4-6 side is replaced, the example, if the German 3-2-8 Pz III is not in
Divisions with 3-8 cavalry division unit must be replaced at its 3-6 strength. the replacement pool on Jan I 43, then its
substitutions: 4-3-8 and 5-4-8 cavalry 5. Soviet Guards. The Soviet order removal is delayed until it enters the pool. If
divisions; 3-2-8 mountain cavalry of battle specifies when units are converted it never enters the pool, it's never removed
divisions. to Guards status. The regular conversion or withdrawn.
In addition, these Soviet divisions may not rules are followed, with the exception that
be rebuilt to their original full strength when most units removed from play due to Rule 35 - Lend-Lease
at cadre strength. Instead, the player may conversion to Guards status are placed in During the course of the game, the Soviet
rebuild such a cadre to its substitution the replacement pool and may subsequently player receives lend-lease reinforcements
strength. Example: A Soviet regular 5-6 rifle be replaced. (In such a case, a new from the United States and United Kingdom.
division has been reduced to its 1-6 cadre formation has been raised with the old Lend-lease reinforcements are delivered to
strength. The Soviet player may not rebuild formation’s identification.) The following the USSR via three routes: northern,
this cadre to its 5-6 strength, Instead, he units are not placed in the replacement pool southern, and eastern routes, as listed on
may rebuild it to its divisional substitution (and may not be replaced) when converted the Allied lend-lease charts.
strength, by spending 2 infantry RPs, to Guards status: all c/m corps, all artillery
Lend-lease reinforcements arriving via the
removing the 1-6 cadre from play, and divisions.
northern route arrive, at any unfrozen
putting its 3-6 rifle division substitution in its Any Soviet regular, winter-capable, or naval Soviet-owned ports on the Arctic Ocean. If
place. ground unit of the correct size and type may there is no port available, the lend-lease
Finnish 6-6 rifle divisions may not be be converted to Guards status. The reinforcements for that turn do not arrive at
replaced at their original strengths once conversion may require or yield RPs, similar all. If a port is available, then each arriving
eliminated. Instead, when these divisions to reorganization (see Section D above). To lend-lease reinforcement (such as an air
are eliminated, they have 5-6 rifle divisions determine this, add one to the attack unit, individual resource point, or individual
substituted for them in the replacement pool. strength of the unit being converted and armor RP) must be checked for the effects
subtract the attack strength of the Guards of German anti-shipping forces. Roll two
2. No Substitutions. Soviet tank unit from this. If the result is negative then dice for each item; on a roll of 3 or less, the
divisions and the Soviet NKVD din division that is number of RPs needed to make the item was sunk in transit and does not arrive.
may not be replaced once eliminated. In conversion. If the number is positive, that is
addition, cadres of these divisions may not Lend-lease reinforcements arriving via the
the number of RPs gained by the
be rebuilt to full strength. northern route are placed as follows:
conversion. RPs are spent the same as for
3. Notes. 11 Note that cadres of rebuilding a cadre and gained the same as a) resource points are always placed at
fragile Finnish divisions may be rebuilt. 2) for disbanding. For example, if a 3-6 rifle the port;
Note that this rule applies only to divisions, division is converted to a 5-6 Guards rifle b) if the port is not isolated, then armor
but not to divisional units in general. Soviet division in Moskva, 1 infantry RP from the RPs are placed in the general armor
corps are not affected by this rule. Moskva MD must be spent for this RP pool and air units are placed in the
F. Special Considerations. conversion. available box;
1. Disbanding. Players may disband 6. Disarming. The German player c) if the port is isolated, then the armor
some of their units, receiving RPs for doing must disarm certain Axis-Allied forces, as RPs and air units are stockpiled at the
so. A player’s order of battle specifies which specified on the Axis order of battle. When port.
units he may disband and when he may an Axis-Allied force is disarmed, all of its
In following Soviet initial phases, these items
disband them. A player disbands units in his ground units are withdrawn from play.
go to their proper destinations if the port is
initial phase, receiving the RP cost of the Calculate special replacements for these
no longer isolated. If the German player ever
unit. A unit may be disbanded if it can trace units and divide this number by 2 (rounding
gains ownership of the port hex, then all
a supply line to a source of replacements down). The result is the number of German
stockpiled armor RPs and air units at the
and is not in an enemy ZOC. When infantry RPs the German player receives for
port are eliminated.
disbanded, its RPs are added to its national disarming these units. Remove all units of
the disarmed force from the Axis Lend-lease reinforcements arriving via the
pool. (Soviet RPs are added to the Soviet
replacement pool. Remove all air units of the southern route appear unless this route is
RP pools similar to the way RPs are used
disarmed force from play and from the Axis cut. The German player may cut the route
from the pools when rebuilding cadres.)
air chart and reduce its group allowance and by exiting units off the south edge of the
These RPs may not be used on the turn
active air unit totals to 0. map in Iran. Once the German player has
they are generated but may be used
exited units totaling at least 100 attack
thereafter. 7. Assemblies. The Soviet order of
strength points off this map edge, the
2. Soviet Militia. Eliminated Soviet battle charts list a number of Soviet artillery
southern lend-lease route is cut. While the
militia units may not be replaced. divisions as being available for assembly.
route is cut, all lend-lease arriving via the
These divisions may be assembled any time
When Soviet militia units are disbanded, the southern route is lost and does not arrive in
on or after the turn specified, These
Soviet player receives infantry RPs equal to the game. Once cut, the route is re-opened
divisions are assembled from Soviet non-
the unit’s attack strength plus one. For if the Axis off-map forces are destroyed.
divisional artillery units in play, as specified
example, disbanding a 2-4 militia division These forces are destroyed if all hexes on
on the unit assembly possibilities chart. An
gives the Soviet player 3 infantry RPs. the south edge of the map in Iran are
artillery division may be assembled in the
isolated for four consecutive German initial
3. NKVD. Eliminated NKVD border Soviet initial phase, in the same manner as
phases. Destroyed Axis forces are placed in
and rifle units may not be replaced. (Note: a broken down unit is assembled (see Rule
the Axis replacement pool; they do not
Other NKVD units may be replaced.) 1 51. Once assembled, the artillery division
generate any special replacements.
When NKVD units are disbanded, the Soviet may not be broken down, nor may the units
from which it is assembled be returned to Lend-lease reinforcements arriving via the
player receives infantry RPs equal to the
play through replacement or by any other southern route arrive as follows:
unit’s attack strength plus one. For example,
disbanding a 0-1-5 NKVD border regiment means. a) units and resource points are placed on
gives the Soviet player 1 infantry RP. 8. Note. In addition to the above, the south edge of the map in Iran or at
some unique reinforcement events occur at the off-map Caspian ports;
4. Soviet 3-6 Rifle Divisions. Various
Soviet 3-6 rifle divisions have 4-6 rifle various times. These are specified on the b) air units are placed in the available
divisions printed on the backs of their orders of battle; follow the instructions given box;
counters. Neither division has a cadre. there when these events occur. c) armor RPs are placed in the general
Starting with the Aug I 41 turn, the Soviet When the orders of battle require a unit to armor RP pool.
player may convert up to four 3-6 rifle be removed from or substituted in the
Lend-lease reinforcements arriving via the
divisions per turn to their 4-6 strengths. replacement pool and no appropriate unit is eastern route always appear; this route may
in the pool, the activity is delayed until an
not be cut. These reinforcements arrive as containing a transportation line entering the fortress is rebuilt.
follows: a) units and resource points appear Soviet Union must be occupied by, or in the Reinforcements
the same as reinforcements from the ZOC of, a Soviet Unit. Units listed in the
eastern MDs; b) air units are placed in the non-divisional section of each MD are Jan I 44
available box; c) armor RPs are placed in deployed stacked with any other units in the German: Replacement Pool: Remove:
the general armor RP pool; d) rail capacity MD or in any cities or fortresses in the MD. 1x 0-6 RR Eng III 3
increases are added to the Soviet rail The German player then deploys all of his
capacity total; el factory upgrades occur per Apr I 44 German: Withdraw:
forces except air units, as specified on the
Rule 31D. Axis initial order of battle. Any airborne 1x 0-6 RR Eng III: 6
The Soviet player occasionally receives operations or amphibious landings for the The German player activates Axis air units.
Royal Air Force group allowances from the German surprise turn and regular player turn Air units not activated are placed on the
United Kingdom for use with certain lend- of Jun II 41 are planned at this time. available box of the German air chart. The
lease aircraft, as indicated on the Allied The Soviet player then deploys all of his German player then chooses which of his
lend-lease aircraft chart. These GA may be remaining forces, except air units. He does Luftwaffe air units (only) will make the
used only for the indicated air units. While in not activate his air units at this time. His surprise attack against the Soviet Air Force;
play, the GA’s air unit is treated as a Guards available air units are placed aside for the these are placed to one side for the
air unit. (Use the Guards air unit counter for resolution of the surprise attack turn (Rule resolution of the attack in the surprise attack
this.) When the GA is withdrawn, the air unit 31 F), and the Soviet player activates and turn. The remaining air units are deployed
is turned over to the Soviet air force: either deploys his air units after this attack. on the map. Axis-Allied air units are placed
keep it in play if a Soviet GA is available at airbases in their home countries. Up to
(note that a Guards conversion must be Modified Order of Battle three Luftwaffe air units may be placed at
used to keep it as a Guards air unit), or Official modification from The Europa airbases in Norway. The remaining Luftwaffe
place it in the available box if none is News Issue 19 air units are placed at airbases in Greater
available. Initial Forces, Jun II 41 Germany or Rumania, and the air units
The Soviet player may not reduce the RAF making the surprise attack will be deployed
German: Place anywhere in Greater in Greater Germany and Rumania following
group allowance through the air replacement Germany:
procedures, even if its air unit is eliminated the attack.
while the RAF group allowance is in play. 3x 0-6 RR Eng X: 1, 2, 3 After all forces are deployed, the game
The lend-lease charts note any unique lend- 6x 0-6 RR Eng III: 1, 2, 3, 4, 5, 6 begins with the German surprise attack turn
lease events; follow the instructions on the Note: Ignore the listing for the German of the Jun II 41 turn. The weather is clear in
chart for these events. railroad engineer regiments for Army all weather zones on this turn.
Groups North, Center, and South in the At the start of the game, the German player
Rule 36 - Preparing for Play existing orders of battle. owns Norway, Greater Germany, Rumania,
Finnish: Place anywhere in Finland: Bulgaria, and Greece. The Soviet player
Lay out the maps to form a complete game
owns the USSR and Hango. Finland,
map, as shown on the map guide. There is a 1x 0-6 RR Eng III Comp Hungary, Sweden, Turkey, and Iran are
one-hex overlap between adjacent maps.
Soviet: Stalin Line Fortifications (replace all neutral. (Note that Finland and Hungary will
For example, when assembling the maps,
setup references to the Stalin Line with the enter the war, per Rule 32.)
the 5100 hex row of map 58 overlaps the
following)
0100 hex row of map 18 (or vice-versa).
Place one 0-2-0* fortified area each at Rule 37 - Victory
Sort the counters by nationality, type, size,
2A:0730, 3B:1515, and 3B:1119. Place one A. Game Length. The game starts with
and strength. Unit designations are given for
0-3-0* fortified area at 1B:0515. the Jun II 41 turn and ends with the Dec II
historical interest and may be ignored for
deployment and play of the game. 1x 0-3-0* FA Khnko 44 turn.
The orders of battle specify the initial 3x 0-2-0* FA Kar, MYa, KP B. Victory Determination. At the end of
deployment for both sides. (Abbreviations the Dec II 44 turn, victory is determined.
Place one fort in each of the following
used on the orders of battles are explained Victory is based on victory points, which are
hexes: 1B:1003, 1705, 2906, 3612, 4610;
in each order of battle.) In general, ground calculated at the end of the game. The
3B:0212, 0414, 0607, 1016, 1813, 2212.
units are deployed in their historical army German player gains victory points for cities
After the Soviet and Axis setups are
areas. These units may be deployed in any he owns at the end of the game:
complete but before the German special
hexes of their army areas. Soviet units are Surprise turn, roll one die. On a roll of 4 or 2 points for each full city hex. (Ignore
deployed in Soviet territory, and Axis units greater, remove the fort. (it was stripped or Danzig (1B:2433)
are deployed in Axis territory. The stacking neglected in the period before the start of 1 point for each partial city hex.
limit may not be violated when units are the game.)
deployed. Except in weather zones A and G, 1 point for each of the following cities:
Place one fort in each of the following Tallinn (1B:0711), Kaunas (1B:2818),
units may not be deployed broken down. hexes: 1B:2006, 2507, 4014; 3B:0318,
Each army deploying along the Axis-Soviet Smolensk (2A:3532), Ploesti
0419, 0616, 0720. After the Soviet and Axis (3B:2826), Sevastopol (3B:3704),
demarcation line has a range of hexes for
setups are complete but before the German Krasnodar (4A:3818), Narvik
deployment. No unit of the army may be special Surprise turn, roll one die. On a roll
deployed in any hex north or south of this (5B:0911), Murmansk (6A:1617),
of 2 or greater, remove the fort. (It was Groznyy (8A:4932).
range. For example, units of the German
stripped, neglected, or never completed in
16th Army (deployment range 1B:2723 to The German player gains half the victory
the period before the start of the game.)
1B:2923) may not deploy in hexes north of point value of a city’s hex if it is Soviet
the 1B:2700 row or south of the 1B:2900 Place forts in the following hexes: 6A:1418; owned but isolated.
row. Note: The orders of battle often require 2A:0231; 1B:0302, 2023, 2219, 2818, 3321,
Total the victory points gained by the
units to be deployed within a certain number 4824, 4925, 4926, and 5128. After the
German player at the end of the game, and
of hexes of border hexsides. Count these Soviet and Axis setups are complete but
round down any fraction remaining after
hexes starting from the border hexside. before the German special Surprise turn, roll
totaling. This determines the level of victory
one die. On a roll of 2 or greater, remove the
The Soviet player deploys the forces of his (see below). Adjust the level of victory as
fort. (it was under construction but not
border military districts first. Along the Soviet follows:
completed in the period before the start of
borders with Greater Germany, Hungary, Shift the level of victory by one level in
the game.)
and Rumania, every hex in the Soviet Union favor of the Soviet player if he has
adjacent to a border hexside must be After the Soviet and Axis setups are
exited sufficient units off the west edge
occupied by, or in the ZOC of, a Soviet unit. complete but before the German special
of the map: He must exit units totaling
Along the Soviet border with Finland, Surprise turn, roll one die for the destroyed
at least 400 attack strength points off
Turkey, and Iran, every border hex fortress of Brest-Litovsk (Brzesc-nad-
the map edge in Greater Germany and
Bugiem; 1B:4124). On a roll of 1, the
at least 200 attack strength points off movement or exploitation phase. Only c/m that time. When flying to a search hex, the
the map edge south of Greater units may fire AA during the exploitation air unit has its movement allowance reduced
Germany. phase. by 4 MPs. A search hex may be any full or
Shift the level of victory by one level in C. Railroads. partial sea hex; it need not contain any
favor of a player with military enemy naval units. An air unit flying this
1. Broad Gauge Rail Lines. The rule mission has a search zone, which is
superiority. A player has military defining the location of broad and standard
superiority if the total attack strength of composed of- all full or partial sea hexes
gauge rail lines is a simplification for within four hexes of its search hex.
his units in play is at least three times playability purposes. Actually, the following
that of his opponent. Count all units in are broad gauge rail lines, not standard An air unit flies to a search hex during its air
play for this calculation, including those gauge: phase, and any patrol attacks, interception,
that have exited the map, and count all and air combat involving the air unit occurs
accumulated replacement points as The rail line from Velikie Luki to Riga, during this phase. AA is not fired at the air
one attack strength point each. including its portion in Estonia, units during this phase. The air unit does not
1B:2407-2309-2212-1816. All other rail bomb during this phase. Instead, it remains
C. Levels of Victory. At the end of the lines in the Baltic States are standard
game, calculate the level of victory and in its search hex into the enemy player’s
gauge, including those that cross this movement phase. During this phase, it may
adjust it, as described above. This broad gauge line. For example, all
determines the winner of the game and his bomb an enemy naval unit that is/moves at
other rail lines running into or through sea in its search zone. For the purposes of
overall level of victory: Riga are standard gauge. this rule, a naval unit is at sea if it is in a full
Victory Point Total The rail line from Proskurov to or partial sea hex and is not in port. AA is
Level of Victory Przemysl, including its portion in former fired at the air unit immediately before it
60 or more German Decisive Victory Polish territory, 3B:0621-0224-0226- bombs. If one or more naval units are
0129. All other rail lines in the former moving together within the search zones of
40-59 German Substantial Victory Polish territory are standard gauge. several air units, all these air units may
15-39 German Marginal Victory 2. Upgrading. bomb the naval units at the same time.
9-14 Soviet Marginal Victory (Note that this is mostly for the purposes of
Official modifications from The Europa Rule 22B, as a ship being bombed can
3-8 Soviet Substantial Victory News Issue 7. receive AA support from one not being
2 or less Soviet Decisive Victory Many roads shown on the map are actually bombed.) If the air unit survives AA fire, it
D. Automatic Victory. If a player owns low-capacity railroads, and these may be bombs its target. All of a player’s air units
all non-neutral major cities on the map at the upgraded to full railroad status. Any road flying this mission return to base at the end
start of his player turn, the game ends at hex may be upgraded to railroad status, of the enemy player’s movement phase.
that point. The player has won an automatic except for any road hex in the Arctic or in a If a naval unit is hit due to this bombing, it
decisive victory. mountain hex. must immediately return to port and end its
A railroad engineer unit may upgrade a road movement for the turn there. If it is carrying
Rule 38 - Advanced Rules to a railroad. It costs the unit four times the cargo, the cargo is disembarked at this port.
regauging MP cost to upgrade a road hex. However, the naval unit may not return to a
The following rules cover certain game
For example, a railroad engineer regiment port that is in the search zone of the air unit
mechanics in greater detail than presented
would spend 4 MPs (four times 1 MP) to that successfully bombed the naval unit,
in the previous rules. For players gaining
upgrade a road hex to a railroad during clear unless no other port is available. Note:
experience with the game system, these
weather. It also costs one resource point to When returning to port, the naval unit could
rules can be disregarded. These rules
upgrade a road hex. The railroad engineer be bombed by other air units, if it enters their
should be used by experienced players.
must trace an overland supply line to the search zones.
A. Retreats and Overruns. During the resource point when it starts to upgrade the
combat phase, a unit or stack required to When using this rule, a player must indicate
road hex, and the resource point is spent all sea movement of his naval units in a sea
retreat due to a combat result (Rule 9F1) (removed from play) at that time.
may retreat into an enemy-occupied hex if zone before any naval bombing in the zone
Note: A hex containing both a road and a is resolved. (Thus, the non-phasing player
able to overrun (Rule 13) the hex. The
railroad must be upgraded in order for the will see all sea movement in a zone before
overrun odds are calculated as normal, but
road in the hex to become a railroad. he has to resolve any bombing.) A player
movement point costs are ignored. The
effects of enemy ZOCs on retreats are Only railroad engineer units may upgrade may arrange the sea movement of his naval
implemented before the overrun odds are roads to railroads. Construction units and units so that several naval units are moving
calculated. Example: A stack of two Soviet Soviet workers cannot upgrade roads or together, either for all or for only part of the
10-5-8 tank divisions is attacked and a DR is participate in quick construction for an movement.
achieved. The stack is surrounded, but one upgrade. F. Special Unit Types.
of the adjacent hexes is occupied by a 1-10 When a player upgrades a road hex to a 1. NKVD Political Troops
supported battalion, and no German ZOC is railroad, he may upgrade it to either broad Modification. The special abilities of an
exerted into that hex. Accordingly, the Soviet gauge or standard gauge, at his option. NKVD political troops unit (Rule 1 4G) is not
tank divisions retreat into this hex, used in the defense’ of a hex if the combat
D. Admin. Movement. A unit may
overrunning the battalion. If a German ZOC result against the hex is DE. Example: An
combine admin. movement (Rule 6B) with
was exerted into this hex, the tank divisions NKVD political troops regiment and a Soviet
regular naval transport (Rule 28C1) and
would be reduced to their 4-2-8 cadre division that has a cadre side are defending
operational rail movement (Rule 7A1).
strengths first and thus be too weak to against a German attack in a hex. The
Example: A Rumanian 4-6 infantry division
overrun the battalion. combat result is DE, which eliminates the
in Bucuresti entrains 11 MP), moves by
B. Antiaircraft Fire. Units may fire AA operational rail movement directly to regiment and reduces the division to cadre.
during the movement and exploitation Constanta (2 MPs), embarks (2 MPs) on a Since the result is DE, the no retreat ability
phases against air units flying interdiction. transport, is shipped to Nikolaev where it cannot be used, and the cadre must retreat.
To fire AA, the unit (or units) must enter the disembarks, and uses admin. movement to 2. Soviet Parachute-Infantry. Unlike
hex containing the air units flying move to Kherson (1 MP). other parachute-infantry units, Soviet
interdiction, ending their movement for the parachute-infantry units actually have limited
E. Air-Naval Interaction. When flying
phase in the hex. The units may then fire AA airborne capabilities. Treat these units as
the naval unit bombing mission (Rule
against the air units flying interdiction in the airborne units, but add the following modifier
20F2h), an air unit may fly to a search hex
hex. If any air units are driven off, the to the disruption die roll:
instead of flying to a target hex and
interdiction cost in the hex is recalculated
resolving its mission during the air phase. -4 for a drop by a Soviet parachute-
and used for all subsequent movement.
This allows the air unit to remain in the hex infantry unit.
Only one AA attack may be made per hex
into the enemy player turn and gives the air
containing air units flying interdiction per
unit a chance to bomb enemy naval units at
G. Luftwaffe Schools. The German bombing air unit flies to either hex adjacent During the German combat phase, Axis
player may call up the Luftwaffe training to an unowned or enemy-owned bridge units attack a hex occupied by a Soviet rifle
schools, in order to receive additional GA hexside and may be intercepted by enemy brigade and five resource points. The result
and air unit reinforcements. The GA and air interceptors able to fly to that hex. After air of the combat is a OR, and the rifle brigade
units of the Luftwaffe schools are listed on combat, AA is fired. AA fire may come from retreats from the hex, carrying two resource
the Axis air order of battle chart. During a either (but not both) of the two hexes points with it (Rule 1 2F1. Axis units
German initial phase, the German player adjacent to the bridge hexside, firing player’s advance after combat into the hex, gaining
may call up the Luftwaffe schools. He choice. Surviving air units then bomb the ownership of the hex. One resource point
receives the schools’ GA as GA additions bridge, using the bombing table.. Three there is captured (half of the 3 points there,
and may take any (up to all) of the schools’ bombing hits demolishes the bridge. rounded down), and the remaining 2 points
air units as air unit reinforcements, If the A ground unit may demolish a bridge by are immediately destroyed.
Luftwaffe schools’ GA is in play at any time spending 4 MPs in either hex adjacent to the 2. Recovery. A player may recover
during a German air replacement cycle, then bridge to do so. The bridge must be friendly resource points by dismantling forts and
the regular Luftwaffe GA increase at the owned or unowned. permanent airfields. A construction unit may
start of the next cycle is lost. dismantle an unisolated fort or permanent
A demolished bridge may not be used for
Once called up, the German player may any movement purposes, such as road airfield. It takes the unit one turn (two turns
stand down the Luftwaffe schools during any movement, rail movement, admin. in poor weather) to dismantle a fort or
subsequent German initial phase. He movement, etc. For example, a unit using a permanent airfield. (Dismantling is similar to
reduces the Luftwaffe GA total by the road to cross a river and enter a woods hex construction, starting and finishing in initial
schools’ GA total. He deactivates and/or normally pays 1 MP to do so; it must spend phases. See Rule 14A1 .1 For every three
removes from the available box non-glider 3 MPs to do so if the bridge is destroyed (1 forts/permanent airfields dismantled, the
air units equal in number to the number of MP for the river and 2 MPs for the woods player receives one resource point. The
air units he called up from the schools. (Note hex). Supply lines may be traced across a resource point is received as a
that the same air units called up are not demolished bridge without penalty. reinforcement in the turn following the
required to be stood down.) When the dismantling of the third fort/permanent
schools are stood down, the effects of A construction unit may repair a demolished airfield, and is placed at any friendly-owned
calling up the schools on the overall German bridge or a bridge that has taken bombing unisolated major city.
war effort are assessed. For every two turns hits. A bridge may be repaired only if the
player owns both hexes adjacent to the C. Finnish War Effort. The standard
(or fraction thereof) that the schools’ GA has rules show Finland’s historical participation
been in play, the German player must bridge. Repairing a bridge across a non-
major river costs the construction unit 4 in the war. This rule covers the separate
transfer one GA and one air unit out of nature of the Finnish foreign policy and
theater (per Rule 27F3). Note: Keep track of MPs. Repairing a bridge across a major river
costs the construction unit 8 MPs, and the Finland’s independent relationship with
the number of turns the schools’ GA is in Germany.
play for the purposes of this calculation. unit must trace an overland supply path to a
resource point, which must be expended. At the start of the game before any units are
The German player may call up the schools Repairing a bridge that has bombing hits but deployed, the German player draws at
any time from Jul I 41 through Aug II 44. On is not demolished is the same as repairing a random a card from a deck of playing cards
Sep I 44, the schools must be stood down if demolished bridge except that a resource to determine Finland’s war effort. The card is
they are in play at this time and may not be point is never required. not revealed to the Soviet player until the
called up for the rest of the game. end of the game. (The German player
Any commando unit (except the
H. Eastern Troop Withdrawal. Kriegsmarine commando unit) may attempt should seal the card in an envelope, which
Starting on the Jul I 43 turn, calculate the to seize a bridge when it enters a hex the Soviet play may open after the game is
German player’s victory point total in each adjacent to a bridge hexside. If there are no played to conclusion.)
German initial phase. If the total is less than enemy ground units in the other hex The card determines Finland’s war effort.
25 victory points in a German initial phase, adjacent to the bridge hexside, the attempt The limits of Rule 32B1 are modified as
Eastern Troop withdrawal is triggered. The is automatically successful. If there are follows:
German player must withdraw from play and enemy units adjacent, then one die is rolled
remove from the replacement pool all Ace of Spades. Finland is totally
and the success table is consulted. A committed to the Axis cause and is in
Eastern Troop units except for the Baltic phasing commando unit may make one
Eastern Troop units and any two other the war from the start of the game.
attempt to seize a bridge per player turn and (Axis forces in Finland may not operate
Eastern Troop units. (Baltic Eastern Troops must end its movement in a hex adjacent to
are Eastern Troop units with “Est”, “Lett”, or against the USSR during the surprise
the bridge to do so. It may attempt to seize a attack turn but may do so in the regular
“Lit” in their unit identifications.) All bridge during the movement phase when it
accumulated Eastern Troop RPs are lost, German player turn of Jun II 41.) All
moves adjacent to the bridge. It may attempt units of Army Norway may be deployed
and only cities in the Baltic States generate to seize a bridge in the air phase if it is air
Eastern Troop RPs from this time on. No anywhere in Finland. All Finnish limited
dropped adjacent to the bridge. A seized war aims restrictions (Rule 3281) are
Eastern Troop reinforcements except Baltic bridge immediately becomes owned by the
ones are received from this time on. These ignored. Finnish forces may operate
phasing player. In addition, in the phasing anywhere in Finland, Norway, Estonia,
restrictions are not lifted even if the German player’s combat phase of the player turn the
player later achieves a 25 + victory point and the Leningrad and Arkhangelsk
bridge was seized, any one friendly unit may MDs.
total. attack across this hexside without being
affected by the terrain effects of the river Any Other Ace, King. Finland is
Rule 39 - Optional Rules hexside. Only one unit (of any size) may strongly allied with Germany. The
benefit from this; other units attacking provisions of Rule 3281 are followed,
The following optional rules may be used
across the hexside are affected by the river, with the following exceptions: The
upon agreement by both players. Players
as normal. Finnish theater is extended to include
should decide which optional rules will be
all of the Arkhangelsk MD south of the
used before choosing sides. B. Resource Points. Arctic and all of the Leningrad MD
A. Bridges. A transportation line 1. Capture. A player may voluntarily except for hexes in or adjacent to the
crossing a river/major river hex-side is a destroy his resource points at any time in his city of Leningrad in the Leningrad MD.
bridge. A player owns a bridge if he owns player turn only. During a player turn, A maximum of 20 REs of German
both both hexes adjacent to the bridge whenever a unit gains ownership of a hex forces may operate in the Finnish
hexside or if he was the last to do so. At the containing enemy resource points, half theater. There are no RE restrictions
start of the game, bridges on the Axis-Soviet (round down) of the resource points in the on Finnish unit operating in the Arctic
demarcation line are not owned by either hex are captured, and the remainder are outside Finland.
player. Bridges may be demolished. immediately destroyed. A captured resource Queen, Jack. Finland pursues an
Air units may demolish a bridge by bombing. point is treated in all respects the same as independent war policy. The provisions
(This is a tactical bombing mission.) The the player’s own resource points. Example:
of Rule 32B1 are followed except that 3 infantry RPs and 2 armor RPs to unit 5 MPs to cross such a hexside. It may
10 REs of German forces may operate replace an eliminated Guards cavalry not cross a high mountain hexside during
in the Finnish theater and 20 REs of division to full strength. poor weather.
Finnish units may operate in the Arctic 1 armor RP to replace an eliminated 8. Kriegsmarine Commando. The
outside Finland. Guards cavalry division to cadre German Kriegsmarine marine commando
10, 9, 8, 7, 6. Finland pursues an strength. battalion does not have regular commando
independent war policy. The provisions 3 infantry RPs and 1 armor RP to abilities per Rule 1 4H. Instead, it has the
of Rule 3281 are followed, without rebuild a Guards cavalry cadre to full following abilities. During the German
modification. strength. movement phase, it may make amphibious
5, 4. Finland pursues an independent landings (per the standard naval rules,
2. The 22nd Air Landing Division. including planning) in coastal hexes in the
war policy. The provisions of Rule The German 22nd Air Landing Division was
32B1 are followed, with the following Baltic Sea zone, except for hexes containing
employed entirely in a ground role in the a Soviet naval unit at sea or in the Soviet
exceptions: The units of Army Norway campaign. Thus, breakdown components for
may not deploy inside Finland and may safe zone. (Note: The Kriegsmarine
this division are not provided (which commando has its own intrinsic naval
not enter Finland on Jun II 41. Only 3 effectively means that the unit is limited to a
REs of German forces may operate in transport capability when in the Baltic
ground role). The decision on how to employ Sea and does not use a Kriegsmarine
the Finnish theater, and only 5 REs of this division may be left to the German
Finnish units may operate in the Arctic transport. It may make a landing in a
player rather than imposed. Accordingly, Soviet-owned port.) It may attempt to make
outside Finland. The German allow this division (the 8-6 air landing
reinforcement entering in Sweden on a surprise attack (per Rule 1 4H) by landing
division) to break down into an air landing in a hex occupied by Soviet units, when
Jun II 41 instead enters as an Arctic headquarters and three 2-5 unsupported air
reinforcement on Jul I 41. attacking in conjunction with other Axis
landing regiments. These breakdown units. (Note that it may not attack by itself,
3. Finland pursues an independent war components may be found in other Europa as it has a combat strength of 0.) The unit
policy. The provisions of Rule 3281 are games. may use its transport ability during each
followed, with the following exceptions: 3. Winterization. The German German movement phase, including the
Finland enters the war on the Jul II 41 Grossdeutschland and Lehr units are movement phase in the German surprise
turn, not the Jul I 41 turn. The units of winterized. These are the German Army turn of the Jun II 41 turn.
Army Norway may not deploy inside motorized regiment with the GD unit
Finland and may not enter Finland until 9. 80cm Artillery. The German 672nd
identification and all German Army units with Railroad Artillery Battery contains the
Finland enters the war. No REs of Lehr as part (or all of their unit identification.
German units may operate in the gigantic 80cm railroad artillery gun. This unit
The German foreign contingent infantry operates as a railroad artillery unit, with the
Finnish theater, and no REs of Finnish division, the 250th (Spanish) Infantry
units may operate in the Arctic outside following additional rules. The unit has two
Division, is winterized. modes: a firing mode and a mobile mode.
Finland. The German reinforcement
entering in Sweden on Jun II 41 4. Axis Nationals in Soviet Service. The front and back of the unit counter are
instead enters as an Arctic Soviet foreign contingent units raised from printed to correspond to these modes.
reinforcement on Jul I 41. German, Austrian, and Rumanian nationals During the German initial phase (only), the
may attempt to make surprise attacks German player may change the unit’s mode.
2. Finland is neutral. German forces against certain Axis units. A Soviet-raised The unit must be in mobile mode in order to
may not enter Finland at any time. The German or Austrian unit (any Soviet foreign move and must be in firing mode to use its
units of Army Norway may be deployed contingent unit with "Ger” or “Aus” as part of attack strength. (Its defense strength is
in Norway (as a deception measure so its unit identification) may attempt a surprise based on its accompanying troops and thus
that the Soviet player will not be certain attack against a hex containing any German is used regardless of mode.) During the
that Finland is neutral). Alternatively, units. A Soviet-raised Rumanian unit (a German combat phase, the unit may attack
Army Norway units may not be Soviet foreign contingent unit with “Rum” as if it is in firing mode and if it can trace an
deployed initially, entering play instead part of its Unit identification) may attempt a overland supply line to a resource point.
as standard German reinforcements on surprise attack against any hex containing This resource point is expended when the
Jul I 41. German Arctic reinforcements any Rumanian units. This surprise attack is unit fires and may not be used for any other
may enter as normal or may enter as attempted and resolved the same in all purpose.
standard German reinforcements. cases as a surprise attack by a commando
German Finland reinforcements may 10. Heavy Antiaircraft. A heavy AA
unit. See Rule 14H2. Note: Only one unit does not have its attack strength halved
enter as German standard or Arctic surprise attack may be attempted per hex
reinforcements. The German when attacking a fortress.
per combat phase, even if the Soviet player
reinforcement entering in Sweden on has both German and Rumanian foreign 11. Soviet Ski Brigades. When a
Jun II 41 instead enters on Jul I 41 as contingent units attacking a hex occupied by Soviet ski brigade is disbanded, the Soviet
either an Arctic or standard German and Rumanian units together. player receives infantry RPs equal to the
reinforcement. combat strength of the brigade plus 1. For
5. German Railroad Engineers. A example, a 1-8 ski brigade yields 2 infantry
D. Special Unit Abilities. German railroad engineer unit may break a RPs when disbanded.
1. Guards Cavalry. During any rail line in a hex by spending 1 MP (2 MPs in
Soviet initial phase on or after the Apr I 43 poor weather). Quick construction cannot be E. Special Terrain Effects.
turn, the Soviet player may decide to give used with this ability. 1. The Sivash. The Sivash is a
his Guards cavalry units a limited 6. Punitive Units. A punitive unit is a shallow, swampy body of water off the
exploitation ability (for the rest of the game). construction unit, per Rule 14A. Punitive northeast coast of the Crimea; it is
To do so, he must spend armor RPs for all units may be replaced for free, at no RP impassable to naval units. Accordingly,
of his Guards cavalry units in play: two cost, as follows: During each German initial naval units may not enter any hex in the line
armor RPs for each Guards cavalry division phase, the German player may replace one from 4A:2929 through 4A:3230.
and one armor RP for each Guards cavalry eliminated punitive unit for free. This unit 2. The Sea of Azov. The Sea of
cadre. To spend the armor RPs, each of appears the same as any other replaced Azov is the protected body of water in the
these units must be able to trace a supply German unit. During each Soviet initial Black Sea north of the Kerch Straits. A river
line to a Soviet armor RP source. Once the phase, the Soviet player may replace one flotilla may enter any all-sea hex in the Sea
armor RPs are spent, each Guards cavalry eliminated punitive unit for free. This unit of Azov.
unit has a limited exploitation ability. It may appears in any MD or isolated replacement
move in the Soviet exploitation phase, but it F. Special Weather Effects.
city capable of receiving replaced units.
has its movement allowance halved in this 1. Freezing. The rule on freezing
phase. On and after the turn this ability is 7. High Mountain Units. A high (Rule 29D21 is a simplification for playability
achieved, the replacement costs for Guards mountain unit may cross high mountain purposes. The following rule covers this
cavalry are as follows: hexsides during clear weather. It costs the subject in more detail.
Rivers and lakes are frozen on the second mission resolution step, it may attack one These RPs are spent as normal, except that
consecutive cold weather turn in weather tank brigade in the hex. Roll one die and the replacement activity occurs in the
zones A, B, C, and G, per Rule 29D2. consult the success table. If a success result replacement unit’s hex. That is, a unit
However, in the first cold weather turn in is achieved, the tank brigade is eliminated. replaced with the RPs of replacement unit is
these zones, rivers and lakes in the zone The Rudel counter is not affected by air placed in the replacement unit’s hex, and a
are freezing. River flotillas treat a freezing combat or AA fire. (Rudel was shot down on cadre must be stacked with the replacement
river or lake as being frozen; a freezing river a number of occasions, but he always made unit in order to use its RPs for rebuilding.
or lake is treated as being unfrozen for all his way back to his airbase.) Note that a replacement unit is not required
other game purposes. to be in a city for its RPs to be used.
H. Off-Map Rail Connections. Rail
When tracing supply lines, frozen partial lines running off the west edge of the map in These rules apply only for German infantry
lake hexes may be treated as road hexes. or south of Greater Germany are connected. RPs. Other Axis infantry RPs (including
Example: During a snow weather turn in Axis units may move by rail off the map on Eastern Troop RPs) are used per Rule 34B.
zone B, a Soviet unit in 2A:0833 traces an one of these rail lines and re-enter the map Also, German armor RPs are used per Rule
overland supply line to the frozen partial lake on any connected rail line. It costs the unit 348. However, when a German unit
hex in 2A:0930 12A:0833-0832-0831- 50 hexes of rail movement to do this. Rail requiring both infantry and armor RPs is to
083009301 and a road supply line from this lines running off the east edge of the map be replaced or rebuilt, this rule is followed
hex to 2A:1026 (2A:0930-0929-0928-0927- are connected. Soviet units may move by for the infantry RPs, and Rule 34B is
10261 per the ice road rule. Hex 2A: 1026 rail off the map on one of these rail lines and modified for the armor RPs: The unit is
contains a rail line, which may be used to re-enter the map on any connected rail line. replaced or rebuilt at a replacement unit that
trace a rail supply line to a Soviet regular It costs the unit 100 hexes of rail movement has infantry RPs available and can trace a
source of supply. to do this. Exampie: A Soviet unit at Kirov supply line to a regular source of supply for
(7A: 19051 moves by strategic rail the armor RPs. Example: A German reserve
A swamp is frozen on the second division is in hex 3B:2007 and can trace a
consecutive cold weather turn in a zone, movement: it moves to the east edge of the
map at 7A:2000 (5 hexes), off-map to 8A:1 supply line to a regular source of supply. In
similar to rivers or lakes. The terrain effects the German initial phase of Aug I 43, the
of a frozen swamp hex during frost weather 119 1100 hexesl, and then to Saratov (13
hexes), moving a total of 118 hexes by rail. German player places 5 infantry RPs in the
is the same as that of a swamp hex during unit. During his player turn, the German
snow weather, including the no AEC I. Local Drafting. When the Soviet player player moves the 5-8 panzer cadre of a 12-
provision of snow weather. liberates (regains ownership of) Axis-owned 10 panzer division into the reserve division’s
2. Spring Thaw. All rivers in a zone cities in the Soviet Union, he may conduct hex. In the German initial phase of Aug II 43,
are flooding on each turn that the zone’s an immediate draft of manpower. The the German player rebuilds this cadre to full
weather changes from cold to non-cold. The liberated city must have been Axis-owned strength, spending 3 infantry RPs of the
MP costs to cross flooding river hexsides for at least the last two game turns prior to reserve division and 4 armor RPs.
are: River: + 2 MP; Major River: +4 MP. its liberation. The Soviet player may conduct
only one immediate draft per city hex per K. Luftwaffe Manpower. Due to
G. Special Air Unit Abilities. game, regardless of the number of times he interservice rivalry, Luftwaffe manpower
1. Bombers as Transports. The may liberate it. When the draft is conducted, transferred to ground combat formations
following type B and HB air units may be the Soviet player receives the following was used inefficiently. Assuming the
used as transport air units, at the owning infantry RPs: 1 per dot city, 3 per major city German High Command had made better
player’s option: hex. The Soviet player conducts the draft use of this manpower, use the following rule.
Axis: He 111 F, He 111 P, He 111 H, He upon liberation of the city, and the RPs are When a Luftwaffe infantry division is
177A, Ju 86E, Ju 86G. Ju 86K added to infantry RP pool of the city’s received, as either a reinforcement or
military district. conversion, the corresponding German
Soviet: Li-2T, TB-3, Pe-8 Army 4-6-6 infantry division is taken instead.
J. German Replacement Army. In
When used as a transport, such an air unit the autumn of 1942, the German High See the German Nov I 43 reorganization
can carry cargo, at the same capacity as a Command decided to use the German listing on the Axis order of battle for the
type T air unit. When used as a transport, training and replacement establishment (the corresponding German Army 4-6-6
the air unit has its air attack and defense Ersatzheer—Replacement Army) for divisions.
strengths each reduced by 2 (but never occupation duties in addition to their regular L. Isolation and Ownership. The
below 11. duties. standard rules for determining isolation and
2. Hans-Ulrich Rudel. “Occasionally, a On and after the Oct I 42, the German ownership of territory (Rules 31 and 3F) are
single man will exert a profound influence on player must use his replacement units in simple to use and adequately cover most
the outcome of an engagement. When this order to use his regular infantry RPs; he situations that arise. The following rules
happens once or twice, it may be attributed may no longer simply spend the RPs when cover these aspects in greater detail and
to the many imponderables of a battle and they are received. German infantry RPs require extra effort and time to use. These
written off to chance. However, when such received from special replacements, rules are needed if Optional Rule 40 is used.
action by a single individual becomes a disbanding, and withdrawing are exempt The following rules require the tracing of a
virtually daily occurrence, some from this rule and may be spent per Rule line of communications (LOC). An LOC may
consideration should be made.” (From 34B. German replacement units are marked be up to 14 hexes in length (regardless of
Unentschieden. Europa II, 1974.) with a special indicator, as shown on the unit weather) and is traced the same as an
Such a man is Hans-Ulrich Rudel, who identification chart. All German reserve, overland supply line.
became so adept at flying his Ju 87G aircraft ersatz, and training divisions are 1. Isolation.
that he destroyed 519 Soviet tanks over the replacement units. Using a replacement unit
course of the war. The German player is a two-step process: a. Tracing. When isolation is
receives a Rudel counter on May I 43. The checked, a unit or hex is isolated if an LOC
1) In a German initial phase, a cannot be traced from it to a hex that is in
following rules apply to this counter: replacement unit may take up to 10 German regular supply.
In the German air phase of the I turn of each infantry RPs. To receive these RPs, the unit
month, place the Rudel counter at any must be able to trace a supply line to a b. Soviet Special Replacements. An
German airbase containing a Luftwaffe Ju regular source of supply. These RPs may isolated Soviet unit generates special
87 air unit. This air unit must be a Ju 87G if not be spent in the turn the unit receives replacements when it is eliminated if an LOC
any are available. At the end of this air them. (Use status markers to show the can be traced from the unit to a Soviet
phase, remove the Rudel counter from play; amount of infantry RPs a replacement unit replacement city. The unit’s RPs are added
it becomes available again on the next I has.) to the city’s RP pool.
turn. 2) During a German initial phase, the 2. Ownership of Territory. In addition to
During the air phase the counter is available, German player may spend the infantry RPs the cases in Rule 3F, a player may gain
it may fly to any hex within range that that start the phase with a replacement unit. ownership of territory in the following
contains a Soviet tank brigade. During the manner. At the start of each player turn,
check the ownership of all isolated hexes proposal was incorporated in subsequent rule (Rule 39L) must also be used. If the
except for major city hexes and hexes negotiations. Germany receives Lithuania optional bridge rule (Rule 39A) is not used,
occupied by nonpartisan units. When and Areas 3 and 4; the Soviet Union ignore the mention of bridges below.
checked, a friendly-owned hex becomes receives Areas 1, 2, and 5. A. Definitions.
enemy owned if an LOC cannot be traced Revised Original 2 The Soviet Union
from the hex to a friendly nonpartisan unit 1. Partisan Unit. A partisan unit is any
had recognized Lithuania's claim to the Vilna unit of the following unit types: partisan
but can be traced to an enemy non-partisan area in the treaty of August 1939. This area
unit. infantry, partisan cavalry, partisan
was occupied by the Soviets during the parachute. The counters for partisan units
M. Rail Construction invasion of Eastern Poland, but they might have two sides: a hidden side and a
Official modification from The Europa have handed it over to Lithuania even revealed side, as shown on the unit
News Issue 7 though Lithuania was in the German sphere identification chart. The hidden side shows
of influence. In this case, Germany receives the general characteristics of a partisan unit,
In addition to the regular rules for regauging Lithuania and Areas 3, 4, and 5; the Soviet
railroads, a railroad engineer may regauge a while the revealed side shows its specific
Union receives Areas 1 and 2. characteristics. The hidden side of partisan
rail line only if it can trace an uninterrupted
line of friendly owned, connected rail hexes Near-Historical There was a major units is used to hide the actual strengths and
from the rail hex being regauged to a revision to the treaty on 28 September 1939. compositions of a player’s partisan forces
friendly, functioning rail marshalling yard. Germany gave Lithuania to the Soviet from the opposing player.
(Rail marshalling yards are defined in Rule sphere of influence in exchange for all of the The Soviet player has two partisan forces:
20F1d.) It must regauge the rail line to the Lublin Province and part of the Warsaw Soviet partisans and pro-Soviet Polish
gauge of the rail marshalling yard. Province. To simplify the boundary between partisans. These forces are printed in the
the two states, the "Lithuanian Strip" (Area same colors and are distinguished by unit
In addition to the regular rules for upgrading 4) was to go to Germany when the Soviet
a road to a railroad, a railroad engineer may identifications: Pro-Soviet Polish partisans
Union undertook "special measures on have "Pol” printed on their counters.
upgrade a road to a railroad only if it can Lithuanian territory to protect its interests"
trace an uninterrupted line of friendly- (i.e., when the Soviet Union annexed 2. Anti-Partisan Units. All security and
owned, connected road and rail hexes from Lithuania). Germany receives Areas 1, 3, police are anti-partisan units. All SS-Police,
the road hex being upgraded to a friendly, and 4; the Soviet Union receives Lithuania SS, and NKVD units of any unit types are
functioning rail marshalling yard. It must and Areas 2 and 5. anti-partisan units.
upgrade the road to a railroad of the gauge 3. Anti-Partisan Zone of Control
of the rail marshalling yard. Historical In 1940, the Soviet Union
occupied and annexed Lithuania, setting up (APZOC). An APZOC is exerted into hexes
N. Axis-Soviet Demarcation Line a Lithuanian Soviet Republic. The Soviets the same as a regular ZOC. All 1 RE or
The Axis-Soviet Demarcation Line, as occupied the "Lithuanian Strip" at this time larger anti-partisan units have APZOCs.
shown on Europa Map 1A, was the result of and proved to be very reluctant to turn over (Note: Only anti-partisan units have
almost 18 months of negotiations between this area to Germany. In January of 1941, APZOCs.) An APZOC has effects as
the two states. The illustration at right negotiations finally gave this area to the described below; it does not have the effects
delineates the major areas over which U.S.S.R. with the Soviets paying Germany of a regular ZOC.
negotiations took place. For those players 31.5 million Reichsmarks (1/8 of which in B. Partisan Effects.
who wish to explore the effects of a different non- ferrous metals and 7/8 of which in gold; 1. Partisan Units. Partisan units
Axis-Soviet Demarcation Line, use the actually, the gold payment was deducted operate differently than do regular combat
following table. (Although the illustration is from a gold payment Germany was to give units, and the following rules define these
for those who play DNO using Maps 1 A and the Soviet Union under an earlier economic differences. If a standard rule is not
3A, it is fairly easy to convert the boundaries treaty). Germany receives Areas 1 and 3; mentioned below, then partisan units are
shown for use with Map 1.) the Soviet Union receives Lithuania and affected by it the same as other units. Note:
Demarcation Line Table Areas 2, 4, and 5. The standard rules sections to which the
Roll two dice and consult the chart below to Neutral Lithuania There is a slight following paragraphs refer are given in
determine the Axis-Soviet Demarcation Line chance that Lithuania would remain neutral; parentheses at the end of the paragraphs.
to be used. The results are explained below. for example, Lithuania could have been A partisan unit does not own the hex it
included in the German sphere of influence occupies. Ownership of the hex is
Dice Roll Result but not occupied by Germany. Germany determined as if the unit was not there. (3F)
receives Areas 1 and 3; the Soviet Union
2 Original receives Areas 2 and 5; and Lithuania, A partisan division does not have a ZOG. (5)
including Area 4, is neutral. Either (or both) A partisan unit, regardless of its unit type,
3 Revised Original 2
sides may invade Lithuania during the may move the same as a light infantry,
4 Neutral Lithuania course of the game; however, Germany is mountain, or cavalry unit, as the owning
considered to be at war with the Soviet player wishes. A partisan unit is not affected
5 Near-Historical Union on the first game turn. As a by ZOCs when moving. Instead, it is
convenient simulation of the strength of the affected by enemy APZOCs. Movement
6 Historical costs for APZOCs are the same as for
Lithuanian Army, give each city (of any size)
7 Historical in Lithuania a defense strength of 2 regular ZOCs. (6)
(supported). A partisan unit may move through (but not
8 Revised Original 1 The players then deploy their units, using end its movement in) hexes occupied by
9 Near-Historical the demarcation line as determined above enemy units, except hexes occupied by anti-
as the boundary between the two states. If partisan units.
10 Neutral Lithuania Lithuania is German controlled, the German Any unit may move through (but not end its
player may deploy up to 30 stacking points movement in) hexes occupied by enemy
11 Original of units there without arousing the Soviets' partisan units. The presence of an enemy
suspicions. If more than 30 stacking points partisan unit in a hex does not affect the
12 Revised Original 2
are deployed there, then Rule 31F (German admin or strategic rail movement of units.
Original This was the demarcation line First Turn Surprise) is not used.
A partisan unit may not attack any hex
derived from the original negotiations of
containing enemy units with defense
August 1939. Germany receives Lithuania Rule 40 - Partisans strengths greater than 0. It has a limited
and Areas 2, 3, and 4; the Soviet Union (Optional) attack ability against a hex containing
receives Areas 1 and 5.
This optional rule may be used in place of enemy units with 0 defense strengths. This
Revised Original 1 In September of attack is resolved in the combat phase
the occupation rule (Rule 33). If this rule is
1939, the Soviet Union proposed a similar to other attacks; the combat result for
used, the optional isolation and ownership
modification to the original division; this this attack is automatically DR. (9)
A partisan unit may retreat into or through hexside. halve the rate if there are no Soviet
enemy ZOCs. It may retreat through an 2. Hidden Units and Dummies. A non-partisan units in the MD
enemy-occupied hex to reach a hex not partisan unit operates with its hidden side Note: Do all additions and subtractions
occupied by enemy units if such is the only face up, so that the opposing player doesn’t to the rate before doing any halving.
retreat route available. A partisan unit may know the specifics of the unit. The revealed Round fractions down after all halving is
not retreat into or through an APZOC or side of a partisan unit is shown to the done.
through a hex containing an anti-partisan opposing player only as follows: when the
unit and is eliminated if required to do so. For each MD, the Soviet player receives
unit attacks an enemy 0 defense strength partisan infantry brigades equal in number to
(9F) unit, when it attempts an act of sabotage, the modified rate of the MD. These are
Any unit may retreat through a hex when it is attacked and does not retreat placed in the MD. Exception: Soviet
containing enemy partisan units if they are before combat, or when it is removed from partisans entering play through general
otherwise unable to retreat except through play (for whatever reason). Once shown, the recruitment may not be placed in Bessarabia
enemy ZOCs. A unit may not end its retreat partisan unit’s revealed side remains face up or in territory between the 1939 and 1941
in such a hex but may retreat through any until the end of the current phase, at which Finnish borders.
number of such hexes until it reaches a hex time its hidden side is placed face up again.
where’ it may stop retreating. (9F) b. Pro-Soviet Polish. On the II turn of
In addition to actual partisan units, dummy each month starting with Jun II 42, the
A partisan unit may retreat before combat. partisan units are available. A dummy Soviet player recruits one pro-Soviet Polish
(9I) partisan unit operates the same as other partisan infantry brigade if there are any
A partisan division is supported. However, it partisan units, except that it may neither Soviet non-partisan units in central Poland.
may provide support only for other partisan attack nor make any sabotage attempt. A The recruited unit is placed in central
units. (11) dummy partisan unit is removed from play Poland.
when its revealed side is shown to the
A partisan unit is not affected by isolation in opposing player. The owning player may c. Anti-Soviet. On the II turn of each
any way. A partisan unit is always in supply. voluntarily remove from play any of his month starting with Jun II 42, the German
(31, 12) dummy partisans units at any time. player receives one anti-Soviet partisan
A partisan unit may not overrun or be infantry brigade. This unit is placed in the
C. Recruitment. Partisan units enter Soviet Union.
overrun. (13) play through recruitment of partisan infantry
A partisan unit may not operate in the Arctic. brigades. For each partisan force, all of its d. Finnish. On the II turn of each
It may not enter the Arctic through partisan infantry brigades that are not in play month from the start of the game, the
movement or appear in the Arctic through are kept in a general recruitment pool. When German player receives one Finnish
recruitment. (3D) a partisan infantry brigade is eliminated, it is partisan infantry brigade if Finland is Axis
placed in the pool and may subsequently re- Allied and if there are any Soviet units inside
A partisan unit never yields special the 1941 Finnish borders.
replacements when eliminated. (34B3) enter play. If there are no units in the pool
when reinforcements are called for, the 2. Special Replacements. Soviet
A partisan unit may not break rail lines, reinforcements for that turn are forfeited. partisans (only) may be recruited through
damage airbases, or destroy bridges per the special replacements. When eliminated units
standard rules. (7C, 17D, 39A) Partisan recruitment for a player occurs in
his initial phase. Recruitment allows a player do not yield special replacements due to
Partisan units may engage in sabotage. In a to take partisan infantry brigades from his isolation, their losses are used for partisan
hex, a partisan unit may make a sabotage recruitment pool and bring them into play. recruitment. The player receives partisan
attempt if it spends 6 MPs to do so. All Also, for each partisan infantry brigade infantry brigades equal to half (rounding
partisan units attempting the same type of recruited the player receives a dummy down) the number of special replacement
sabotage (see below) in a hex are combined partisan unit printed in the same colors as infantry RPs he would have received for
into a single attempt. For each sabotage the brigade, if any are available. In general, these units.
attempt, consult the success table, applying when a partisan unit (including a dummy, Soviet partisans are formed in this manner
all partisan operations modifiers. If the which may be placed separately) is when isolated Soviet units inside the Soviet
attempt is successful, the result is applied received, it is placed inside its recruitment Union are eliminated. These units are
immediately. The types of sabotage and the area in a hex that is: a) enemy owned, b) not placed anywhere in the Soviet Union
effects of successful sabotage attempts on occupied by an enemy unit, c) not in an (including the Baltic MD, Bessarabia, and
them are as follows: enemy APZOC, and d) not adjacent to a territory between the 1939 and 1941 Finnish
Type of Sabotage Effect of friendly nonpartisan unit. If no such hex is borders) in MDs that have Soviet non-
Successful available, the reinforcement is forfeited. partisan units present. If possible, no more
Attempt A partisan unit (including a dummy) may not than half (rounding down) of the partisan
move or make a sabotage attempt in the infantry brigades received in this manner
Break a rail line Rail line in the hex player turn it is recruited. may be placed in any single MD.
is broken Example: Over the course of a turn, the
Territory in the Arctic is ignored for all
partisan recruitment purposes. Soviet player has had 50 attack strength
Damage an Airbase capacity is
points worth of isolated units eliminated
airbase reduced by 1 1. General Recruitment. inside the Soviet Union. During his initial
Damage a port Port capacity is a. Soviet. On the II turn of each phase, he calculates the special
reduced by 1 month starting with Aug II 41, the Soviet replacements this generates (101 and
player recruits partisan infantry brigades in halves it (51. The Soviet player receives five
Destroy a bridge Bridge is his military districts. He recruits partisans in partisan infantry brigades, and, if possible,
destroyed each MD that contains any Axis non- may place no more than two in any one MD.
partisan units or Axis-owned cities, except D. Operational Partisan Commands.
Destroy an air unit One air unit at a for the Baltic MD. (The Soviet player never On the II turn of each month starting with
base in the hex is receives any partisans due to general
eliminated, Jun II 42, the Soviet player receives one
recruitment in the Baltic MD.) The basic operational partisan command unit. An
partisan player’s recruitment rate is 2 partisan units per MD
choice operational partisan command unit is a
and is modified as follows: partisan parachute headquarters unit. The
A partisan unit must be in the hex of its subtract 1 from the rate in 1941 unit is placed in any hex in the Soviet Union
target in order to make a sabotage attempt add 1 to the rate in 1943 and 1944 containing a Soviet partisan unit (including a
against it. For attempts against bridges, the dummy partisans unit.) An operational
bridge is considered to be in the partisan halve the rate if any part of the MD has partisan command unit influences the
unit’s hex only if the partisan unit is in a hex poor weather halve the rate for the operations of other Soviet partisan units, per
adjacent to the bridge hexside and no Ukrainian MDs (Kiev, Odessa, the partisan operations modifiers on the
enemy unit is in a hex adjacent to the bridge Kharkov MDs) success table. Unlike other partisan units,
operational partisan command units ignore Soviet Partisans: the Soviet Union existing orders of battle.
APZOCs when retreating. (1941 borders), central Poland, Finnish: Place anywhere in Finland:
E. Partisan Divisions. On and after Jun Rumania, Hungary, Bulgaria
1x 0-6 RR Eng III Comp
II 42, partisan divisions may be assembled Due to the antipathy of the local population,
from partisan brigades, if any division Soviet partisans in the Baltic MD, in Soviet: Stalin Line Fortifications (replace all
counters are available. Once assembled, Bessarabia, or outside the Soviet Union may setup references to the Stalin Line with the
partisan divisions may be broken down in not retreat before combat. (Note that this following)
partisan brigades, if sufficient brigades are applies to Soviet partisans in central Poland Place one 0-2-0* fortified area each at
available. The phasing player may assemble but not to Pro-Soviet Polish partisans.) 2A:0730, 3B:1515, and 3B:1119. Place one
or break down his partisan divisions in his Due to low-level Soviet security forces not 0-3-0* fortified area at 1B:0515.
initial phase (only). (The general rules for represented in the game, partisan units 1x 0-3-0* FA Khnko
assembling and breaking down units apply; controlled by the German player may not
see Rule 1 5.) A partisan infantry division 3x 0-2-0* FA Kar, MYa, KP
enter or be recruited in Soviet-owned cities
may be assembled from/broken down into and fortresses in the USSR. Place one fort in each of the following
three partisan infantry brigades. A partisan hexes: 1B:1003, 1705, 2906, 3612, 4610;
cavalry division may be assembled H. Nationalist Partisans (Optional). 3B:0212, 0414, 0607, 1016, 1813, 2212.
from/broken down into two partisan infantry Nationalist partisans are Lithuanian, Latvian, After the Soviet and Axis setups are
brigades. Partisan brigades are placed in Estonian, and Ukrainian partisans. Separate complete but before the German special
the recruitment pool (and may subsequently recruitment pools are maintained for each of Surprise turn, roll one die. On a roll of 4 or
be recruited) when used to assemble a these nationalities. The unit identifications greater, remove the fort. (it was stripped or
division; they are taken from the pool when on these units show their nationalities: “Lith” neglected in the period before the start of
used to break down a division. (Lithuanian), “Lat” (Latvian), “Est” the game.)
(Estonian), “Ukr” (Ukrainian).
F. Dismissal. During each initial phase Place one fort in each of the following
(friendly or enemy), a player must dismiss The recruitment areas for the nationalist hexes: 6A:1418; 2A:0231; 1B:0302, 2006,
his partisan units that are in friendly owned partisans are as follows: 2023, 2219, 2818, 2507, 3321, 4014, 4824,
hexes or are adjacent to friendly non- Lithuanian: Lithuania 4925, 4926, 5128; 3B:0318, 0419, 0616,
partisan units. When dismissing a partisan Latvian: Latvia 0720. After the Soviet and Axis setups are
unit, the player must either disband the unit complete but before the German special
or withdraw it from play. A dismissed Estonian: Estonia Surprise turn, roll one die. On a roll of 2 or
partisan infantry brigade is returned to its Ukrainian: the western Ukraine. greater, remove the fort. (It was stripped,
recruitment pool. A dismissed operational On the II turn of each month from the start of neglected, or never completed in the period
partisan command unit is available to re- the game, the German player receives one before the start of the game.)
enter per Section D above. A dismissed partisan infantry brigade for a nationality if After the Soviet and Axis setups are
partisan division may be assembled from its recruitment area contains any Soviet non- complete but before the German special
other partisan infantry brigades in following partisan units or any Soviet-owned cities. Surprise turn, roll one die for the destroyed
turns. The partisan unit is placed in its recruitment fortress of Brest-Litovsk (Brzesc-nad-
A partisan unit is disbanded per the area. Bugiem; 1B:4124). On a roll of 1, the
disbanding rule (Rule 34F1). In general, a When required to be dismissed, a nationalist fortress is rebuilt.
disbanded partisan unit yields infantry RPs partisan unit must be withdrawn from play. It Reinforcements
equal to its printed combat strength. may not be disbanded.
However, a disbanded operational partisan Jan I 44
command unit yields one infantry RP. Except for the Ukrainians, nationalist German: Replacement Pool: Remove:
partisans may only operate in their
A partisan unit has an associated force. recruitment areas. Ukrainian partisans may 1x 0-6 RR Eng III 3
When the unit is disbanded, it yields infantry operate anywhere in the Ukraine. Apr I 44 German: Withdraw:
RPs for its force. The associated forces of recruitment is limited to the western Ukraine,
partisans are: 1x 0-6 RR Eng III: 6
however.)
Soviet partisans: Soviet national forces 3. Victory. At the end of the game,
(all Soviet forces except foreign Rule 41 - Scenarios victory is calculated per Rule 37B, with the
contingent and defected Axis-Allied following additions:
In addition to the grand campaign game,
nations). The German player receives 1 victory
running from Jun II 41 through Dec II 44,
Pro-Soviet Polish partisans: Soviet point if the Soviet player moves the
shorter scenarios may be played.
Polish foreign contingent forces. capital.
A. 1941 Campaign. The 1941
Anti-Soviet partisans: German Eastern He receives 2 victory points if he
campaign game covers the initial German
Troop forces. captures the capital.
invasion of the USSR and the first Soviet
Finnish partisans: Finnish forces. winter counteroffensive. The following levels of victory are used:

A partisan unit is withdrawn from play per 1. Game Length. The game starts with Victory
the withdrawal rule (Rule 34C), except that it the Jun II 41 turn and ends upon the Point Total Level of Victory
may be withdrawn even if isolated. conclusion of the Mar II 42 turn. 41 or more German Decisive Victory
If Finland becomes non-belligerent, 2. Preparing for Play. The game is set 31-40 German Substantial Victory
surrenders, or defects to the Soviets, all up the same as for the grand campaign
21-30 German Marginal Victory
Finnish partisans are immediately withdrawn game. See Rule 36.
16-20 Soviet Marginal Victory
from play. Modified Order of Battle
11-15 Soviet Substantial Victory
G. Operational Limits. Partisans may Official modification from The Europa
operate only in certain areas and may not News Issue 19 10 or less Soviet Decisive Victory
leave these areas voluntarily. If forced to Initial Forces, Jun II 41 B. 1942 Campaign. The 1942
leave their operational areas, partisan units campaign game covers the spring fighting,
are eliminated instead. The operational German: Place anywhere in Greater
the German 1942 summer offensive, and
areas are: Germany:
the second Soviet winter counteroffensive.
Anti-Soviet Partisans: the Soviet Union 3x 0-6 RR Eng X: 1, 2, 3
1. Game Length. The game starts with
(1941 borders) 6x 0-6 RR Eng III: 1, 2, 3, 4, 5, 6 the Apr I 42 turn and ends upon the
Finnish Partisans: Finland Note: Ignore the listing for the German conclusion of the Mar II 43 turn.
Pro-Soviet Polish Partisans: central railroad engineer regiments for Army 2. Preparing for Play. The 1 942
Poland Groups North, Center, and South in the scenario orders of battle and the 1942
scenario deployment maps are used to set front line hexes must be occupied, by or in movement phase, only Axis units which
up the game. The deployment maps show the ZOC of, a unit. entered play as reinforcements or
the front lines of each side. Except for the South of map 6A, each of his front line replacements may move. In the special air
indicated pockets, all territory on and west of hexes must be occupied by, or in the ZOC phase, air units may fly only air transport of
the Axis front line is Axis owned and all of, a unit. supply and escort missions.
territory on and east of the Soviet front line 3. Victory. At the end of the game,
is Soviet owned. Territory in a pocket is Each player activates and deploys air units
when he deploys his other forces. A player victory is calculated per Rule 37B, with the
owned by the player with forces in the following additions: The German player
pocket. activates air units from his available air units
and selects at random a number of them to receives 1 victory point if the Soviet player
a. Deployment. The orders of battle start the game inactive. The German player moves the capital. He receives 2 victory
for the 1942 campaign game list the starting randomly chooses 10 Axis air units to be points if he captures the capital.
forces and deployment instructions. Follow inoperative; the Soviet player randomly The following levels of victory are used:
the instructions on the orders of battle for chooses 25 Soviet air units to be
deploying these forces. The players set up Victory
inoperative. A player then deploys all his Point Total Level of Victory.
in the following sequence: active air units any friendly-owned airbases.
1) The German player deploys all his front The German player may start the game with 46 or more German Decisive Victory
line forces except for 1 5 units from the Luftwaffe schools called up. If so, then 36-45 German Substantial Victory
each front line deployment area. they are considered to have been called up 26-35 German Marginal Victory
2) The Soviet player deploys all his front during the current air cycle.
21-25 Soviet Marginal Victory
line forces except for 5 units from each b. Prior and Initial Conditions. The
front line deployment area. weather on the Mar II 42 turn was snow in 16-20 Soviet Substantial Victory
3) The German player deploys his zones A and B, mud in zones C and D, and 15 or less Soviet Decisive Victory
remaining front line forces. clear in zone G. For simplicity, on Mar II 42 C. 1942 Grand Campaign. The 1942
all unisolated forces were in regular supply, grand campaign game covers the war on the
4) The Soviet player deploys his and all isolated forces had been at least four
remaining front line forces. Russian front from the spring of 1942 to the
turns out of regular supply. Note that the end of 1944.
5) The German player deploys his rear Leningrad pocket was not isolated on Mar II
area forces. 42, as lake hexside 2A:0929/0928 was 1. Game Length. The game starts
frozen. with the Apr I 42 turn and ends upon the
6) The Soviet player deploys his rear area conclusion of the Dec II 44 turn.
forces. Before the start of the game, each player
may deploy supply points due to special 2. Preparing for Play. The game is
7) The German player deploys his other set up the same as for the 1942 campaign
forces. sources of supply. Each player may place a
number of supply points equal to the game. See Section B2 above.
8) The Soviet player deploys his other capacity of his operative air transports; it 3. Victory. Victory is determined as
forces. may be placed at airbases within range of for the grand campaign game. See Rule 37.
General conditions for each deployment the transports. This supply is considered to
area are given on the orders of battle: have been delivered in the player’s air An Introduction
The Soviet player has a number of cadres phase on Mar II 42. The Soviet player may Scorched Earth is the thoroughly revised
specified. He chooses at random that place up to 60 points of supply at ports in edition of Unentschieden, the second game
number of units from all divisions that have the Black Sea; this is considered to, have of the Europa series, and is the companion
cadre strengths listed for the deployment been delivered by the Soviet Black Sea game to Fire in the East, the revised edition
area; these units start the game at cadre ships during the Soviet movement phase on of Drang Nach Osten. Fire in the
strength. For example, six units are chosen Mar II 42. East/Scorched Earth is a detailed,
at random from the divisions with cadre c. Reinforcements and operational-level game of the German
strengths in the Northwestern Sector to Replacements. Reinforcements and invasion of the USSR, from the start of the
meet the requirement for that deployment replacements are received as listed on the war in June 1941 to the end of December
area. grand campaign game’s orders of battle and 1944.
The Soviet player has a number of 3-6 rifle charts. Note: Both the German and Soviet Scorched Earth is a game in the continuing
division conversions specified. He chooses players must withdraw units on the first turn Europa series of comprehensive division-
that number of units from the 3-6 rifle of the game. Initial deployment can be level games of World War II in Europe and
divisions listed for the deployment area; speeded a bit if both sides agree to remove North Africa. Other games and modules in
these units start the game already converted these withdrawals from their initial forces, the series are: Fire in the East (Europa I),
to their 4-6 strengths. For example, nine 3-6 instead of having to deploy them and then Marita-Merkur (Europa Ill), Narvik (Europa
rifle divisions in the Northwestern Sector withdraw them on the first turn. IV), Their Finest Hour (Europa VI, Western
start the game already converted to their 4-6 d. First Player (Optional). The Desert (Europa VI), Case White (Europa
strengths. deployment sequence for the 1942 scenario VII), The Fall of France (Europa VIII), The
Each player has a loss level specified. He is structured to give a fairly reasonable Near East (Europa IX), Spain and Portugal
eliminates units totaling the specified starting position that doesn’t take too much (Europa X), Torch (Europa XI).
number of attack strength points from his time to set up. Even so, initial deployment by Overall, Europa is intended to re-create
units listed for the deployment area, placing both sides is governed by the knowledge World War II in Europe and North Africa at
them in the replacement pool. For example, that the German player turn comes first. the division level, using consistent unit
the Soviet player must eliminate units Players who wish to avoid this may use the strengths and interlocking maps, while each
totalling 50 attack strength points from the following rule. individual Europa game deals in greater
Northwestern Sector. Note: Do not count the Just before beginning play, after both sides detail with a specific campaign or battle. If
strength loss of Soviet divisions starting the have deployed their forces, roll two dice. On necessary for detailed historical accuracy or
game at cadre strengths (per above) as part a roll of 8 or less, the first game turn playability, individual games are presented
of the specified loss level. consists of a German player turn followed by at levels lower than divisional, at differing
Each player has a number of forts and a Soviet player turn, as usual. On a roll of 9 scales, or with specialized non-standard
airfields specified. These are placed the or greater, the first game turn consists of a rules. In this way, each game presents the
same as the player’s units, except that they shortened German player turn followed by a greatest possible utility to those interested in
may not be placed in hexes where they regular Soviet player turn. The shortened only the situation covered by the specific
could not have been built. German player turn consists of an initial game, while also providing continuing
phase, a special movement phase, and a Europa material to the followers of the
When a player deploys his front line forces, special air phase. The initial phase is a series.
the following restrictions must be met: standard initial phase. In the special
On map 6A, each transportation line in his
Scorched Earth continues this tradition. The John Rutter, Dave Samuel, Gary Schaap, Movement. Supplement. Reduced ZOCs are
rules are a careful selection of Europa rules Dave Schooley, Robert Scogin, Johnny added. 3) 6B. Administrative Movement.
and specialized rules allowing detailed Scott, Dave Smith, Keith Smith, Marlan Revision. Admin. movement ability is
examination of the events of the campaign. Smith, David Smuts, Nick Somlo, Les Spain, increased and is based on unmodified
The maps and counters are at standard Gary Stagliano, Mike Stankovich, Tobin movement allowances.
Europa scales. Stevens, Bill Stone, Richard Strickland, A. 7. Transportation Lines. 1) 7A3.
Game Credits M. J. Svajlenka Ill, Andrew Taubman, Max Regauging. Revision. A rail hex may not be
Thanner, Alex Tihanyi, Ian Trout, Douglas used for rail movement in the turn it is
Scorched Earth contains many of the Trumble, Larry Weis, David Wells, Gary
concepts and game mechanics which were regauged. 2) 7A4. Rail Capacity. Revision.
Wells, Richard Wells, Paul Weston, Dave The resource point cost to increase rail
presented originally in Unentschieden, which Wheeler, Gregory Whiley, Guy R. Wilde, Bill
was designed in 1974 by Paul R. Banner capacity is standardized. Only 30 REs per
Wilson, Steve Winslett, Loren Wiseman, turn of Soviet reinforcements from the
and Frank Chadwick. Ron Woodward, Bruce Wright, Mark Wright, eastern military districts rail for free. 3) 7D.
Design: John M. Astell Russ Wynne, Joe Youst, Mark Zimmerman Railroad Construction. Revision and
Special Assistance: Shelby L. Stanton Supplement.
Research, Axis Order of Battle: Shelby
Learning Scorched Earth 8. Stacking. 1) A. Stacking Limits.
Stanton, Franklyn G. Prieskop, John Astell Scorched Earth is a large and detailed Supplement. The stacking rules cover
game, but it isn’t very difficult to learn. If you divisional units and artillery divisions. 2)
Research, Soviet Order of Battle: Charles
aren’t familiar with Fire in the East and are 8A3. Arctic Stacking. Revision. This is
S. Sharp, John Astell
learning Scorched Earth for the first time, slightly modified to make it similar to the
Other Research and Research Assistance: concentrate on the core rules at first: rules 1 other stacking rules and to correct minor
Frank Chadwick, Marc Miller, Paul R. through 4 cover many basic features of the problems. 3) 8C. Corps/Army Markers.
Banner, Louis Rotundo, Paul Dunigan, Karl game, rules 5 through 14 cover the Change. Use of Europa marker displays is
Gaarsoe, Dave Hughes important aspects of the ground system, and explained.
Art Direction and Graphics: Barbie Pratt rules 16 through 25 cover the air system. If
9. Combat. 1) Combat Results
you are playing as part of a team that has at
Art Department Assistants: Lauretta Table. Supplement. The table is expanded
least one experienced player in it, this is all
Oblinger, Dana Reischauer, Tim Brown, to include 1:4, 8:1, and 9:1 odds columns. 2)
you really need to know in order to start
Loren Wiseman, Lester Smith 9B8. General Combat Restrictions.
playing. Have the experienced player advise
Playtest, Advice, and Assistance: Frank Supplement. Maximum and minimum odds
you on the other rules when you need them,
Adami, Kirk Adamson, Jeff Aderly, Rich are defined. 3) 9I. Retreat Before Combat.
and have him keep track of peripheral
Allen, Chris Ammons, Eric Ammons, Harold Addition. This concept is introduced. 4) 9J.
activities such as reinforcements,
Andrews, Bert Anz, Peter Atkinson, Bill Required Losses. Addition. This is a general
replacements, the naval system, and so on.
Barber, Robert Betts, Rob Beyma, Andrew rule on taking losses when units use certain
If you are familiar with Fire in the East special combat abilities.
Black, Steve Blankenship, Seth Bolen, Julie
(FITE) then you already know many of the
Bonds, Peter Bonham, Robert Boyle, Jeff 10. Armor/Antitank Effects. 1) 10B.
rules of Scorched Earth (SE) as the majority
Brown, Kevin Brown, Tim Brown, Steve AEC/ATEC Values. Revision. Mechanized
of the rules are the same. However,
Bullock, Greg Cafarelli, Bob CaIdwell, Mark Units are now full ATEC. 2) 10C. AEC/ATEC
expanding the coverage of the game from
E. Carter, Rob Cheek, Dylan Conner, Larry Proportions. Revision. The minimum
less than a year of operations (FITE) to
Conner, Jim Crust, Craig Daniels, Wayne proportion to achieve an effect is now 1/7,
three and a half years of campaigning (SE)
Dare, John DeGregorio, Vince DeSimone, not 1/5. 3) 10H. AEC/ATEC Required
meant that many rules had to be
Richard Detar, Paul A. Disbrow, Sam Losses. Change. Required losses for use of
supplemented or scaled up. In addition, a
Dobbins, Mike Dolan, Russ Dumke, Paul AEC and ATEC is defined. 4) 10I. Infantry
number of rules are revised from those in
Dunigan, Steve Emmons, Brian Fagan, Antitank Weapons. Addition. This concept is
FITE, incorporating the results of extensive
Michael Faletti, Darlene File, Gordon Foltz, introduced. 5) 10J. Unit Type Notes.
playing of FITE since its publication in 1984.
Kenneth Fonarow, Terry Fong, Darrien Fox, Addition. This notes unusual AEC/ATEC
This means that the best way to learn the
Edward Rankin Gainsborg, Jr., Laura Tilley capabilities.
rules is to review them thoroughly, to
Gainsborg, Jose Garcia, James Gayler, Rick 11. Support. Supplement. Effects of
familiarize yourself with the new material.
Gayler, John J. Gee, Tracey Gibb, John divisional units are defined.
The following is a guide to the differences
Giefer, Joe Giese, Chriss Goeke, Rob
between the FITE rules and SE rules. The 12. Supply. 1) 12B1 and 2. Tracing
Goldsmith, John Gordon IV, Mike Graffy,
differences are noted as follows: Addition: a Supply. Supplement. Effects of sand hexes
Les Gray, Mike Graziano, Winston Hamilton,
new rule; Change: a scaled up FITE rule; when tracing overland and truck supply lines
Greg Hanna, Lee Hanna, Harold Hansen,
Supplement: an FITE rule with new are covered. Supply status of cities affects
Wayne Harrel, Jerad Harper, Jim Hartley,
information added; Revision: a revised FITE reinforcements and replacements appearing
Terrence Hatcher, Victor Hauser, Brad Hay,
rule; Clarification: a clarified FITE rule. there. 2) 12D. Supply Effects. Supplement.
Norris Hazelton, Fred Helfferich, Charles
Hill, Mark Hill, Jay Hoffman, Brad Houston, 2. Game Components. Change. Reduced ZOCs are added. 3) 12E. Special
Don Howard, Dave Hughes, Todd Hutchins, Sources of Supply. Revision and
3. Basic Game Concepts. 1) 3A1.
Mark Isolda, Edward Jablonski, Hank Supplement. Air and naval supply now work
Divisional Units. Change. 2) 3C4.
Jacobson, Brian James, Tom Johnson, Ray similarly. Cities may not draw on special
Accumulation. Addition. 3) 3E. Heavy
Kanarr, Dan Kaszeta, Roger Keating, Ben supplies, only units.
Equipment. Revision. Heavy equipment
Knight, Brian L. Knipple, Ken Koch, John exclusion for cadres is dropped. 4) 3F. 13. Overruns. Revision. Defensive
Kostisin, Paul Kramer, Burt Labelle, Roland Ownership. Revision. “Ownership” is used in support bombing is ignored for overruns.
Labelle, Robert Lachowski, Roger Land, place of “control” throughout the rules, to 14. Special Unit Types. 1) 14A1.
Doug Langsather, John Lawton, Mike Le avoid confusion between control of territory Construction. Change. Permanent airfields
Drew, Dan Lee, David Lilly, Robert and zones of control. 5) 3H. Geography. may be built in woods and wooded rough
Littlejohn, Art Lupinacci, John Madison, Supplement. 6) 3I. Isolation. Change. hexes. 2) 14A4. Railroad Engineers.
James A. Mattatall, Rush McAllister, Rich Isolation is checked twice per player turn. Revision. Regauging costs are reduced. 3)
Mikulich, Jeff Millefoglie, Greg Miller, Steve Soviet Artillery Divisions. Addition. Use of
5. Zones of Control. Supplement.
Miller, Ross Nickle, Brian Niffen, Andy these units is defined. 4) 14C. Special Armor
Reduced ZOCs are introduced. ZOCs in
Nunez, Tom O’Neil, Sean Pane, Ron Units. Change. This expands the coverage
weather zone G are defined.
Pappin, Jack Parks, Rich Paris, John Paul, of flammpanzers to all special armor units.
David Peters, Paul Pigulski, Eric Pinnell, 6. Movement. 1) General Rule.
5) 14H. Commandos. Change. The
Mark Popofsky, John Porter, Randi Porter, Revision and Supplement. The MP cost of
Brandenburger rule is expanded to cover all
Tony Quatrine, Rob Ramey, Justin rough terrain for mountain units is revised on
commandos. 6) 14I. Trucks. Supplement.
Reynolds, Charlie Riegel, Denis Robideau, the terrain effects chart. The new types of
Eric Rollins, Robert F. Rosenthal, Louis terrain (sand and solonchak) are covered on 16. Air Rules Introduction. 16D. Air
Rotundo, Eric Rubinfeld, E. Richard Russel, the terrain effects chart. 2) 6A. ZOCs and Unit Markers. Addition. This covers the use
of these markers. 29. Weather. Change and years to become really good at the game.
17. Airbases. 7B. Air Unit Escape. Supplement. Each weather zone has its own This column is aimed at speeding the
Change. This rule is simplified. section on the weather chart. learning process for those gamers new to
19. Patrol Attacks. Supplement. This 30. The Arctic. Revision. Movement in FitE/SE, whether or not they have other
covers the expansion of patrol zones for the Arctic is revised, correcting problems wargaming experience or even other Europa
Soviet Guards fighters. when movement allowances were halved. experience. The discussion of game
31. Special Rules. 1) 31A1. concepts (strategy and tactics, optimum use
20 Air Missions. 1) 20E2. Air Drops. of units, how to conduct specific operations,
Revision. Air drops may be made in major Causeways. Revision. Combat is now
allowed across causeways. 2) 31A2. Kerch etc.) will give new players the system's
city hexes. 2) 20F1e. Oilfield Bombing. basics as well as its nuances, and may even
Addition. 3) 20F2c and d. Ground and Straits. Supplement. Blocking the straits is
covered. 3) 31A5. Fortifications. help veterans hone their game.
Defensive Support Bombing. Clarification.
The total bombing strength that may be Supplement. 4) 31B. Neutrals. Supplement. The idea to present the fruit of my
added is based on. the printed bombing 5) 31C. Soviet Mobility Limits. Supplement. experiences originated as a result of my
strength. 4) 20F2d. Defensive Support 6) 31D. Soviet Factories. Change and initial game of FitE/SE as the Soviets.
Bombing. Revision. This is not counted for Revision. Factories produce both armor and During that game I made a long list of notes
overruns. 5) 20F2e. Interdiction Bombing. artillery replacements. Transfer of factories under headings like: "things to do differently
Change. Interdiction limit per hex is added. is revised. 7) 31E. Soviet Capital. Change next game"; "sneaky Axis tricks"; etc., as
and Revision. 8) 31F1. Surprise Ground well as analyses of such topics as the inflow
21. Air Combat. 1) Air Combat Attack. Clarification. Border rivers have no of new Soviet forces. Some observations
Results Table. Revision. This table has been effect on overruns. 9) 31F2. Surprise Air (like, "Soviet mortar brigades are the
slightly modified. 2) 21A. Air Combat Attack. Revision. The procedure is revised vulnerable choke point in the formation of
Preparation. Supplement. Abandoning air to take bombing strengths into account. 10) artillery divisions") are based on objective
operations is introduced. 3) 21B. Air Combat 31G. Soviet Unpreparedness. Revision. This fact, others are subjective based on painful
Resolution. Revision. Each air unit may rule is expanded for unprepared major cities, experience gained against one of the better
make only one attack per air combat reduced ZOCs, and unprepared fortified veteran Scorched Earth players. Your
resolution. This corrects anomalies that areas. 11) 31H. Soviet Garrisons. Addition. personality type will largely determine your
occur when several air units fire on one air 121 311. Oil. Addition. 13) 31J. German style of play; the ideas given here will
unit. Intrinsic Defenses. Addition. hopefully provide you with a solid foundation
22. Antiaircraft. 1) 22A. AA 32. Axis Allies. Change and Revision. of FitE/SE gaming skills upon which to base
Capabilities. Supplement. Light and heavy 1) Surrender and defections rules are your style.
AA distinctions are defined. 2) 22A1. added. 2) The Finnish participation rules A SOVIET OPERATIONAL DOCTRINE
Intrinsic AA. Supplement. 3) 22A3. Position have been clarified. FOR 1941-42
AA Units. Change. The capabilities of
position AA units are restricted. 4) 22A4. 33. Occupation. Addition. This rule Like all modern, total warfare, the struggle
Naval AA. Supplement. 5) 22B Resolution. replaces the FITE rule. on the Eastern Front is essentially a
Revision. AA fire in ports is revised. 34. Reinforcements and prolonged battle of attrition. In games
Replacements. Change/Supplement. These between experienced, competent
23. Air Unit Repair. Supplement. opponents, a long-term view of the situation
rules are expanded to cover the additional
24. Special Air Rules. 1) 24E. Dive topics here. must be taken. Barring freak weather, very
Bombers. Supplement. 2) 24H to J. Various few games should be decided in 1941.
Aircraft. Addition. 35. Lend-Lease. Supplement. (Note: Horror stories of the Axis being
25. Airborne Operations. 1) 25A. 36. Preparing for Play. Change. "stuffed" on the border, or of the Soviets
Disruption. Revision. Disruption modifier for 37. Victory. Change. being annihilated in 1941, are true, but in all
major city hex is added. Disruption effects the cases I've investigated these contests
38. Advanced Rules. 1) 38C. were between Europa veterans and raw
are expanded. Disruption modifier for Soviet Railroads. Supplement. 2) 38D.
airdrops is revised. 21 25C. Ground recruits-guess which group won?).
Winterization (Fire in the East). Change.
Operations. Revision. NE result modification This rule is incorporated into optional rule Within certain limits, the following are battle-
is revised to prevent rules abuse. 31 25D. 39D. 3) 38D. Admin. Movement. Addition. 4) tested axioms to remember during the first
Planning. Clarification. Airdrops of supply do 38E. Soviet Artillery Replacements (Fire in 30 turns (i.e., the first two summers):
not need to be planned in advance. 4) 25F. the East). Change. This rule is deleted, as The Axis can go anywhere, but it can't
Soviet Drop Restrictions (FITE). Change. artillery replacements are now handled go everywhere.
This rule is not used in SE. through Soviet factories. 5) 38E. Air-Naval The Axis can kill anything, but it can't
27. Air Replacement System. 1) 27A. Interaction. Addition. 6) 38F. Special Unit kill everything.
Culling. Revision. 2) 27B. Air Replacement. Types. Addition. 7) 38G. Luftwaffe Schools.
Revision. The procedure is changed to Addition. 8) 38H. Eastern Troop Withdrawal. The Soviets can't defeat the Axis, but
correct abuses. 3) 27E. Activation. Revision. Addition. they can defeat themselves.
Placement of activated air units is simplified. 39. Optional Rules. 1) 39A. Bridges. It is more important to preserve the
4) 27F3. Luftwaffe Transfers. Change. The Change. 2) 39B. Resource Points. Red Army than to hold ground.
German withdrawals rule (FITE) is Supplement. 3) 39D through L. Various Time is on the side of the Soviets.
expanded. 5) 27F4. Soviet Air Guards. Optional Rules. Addition.
Change. This rule is expanded. 6) 27F5. Two historical methods to gain time are
Axis Nationalities (FITE). Change. This rule 40. Partisans. Addition. available to Soviet players. Against
is deleted, as 27B now covers this. 41. Scenarios. Addition. Napoleon, the Russians were able to
successfully trade space for time. Against
28. Naval Rules. 1) 28A. Naval Rules
Concepts. Supplement. 2) 28B. Ships. Advice for Soviet Players Hitler's more modern armies, the Soviets
chose to trade men for time. In game terms,
Change and Revision. The ship rules are by Trey Nelson the first of these methods is known as "The
revised and expanded. 3) 28C. Naval Runaway Defense", the second as "The
INTRODUCTION
Transport. Change and Revision. The naval Forward Defense".
transport rules are revised and expanded. 4) Playing FitE/SE for the first time can be a
28D. Naval Transport of Supply. Change daunting experience. Even for players who The Runaway Defense has the virtue of
and Revision. These rules are modified to are not overwhelmed by the game's initially preserving the bulk of the Soviet
make them consistent with air transport of enormity and detail, it is difficult to grasp the army, thereby allowing a relatively attrition-
supply. 5) 28E. River Flotillas. Revision. dynamics of a system this large. Its sheer free build-up. The biggest drawback to this
These rules are revised to correct problems. size precludes learning the finer points strategy is that it allows the German army to
6) 28F. Naval Repairs. Supplement. 7) 28G. through repeated playings in a short time quickly close on the Leningrad/Valdai/
Naval Reinforcements. Addition span-meaning that most new FitE/SE Moscow defenses, where they can force the
players must usually dedicate months or Soviets into an unfavorable battle of attrition
while they defend vital territory. (Note: if a proof. Reserves are usually massed to Allowed to absorb replacements,
modified version of the Balkan Front attack from behind this screen. reinforcements, lend-lease aid, and factory
administrative movement rule is used, The main advantage to this approach is that production; to increase in effectiveness
German infantry can march to Kalinin by it is remarkably "blunder proof", providing through upgrades and conversions; and to
August 1941. In 1942 it's the German you man each hex adequately (7 factors in modernize its air force, the Red Army can
panzers that benefit most from this rule 1941, 8 in 1942). The Axis should never be take the best the Axis has to offer in 1941-
since they will be able to shift fronts and able find a hole to exploit he'll be forced to 42 and not only survive, but prosper. What it
stretch the Soviet defenses to the limit.) grind away along the whole front, one hex at can't survive is repeated misuse and abuse
Another drawback to the Runaway is that it a time. by a Stavka that doesn't understand the
is more difficult to conduct a thorough proper way to employ it.
The drawback is that he will be able to assail
scorched-earth campaign. Further, the the entire front, from the Baltic to the Black
German railheads will advance at their Sea, killing a fearful number of factors each
The Defense of Odessa
maximum rate. And finally, the Germans turn. And you probably won't have the by Trey Nelson
may reach your intended Main Line of manpower reserves to sustain this casualty Historically, the Soviets defense of Odessa
Resistance (MLR) before you have time to rate throughout the summer of 1942. lasted until October of 1941. In FitE/SE, the
prepare it with forts, airfields, and troops to
The second school believes that, "he who defense of Odessa can also be a prolonged
man the forts. At this point, you have no
defends everything defends nothing." The affair, depending upon the desire of the
room for errors; any significant mistake
aim here is to mass in selected areas, Soviet player to commit the resources
could prove disastrous.
preferably in stacks of 15-20 defense factors necessary (which in turn greatly depends
The Forward Defense has several appeals: per hex in poor terrain, so that the Axis can't upon the overall game situation during the
the German railheads might be decisively routinely attack along the entire line. first summer). This analysis will approach
delayed; the time available for the Germans Typically, the clear terrain in the middle of the subject from an optimum viewpoint,
to assault the MLR in clear weather may be the board between Tula and Kharkov is left assuming maximum resource availability.
greatly reduced (especially on the vital undefended in 1941; the Luga/Valdai/ The two major problems confronting the
northern front); the MLR can be fortified in Moscow/Tula line is fortified and heavily Odessa Military District (MD) commander
non-clear terrain and supporting airfields manned; and the MLR above the Sea of are supply availability and air cover. The
built; a complete scorched-earth campaign Azov is somewhat fluid, depending upon the latter consideration is indispensable to the
can be carried out; and a buffer zone exists Axis strategy and advance rate in the South. solving of the former problem, so will be
to compensate for any errors made during If the Soviets adopt this approach towards considered first.
this time period (summer 1941). defending their MLR, the Axis will have to The sea approaches to Odessa will need to
The main objection to this strategy, and it is either make fewer attacks at high odds, or be covered by air power from Sevastopol
a big one, is that it usually subjects the continue to make many attacks but at lower northward. Therefore, one of the 8 airfields
Soviet Army to a enormous attrition rate. If odds, getting fewer DE results and risking available from the starting strategic VVS
the mud is late arriving in the fall, the Red more EX and HX results. forces should be placed at Sevastopol,
Army could find itself in a highly dangerous In fact, some Soviet players have concluded giving a capacity of 4 (including the fortress).
condition; even if it survives, it may lack that this is the preferred way to inflict Axis A 1-6 Lt AA III and at least 1 point of position
enough mass to launch a successful winter casualties during the first phase of the AA combined with the naval position AA will
counteroffensive, and may be so weakened game: don't try to kill him, let him kill himself give each ship in port 7 points of AA
that the Axis is able to give it the coup de attacking you. They argue that since most of protection, which seems to be the best
grace in 1942. the Red Army units making such attacks will "bang for the buck".
For all the benefits available from a be exposed to immediate Axis retaliation, One of the Odessa MD 1-6 engineers
determined stand in a Forward Defense, the especially if the attacks fail, the Soviets should begin the game at Simferopol; it
risks are so high that it is probably best not should expect to lose these units. Even should move to hex 3B:3206 on Jun II 41
used, especially against an aggressive, though the CRT seems to favor the attacker, and build a temporary airfield on Jul I 41.
skillful Axis commander. What strategy, if the Soviets attack at 3:1 or 4:1 and then Long- range fighters (Mig-3s) operating from
then, is to be followed?...a combination of lose their own forces in Axis counterattacks, Sevastopol- 3B:3206 Odessa should be able
the above methods, reaping most of the they come out behind overall. to keep the sea lanes clear of enemy air
benefits of each while reducing the Instead, you should keep offensive assets in naval-search (ANS) with extended-range
drawbacks. reserve behind the front and only fighter protection.
STRATEGY counterattack to seal breaches in key areas, Since any determined Luftwaffe ANS will
The Soviets should fight a delaying action, otherwise, patiently build-up the Red Army's patrol from Romania with a strong escort, it
making judicious use of terrain to slow, not strength and mass on the MLR. More Axis may be difficult to oppose the enemy air
stop, the Axis rate of advance. Leave rear attacks will then result in DR or even AS, forces with only the 6 fighters able to base in
guards in gaps in bad terrain; carefully and fewer in DE, reducing the attrition rate Odessa. The area airbase capacity should
calculate the maximum initial Axis advance and allowing the build-up rate to increase. be increased with a temporary airfield or two
limits, and place an overrun-proof line of c/m Axis losses through EX and HX results if the situation allows (that is, if the Axis is
units just beyond it (e.g., if the Axis line should generally be welcomed. only loosely masking the area with light
could advance 10 hexes in the movement Whichever approach you take in your forces).
phase, place your stop line 12 hexes away campaign planning, the key principle for Early in the game, spending a precious
to minimize his exploitation). The amount of Soviet players is patience. Time is on your resource point to build a fort in Odessa is
manpower you spend in this effort should side. Your forces will grow in quantity and probably not worth the -1 die roll modifier
depend on the rate of progress you are quality as the campaign progresses, and (better to negate armor effects on the main
making in achieving your other goals; but should be quite formidable in 1943. Don't front).
don't waste more resources on rear guards dissipate your resources through premature
Having taken all reasonable steps to provide
than you must. offensives or fruitless local counterattacks;
for the air defense of the port and sea lanes,
While the Axis drive east is being delayed, keep in mind the overall balance of forces
it is time to consider the garrison itself. The
you should be primarily engaged in two and the ebb and flow of the initiative, and
strongest garrison would be the two 5-6
tasks: conducting a thorough scorched-earth take full advantage when the tide finally
infantry divisions, 2-3-6 and 2-6 artillery
campaign; and fortifying and manning your begins to flow your way.
brigades, and 1-6 AA regiment from the
MLR. Above all, don't do your enemy's job for him Odessa MD initial forces; the Jul I NKVD
As in the above case, two schools of thought by killing yourself in attacks born out of regiment; and the two 3-6 infantry brigades
exist on how the MLR should be manned. frustration or desperation. The Red Army is from Hango and the Baltic MD.
One school calls for a double line of units an amazingly resilient animal, able to absorb
This force would provide 23 strength points
across most (if not all) of the front, each line a staggering amount of punishment and yet
with two 1-6 cadres; in the event of any EX
being just strong enough to be overrun remain a viable force.
result, the German would need at least 40
factors of c/m units to overrun after combat- past and there 'is no danger of an immediate more for blockade purposes rather than with
a force not too likely to be available to him at German counterattack. If and when powerful the goal of sinking the Kriegsmarine-the
that place and time. Since many German enemy forces do gather' reassemble the German shipping replacement capacity is
commanders choose to bypass Odessa and garrison and ship out excess units. simply too great).
mask it with weak infantry forces (at least Against an unwary, sloppy, or timid German A maximum of 9 transports and 1
until the railroad can be regauged to allow player, an aggressive Soviet defense of bomber/transport is available for the first half
the RR artillery and siege guns to join any Odessa can prove very effective, causing of the game (the TB-3s are type "T" units in
attack), you should be able to accumulate the enemy to divert resources from his front First to Fight). Their best use is to fly night
enough infantry replacements at the isolated line during the critical first summer. If an resupply missions to surrounded garrisons;
city to combine with the (isolated) special aggressive German chooses to ignore since the German has no night fighters
replacements from the combat to replace attacks out of Odessa, the Soviet can also during this time period, they cannot be
most of the garrison troops immediately. consider launching supporting attacks out of stopped. Unless the stakes are really high,
Any Axis AR or AS results along the way will the Crimea with raids on the coast or by fly this mission only at regular range so the
only give you additional time to build up river flotillas up the Dnieper. transports can return to a safe base for their
replacements. (if the Axis is only lightly Of course, the party won't last forever, and "crash-landing" check. (Make sure this base
masking the area and fails to cover all when the German approaches the city with is safe: lots of AA and fighters. The
nearby hexes in a ZOC, another way to build sufficient force (siege guns, RR artillery, Luftwaffe would dearly like to catch these
up the local replacement pool is to move engineers, etc., after the railroad has been planes on the ground and remove this
partisans next to the city and disband them, regauged), the Soviets should try to cut their Soviet capability).
a recommended move since they aren't very losses and run: transfer the fighters, spend Airborne drops are rarely a good idea for the
effective early in the game anyway.) accumulated replacements and evacuate Soviets, at least during the first part of the
Five points of position AA should be part of the replaced units, etc. game. The long-flight disruption modifier
the garrison; with the 1-6 AA regiment, you Timing is everything: you must develop a means the transport would have to be based
will have 7 flak factors to deter the Luftwaffe "feel" for when the goal of disrupting enemy at the front line to take off with the airborne
from raiding the shipping in port and to drive plans has been met to the fullest extent, unit, and it would be highly vulnerable to
off ground support. This AA plus up to 6 when a determined defense has a Luftwaffe airbase raids. Drops would
friendly fighters should ensure that the reasonable chance of succeeding and when probably only work if the planes were flying
Luftwaffe will have to make a major prolonged opposition is hopeless; when the out of a major airbase complex like Moscow
appearance to be involved, thus relieving VVS should sortie and when it should stay or Leningrad, and the target hex was very
the strain on your other fronts (since the on the ground (or transfer out), etc. nearby and not defended (how many times
VVS should be using the strategy of "be would this situation occur, being planned
where the LW ain't,” this deployment of air The Soviet forces are not as powerful or one turn in advance?).
units favors the Soviets, who need to flexible as the German forces, but they do
have some special capabilities and these To isolate a section of the enemy front
conserve and build up the Red Air Force during an operation, the Luftwaffe will
early in the game). need to be exploited to the fullest extent.
The city of Odessa offers one of the few usually fly interdiction instead of rail-
This 14.5-RE garrison (12 REs of troops, 2.5 areas where the VVS, VMF, and Red Army bombing missions against the rail net. The
REs of position AA) can be supplied by just can operate together effectively early in the results are guaranteed, and the lack of
two ships. If the Luftwaffe intervenes and war, and this opportunity should not be Soviet mobile AA and short patrol ranges for
you want to risk only one ship to ANS, roll ignored out of hand. Soviet fighters means the German mission
for the infantry brigades and position AA. force will usually get through (flying multiple
An alternative to risking your ships, The VVS missions into the face of weak fighter cover
will give the Luftwaffe commander the option
however, is available resupply at night by
by Trey Nelson to stand and fight against poor-quality
air. Depending on how many of your
transports survived the initial onslaught, you Let's continue our examination of proven fighters or to abandon missions that are
should be able to resupply the main Odessa Soviet play techniques with a look at the intercepted by effective fighters, and still get
garrison units from the airbases in the VVS-the Soviet Air Force. the job done). This technique is also
Krasnodar/Novorossiysk area (you can also encouraged by the fact that the Soviet repair
Whenever an Axis air unit is aborted, bomb
fly in light position AA to replace any lost to ability is normally capable of restoring
its airbase the next turn (a hit will put it in the
supply rolls, while any infantry lost can be broken rail lines in a very short time.
remnants box); this tactic is a must if the
replaced from the city replacement pool). aborted plane is a first-class fighter The VVS, by contrast, should usually resort
This option should be carefully considered, (especially a FW 190). Remember that most to bombing enemy rail lines. The German
since the planes have to roll for crash- of these raids will cause your losses to be flak units are mobile and powerful, able to
landing and the bases need to be fairly well- placed in the EET box, so watch which of reach and drive off many interdiction
protected against Luftwaffe raids on any your own planes you place at risk: less- missions. Interdiction just gives them a free
aborted transports. Still, it can frustrate valuable fighters, like the I-16s and LaGG- shot at your bombers.
Luftwaffe ANS for several turns, tying up 3s, are good candidates for this work if the Later in the war, bombing missions
valuable enemy aircraft. If, or when, the airbase is heavily defended. coordinated with partisan attacks can
Luftwaffe doesn't fly, send in the ships effectively disrupt a section of the German
The DB-3Bs are also very useful for
again. rail net for a short period. The lesser
bombing aborted air units, as their range of
By now you can see how the defense of 39 (First to Fight rating) allows them to strike German repair ability means that it will be
Odessa can be a prolonged affair, airbases deep in the German rear that may relatively more difficult to keep the lines
depending upon how the defense of not have fighter cover. However, you only open than it is for the Soviets.
Bessarabia goes and how much the German get 7 of these units to work with, so use Massive interdiction missions can screen a
decides to commit to the capture of the port them carefully. section of the front in an emergency, to slow
(and when he decides to go for it). German movement into/through the area,
You can be a little bolder with the IL-4s,
If the German does bypass the area and since they have a steady replacement rate. but such missions should be carefully
screens it with weak forces, you can conduct considered: the numerous Luftwaffe flak
The Yer-2s should be used with care
an aggressive defense (as the Soviets did units can have a field day "hunting" your
because they are the only NB units available
historically) and mount a fairly powerful planes from the ground, nullifying the
for most of the game.
offensive out of the area using the garrison, mission and inflicting great damage to the
accumulated replacements, reinforcements The remaining long-range bomber, the Pe-8, Soviet bombers. Keep an eye out for the
shipped in, plus long range bomber ground is most useful as a transport/strategic enemy flak units in the area before deciding
support and perhaps even naval gunfire. bomber. on this tactic, and if it must be used in a
Any such limited offensive should be The VVS has only two type "D" units; use desperate situation, be careful with the type
delayed until the main front has swept far them for critical bombing missions, or for of planes you choose for the mission: "B"
naval-patrol missions (which should be used types do have extra protection on the AA
table, but you do not have many of these wearing down the German bomber force is becomes impractical. Their focus should not
valuable units to risk (only three dozen in the not a great idea, either, since two enemy necessarily be aimed at the strongest part of
first year-and-a-half of the war). planes each get a shot at one of yours (and the enemy line, but rather that section of the
The earliest Soviet Guards conversions if the escort scores, you don't get to shoot at line through which the widest hole can be
should be used to upgrade your fighter all.). punched. Leave the basic attrition to the
force, first the three Mig-3s and then the The best approach seems to be a balanced powerful infantry corps.
Yak-7Bs. If you are playing with the latest one, generally matching the escorts one-for- Moving and attacking with a panzer group is
(unofficial) flex-DAS rules, you might one and attacking the bombers with usually the easy part, but there are some
consider converting a Pe-2FT to enhance whatever force is left. Depending on your basic points to emphasize. For instance,
your support capability. luck, you should gradually be able to what should a properly balanced panzer
As a general rule, the VVS should not try to exhaust the Luftwaffe, which will be group look like? Three to five panzer
take on the Luftwaffe during the first year of especially hard-pressed after the massive divisions, plus two or more motorized
the game. It's not the loss of the inferior July 1943 GA withdrawal. divisions, several motorized AA and AT
planes that matters so much as the loss of The key word for the VVS commander, as units, and some motorized artillery constitute
invaluable Group Allowance (GA) capacity. for all Soviet commanders, is: Patience. a formidable panzer group. The Germans
It is much better to scrap the obsolete fields four of these initially and by
Do not wreck your own air force by concentrating reserves and borrowing a unit
planes (or even let them get committing it too early in a contest for
overrun/bombed at airbases) and build up here and there, a fifth panzer group can be
general air superiority with the Luftwaffe. created by September.
GA instead of getting your pilots shot down Even though the German player has the
in air combat, thus losing GA. over-all initiative during the first half of the Operating five panzer groups over a wide
This does not mean that the VVS shouldn't game, you can choose when and where you front will put tremendous pressure on the
fly, only that the time/place of the missions will fight in the air. By enlarging and Soviets. This is of utmost importance,
should be carefully considered. A good rule upgrading your air force over time, taking because only by threatening a broad front
of thumb is to "be where the Luftwaffe ain't". advantage of local opportunities and can you minimize the Russian double line
Early on, the VVS generally can't stop aggressively conducting operations in areas trick. One very strong 11 to 15 division
escorted Luftwaffe missions and has a very away from the main Luftwaffe fighter force, panzer group is very easy to stop. Where
difficult time getting its own bombers through you can somewhat restrict Luftwaffe else can the German be threatening if all his
German fighter opposition. operations, strike a nard blow here and eggs are in one basket? The Reds merely
there, exasperate the German command, double line the panzer spearheads, and
To assure air superiority the Luftwaffe proceed to use their own armor to effect
generally has to mass its fighters in only one and hasten the time when the VVS can
successfully begin to challenge the Luftwaffe against the Axis infantry elsewhere.
or two sectors of the front. Since you cannot
stop the Luftwaffe anyway, defend these for supremacy of the Soviet skies. Guess who wins this trade-off? Seven
sectors with AA and concentrate your own factors in front of a panzer unit is all that's
planes in the other sectors. Otherwise, if you German Play in 1941 needed to negate the potentially deadliest
match the German fighter mass with your aspect of the unit - its 10 overrun movement
Hints on Playing Fire in the East
own, the long-range German bombers will points. So to repeat, don't put all your
by Roy Lane panzers into one sector; push in several
range freely over the entire front from central
bases and will have the flexibility to INTRODUCTION sectors at once with 30 to 60 factors of
intervene with ground support in virtually all panzers and motorized infantry, supported
This essay is a companion article to
critical battles. by motorized artillery and air support. The
"Russian Tactical Doctrine," which was
German must push forward on ALL fronts in
By basing your own fighters away from the presented in TEN V. The time frame for the
order to spread out the Red Army, otherwise
German fighters, you can force the enemy tactics outlined in each article is from the
it will simply gather in front of his main
bombers to fly unescorted into the teeth of beginning of play in Fire in the East through
drives.
your fighter defenses, a prospect not many Aug II 41. Over the next few issues I will
Luftwaffe commanders will find appealing present ideas for the tactical use of key Axis Let's now assume that one of your panzer
(and if the enemy escorts with Me-110s or ground units and examine the operational groups has moved and attacked properly
with other fighters at long-range, then you objectives of the various army groups and and made a rupture in the Soviet front. Now
can at least take on these enemy fighters at the air force. Under the present rules, the what? The really difficult part of running the
something akin to even odds). methods of play recommended will be panzers involves the exploit phase, how
effective against either the "Runaway" or much territory should be grabbed and what
Your fighters need not remain idle in the units should be used for the job. Putting
"Forward Defense" strategies.
secondary theaters. Planes with bombing other parts of the Soviet line out of supply
factors can attack rail lines, while the others My primary intent is to reach the
and gaining ownership of territory past the
should raid undefended/lightly defended intermediate-level player and stimulate
point of breakthrough are central to Axis
enemy airbases. This will either prevent the general interest in FitE. The concepts
success. Once the panzers break through
Luftwaffe from staging into the area, or tie presented will also be useful for the
the line, advance divisions and regiment-
down valuable German construction units in beginner to learn and understand. And even
size units to gain control of as many hexes
repair. though some of the tactics will be standard
leading into the area as possible. If the
fare for the experienced player and many
As your own strength builds over the German doesn't grab any territory near the
master- level players will have variations of
months, with a GA around 135 and better- breakthrough, the Russian can effectively
their own, it is my hope that all FitE/SE fans
quality fighters and Guards air units bring up new troops to form his double lines.
will find something of value herein.
becoming available, you should be able by It is very easy to stop panzer breakthroughs
May or July 1942 to match the main Using the Wehrmacht is easy if the Russian when the Russian can admin and rail into
Luftwaffe effort and still cover the rest of the is fairly inexperienced. However, against a the hot spot.
front. Then is the time to earnestly begin a competent enemy the German must be
The quickest way to undermine an enemy
campaign of attrition to wear the Luftwaffe devious and cunning to achieve
defensive position is to restrict the response
down. predetermined Main Strategic Objectives
of his reserves. After breaching the front,
(MSO's). To accomplish this the German
When fighting the Luftwaffe, the new Balkan drive toward the rail lines the enemy must
must make use of every trick and tool
Front rules greatly reduce the viability of use for bringing up reserves. Several 1-10 or
available to him. Let's look at some of the
concentrating on wearing down the German 1-8 motorized units should exploit behind
more important of these.
fighter force first. Since the first adverse the enemy line and sit on these rails to
result (even a Return) ends air combat, it PANZERS AND BREAKTHROUGHS choke off the front.
does little good to stack several Russian First of all, let's examine the panzers. The Ownership of territory is determined at the
fighters against one German. panzers' job is to disrupt enemy defensive beginning of the phase, so if a battalion is
On the other hand, ignoring the fighter positions and hold key wedges in the enemy sitting on a rail at the beginning of the next
screen and trying to concentrate on quickly line so that continued defense of the sector enemy movement phase, that rail can't be
used for the entire enemy movement phase. very efficient. How the Germans assemble Russian player doesn't have freedom of
Meanwhile, break down a 6-10 motorized their units into effective stacks during the maneuver and maximum ability to run from
division into two 3-10 regiments and send first summer campaign may very well the enemy, so each defensive line will be
these forward to gain ownership of potential determine its outcome. The counter mix harder to man and allow the German
enemy defensive hexes. (It may prove within a stack can be crucial in obtaining the infantry to close up sooner. So, during the
advantageous to break down the 6-10s +1 or +2 modifiers necessary to achieve heyday days of summer while the Red Army
unsupported to gain the HQ unit if an extra your aims. is in full retreat, be sure to stay in contact
o/m unit will make the difference in seizure The order in which attacks are carried out is with it.
of more territory.) After gaining control of as also a major factor. When resolving combat, While this tactic is extremely effective in
much territory as possible, bring the coordinate attacks such that the biggest disrupting Russian planned withdrawals in
regiments back and reform the motor enemy stack is hit last and without a retreat the earliest stages of the game, it does carry
division if desired. Divisions may also make route. Russian cadre-less units die without with it some risks. The problem with
effective sweeps for purposes of hex retreat routes, and the number of units engaging the enemy line is that if poorly
ownership. available 'o the Russian with cadres are few done the Russian can possibly stand and
PROTECTING THE PANZERS in number this early in the game and also fight, or exploit motorcycle units or such into
A clumsy exploit can allow the panzers to be very easy to overrun once reduced. When positions that cut supply to the panzer
neutralized quickly by a good Russian hitting an enemy line, the highest odds spearheads.
player, especially once the Red Army gains attacks should be spaced at least two hexes So, let me caution that when using these
more exploit- capable troops at the front. apart. Advancing into each hex should put tactics you must realize that there is a
The Germans must end his exploit with an ZOC's around the center hexes that can downside to each, and measures must be
airtight screen to stop Soviet raids, engage then be attacked at lower odds. taken to reduce what the enemy will be able
the Soviet line, and at the same time keep What happens when Russians try to retreat to do in response.
the tanks safe from counterattack. This can through ZOCs? They die. So high odds are ADMINISTRATIVE MATTERS
prove a tough challenge. frequently not as important in a series of
attacks as the cutting of retreat routes. When regauging rail lines per the new rules
Keeping all the panzers of one sector in one and units from TEN #7 don't bother with
stack is very poor utilization of the units, plus AEC is negated against major hex cities; quick construction. Simply break all
it becomes harder to stay in contact with a however, almost all units are halved when regiments down to battalion size and string
maximum extent of the enemy line. attacking. So IF there aren't any antitank them out along a rail to be converted, using
However, spreading them out exposes them units in a city, the German may be better off admin movement if needed. The conversion
to risk of counterattack. hitting the city primarily with panzer divisions rate is faster and more track can be
What to do? First, be sure there's a friendly supported by a few infantry divisions, which converted this way. Be sure to leapfrog
unit for your panzers to retreat onto. Any provide cannon fodder in case of an several battalions forward each turn to
Russian who stands and fights during the exchange. A 12-10 halved is two points convert greater distances.
first three turns is going to lose most of his stronger than an 8-6 infantry division -
multiply that by several divisions and your Tracks don't have to be converted
attacking unit the following turn. The continuously, but can be done in isolated
Russian will be unlikely to risk a pitched odds may be raised with a tank-heavy
assault. stretches and patched together later. Lateral
battle when there is a high likelihood of the lines can be started after reaching Smolensk
panzers slipping away unharmed. EXs are Using engineers against cities, especially if and Kursk - until then, move east with the
also dangerous for the Russian. Loss of the there are NKVD political troops stationed conversion as fast as possible. The road out
units that are also doubling as a screen for there, is a luxury the Axis usually cannot of Pskov should be upgraded as soon as the
the withdrawal of the rest of the line can afford. The city will probably be fortified, so line is reached, as this is the shortest path to
totally undo his plans. the engineers won't be able to cancel a Dno and is a necessary supply conduit if the
A lone panzer division without friendly units negative modifier entirely anyway. A 7:1 (-2) Volkhov river is crossed early.
in adjacent hexes is too vulnerable to attack without engineers is much better than a 4:1
(-1) with them. Why the lower odds when Trucks are best used in one of two ways,
by the Russian. Therefore, concentrate at either with a stack of panzers going into a
least 25 defensive factors in any panzer attacking with engineers? To get the
engineer proportion of 1/5, a lot of heavy position from which overland supply can't be
stack forging ahead into a surroundable guaranteed, or to string them out three
position less than this is well within the units will have to be excluded from
participating in the attack. hexes apart to extend the railheads.
Russian ability to hit, even in 1941. In
general, lunging ahead with big panzer If NKVD units are in the city, the probability When using trucks to extend supply lines be
stacks isn't such a great idea. All the of an exchange is increased and the sure to keep a unit with a defense strength
Russian has to do is send a few 3-6's to bog German can't afford to take at least half of greater than zero stacked with them.
down the stack and the panzers will have any exchange losses in engineer regiments, Otherwise a partisan could force the truck to
little mobility left, and it's the mobility of the as mandated by the required losses rule. retreat automatically, thereby disrupting your
panzers that creates the most havoc for the Combat engineers are much better against carefully counted three-hex supply
Russian. forts in clear terrain: they negate the fort's extension.
No matter what the defensive chore, the 2- modifier and usually attack with better odds Protect your airbases, particularly reference
10 mot hv AA regiments are the secret than against major cities. A DE result at the cities with a capacity of one. A slick partisan
weapons of the Wehrmacht. These higher odds will eliminate the effects of any move is to attack the capacity of a one-
regiments are full ATEC, have 4 points of NKVD. capacity fighter base during the initial phase
flak, and are fully motorized with 10 MPs for COMPLICATING THE RED RETREAT and then, knowing the results, follow up any
exploit. Add to this the fact that they only success with air strikes against the now-
In the early part of the game it is critical for grounded fighters. Also remember that
require infantry points for replacement and the Germans to engage a Russian defensive
can be brought on at any city in supply at unprotected positional flak automatically
line with ZOCs and/or battalion-sized units. dies if attacked by a partisan, and a partisan
the front once rebuilt and you have the The Russian should already be hard
perfect tool for aiding the defense of your can attack on the turn it is placed.
pressed to switch effectively to his next line
other c/m forces. Use them wisely. of defense as he retreats toward better THE NORTHERN CAMPAIGN
DELIVERING THE BLOW positions. If he also has to pay movement Sitting still north of Leningrad is telling the
Killing lots of Russians while losing few of point costs to leave ZOCs, he will be forced Russian he can ignore the area and keep
your feldgrau, white, and blue cardboard to draw up his secondary switch line that his troops on the main front. Therefore, the
cannot be understated. You simply must much closer to his old line. Axis should pursue a aggressive campaign
keep the Soviet juggernaut from developing Similarly, positioning a friendly unit, in Finland to cause as much consternation
for as long as possible. To accomplish this regardless of size, adjacent to the Soviets at and draw as much attention as possible.
you must make good attacks. the start of their turn denies them the use of Above the "A" weather line the axiom should
The composition of your attacks must be administrative movement. Therefore the be maneuver, as each attack costs resource
points and the defender will usually be in single unit to stop the brigade from reaching is doomed.
terrain that insures a negative modifier. the line. At least one division with one resource point
Being out of supply is usually not a problem Brigades and regiments have ZOC in the should be used along the two remaining
unless isolated. In fact, unless your arctic so just being next to the line will put roads in the Arctic leading to the Murmansk
opponent has a lot of RPs to burn, it will be Murmansk out of supply and halt rail traffic rail line. Breaking down a division into its
advantageous to send several small units even if the brigade's ZOC is reduced. A unsupported elements can be effective here.
forward to outflank him He will have to either Ju52 transport can drop supplies on the When a division is broken down
screen any intruder until isolated supply brigade as it dashes toward the rail line - unsupported you gain an additional unit in
status kills it or burn an RP to remove it. being in supply will allow the unit to continue the HQ which can be used as an extra
Most offensives stall up here as soon as the moving at full speed. When the brigade goes screening unit between the two regiments -
weather turns foul, so getting off to an early U2 it will or should be killed by a smart the regiments still have ZOCs so an enemy
start is of paramount importance. Given a Russian, so on the critical turn before attack won't be able to overrun the HQ.
reasonable allocation of resource points to is eminent add some DAS to the brigade The HQ can also be used to garrison one of
this sector, I would advise putting the Ju87R This presents the Russian a real problem the reference cities if the Soviet units in the
up here to take advantage of the Naval and he'll probably have to settle for Ukhta region are NKVD border regiments
Interdiction Rule and keep troops from screening the unit until a turn when you unable to attack. Ju52 transports can be
flowing into Murmansk via the single DD don't send DAS or supply. used to fly additional resources into Ukhta (if
flotilla the Russian Navy possesses. An taken boldly and quickly) to help
Me110C with an Me109F for escort is also support either drive along these
cost effective here. The Me110C and the roads. Counter attacks will be few
Ju87R can lend tremendous hitting power to because of the negative modifiers
any attack and the Stuka is very good at and paucity of enemy forces - and
hitting the very vulnerable rail to Murmansk. in any case, the quality of your
The defense of Murmansk begins in earnest unit probably isn't worth the cost
only after the Soviets move their ground of an RP!
forces into better defensive positions than Be sure not to allow the Soviet
allowed in the initial deployment. Many units to slip past your units into
Russian players will use some of their Finland as they will be hard to kill
precious 45 RE rail capacity allotted on the given the few troops in this area
first turn to reinforce the Arctic front on the and they will most likely cut your
approaches to Kandalaksha. The Russians supply.
have only one rail line into the arctic until the
Belomorsk line is upgraded, and on the first With five individual drives on the
turn or two the Russian will be sending all he Murmansk rail line in the Arctic
can spare to keep an aggressive Axis player alone, the Soviet player will likely
from interdicting the line with ground units. be very short of troops to meet all
Therefore air attacks against the line should the threats. Containing a powerful
be continuous, the Russian simply doesn't drive along the Kandalaksha road,
have enough construction units available which is sure to cause casualties,
this early in the game to both complete plus a moderate drive overland to
essential main front forts, keep lines open Murmansk may prove to be more
into Leningrad and repair the Arctic lifeline. than they can cope with.
To complement the air offensive against the THE FINNISH THEATER
single rail line it's necessary for the Axis to South of the "A" weather line the
advance overland toward the line on a very Finnish cavalry and a ski brigade
broad front with a variety of units. Without an Try to keep Russian resource points out of should be used along with motorized
overland offensive to Murmansk the the Kandalaksha area. Unless Russian German 1-10 type units to drive from the "A"
Russianca-n simply screen the Germans resource points are already in the Arctic, weather line south to about the 4300 hex
here and send troops elsewhere. Begin with there are only two ways to get them into row. A single Axis unit will take the Russian
a modest advance directly on Murmansk position to use for an attack - air or sea. at least two or three units to contain and
from Petsamo with a few mountain divisions Operational rail is out of reach of Leningrad keeping the c/ m battalions away from the
and a little air support - here is a good spot or Arkhangelsk and strategic rail would rail line while standing up to the brigades
to deploy the air units mentioned earlier. The make it ineligible for use in the combat may prove impossible. At any rate the troops
air can cover the ground offensive, interdict phase. Bombing the airbases at the Russian will have to commit here is out
naval operations into Murmansk, and reach Kandalaksha and Kirovsk eliminates both of proportion to the physical threat the
most of the northern part of the rail line. annoying VVS interception and patrol over intruders represent: the Murmansk rail line
Commit the 2-1-8 panzer battalions here as the region and prohibits air transport of RPs must stay open if the German is prosecuting
they are most effective in attacks against the into the area. Also without air cover the DD an offensive in the Arctic and the Russians
predominantly rough terrain, negating the flotilla will probably put in few appearances intend to stop him.
negative modifier. Two mountain divisions, at Kandalaksha.
The full five German RE limit should be used
two regiments or brigades, the panzer A third offensive should be launched along to support the Finns. No matter what is
battalions, some artillery and a little air cover the Kandalaksha rail line to the White Sea, happening on the main front the Russian
is a very effective pinning force to use on the the drive here should include the best won't be able to commit his tank divisions
overland drive toward Murmansk and the Finnish artillery along with German 7-6 there unless he's willing to risk losing them.
Russian will be hard pressed to ignore it. Infantry Divisions, as the attacks along the Finland is another matter entirely! A crafty
The Arctic Ocean is the beginning of the road will be mostly a slugging match where Russian will let the Finns move toward
right flank of the Soviets, an having this flank high maneuver units would be wasted. Petrozavoclsk (as good Finns should) and
turned can cost the Soviet the Arctic. Use Finnish fighters in this sector to chase then hit the Viipuri sector hard with strong air
Further down the line in fhe middle of away any DAS the Soviet may use to slow and naval support and the tank armies he is
nowhere is a good spot to put a single your advance. Move along the road quickly unwilling to commit on the main front.
Finnish ski brigade (around 6A:1925, or at any cost in German, not Finnish lives, to With this in mind, the best German units for
2025) to use in a dash toward the rail line. capture Salla and Allakurtti - taking these Finland are 1-10 mot hv AA battalions
Ski units move as mountain units through cities early will allow the Axis to gain air because of their full ATEC and 2 points of
rough terrain so a Finnish ski brigade can superiority very early in the Arctic campaign. AA. Station Finnish fighters, not German
reach the rail line in two turns unless Keep the pressure up on this drive, because ones, at Viipuri. One Ju88A stationed at
stopped. It w take the Soviet more than a once the White Sea is reached, Murmansk Joensuu is relatively cost effective and can
also be used to hit the Murmansk rail line or AGN's area of operations should be limited To gain the speed necessary, the Germans
support attacks in the Arctic. to the frontage running from the Baltic coast need to limit access to Leningrad by Soviet
Preponderance of power isn't necessary for south to the western shore of Lake Ilmen. If forces. A successful strategic bombing of
the Finnish drive on the Murmansk rail line - AGN moves past Lake llmen to the south, Russian rail marshalling yards can bring rail
multiple threats are more effective as they the Army Group will become too dispersed traffic into the city to a standstill. Enough rail
force the Russian to commit troops a turn to breach the Leningrad defensive lines. marshalling yards can be reached on both
ahead of time *in several areas because of AGN shouldn't need substantial the surprise turn and regular Jun II turn to
th e remoteness of the terrain. Be sure to reinforcement if its operational area is almost entirely eliminate the 45 RE rail
screen the northern shore of Lake Ladoga limited as above. Remember, the objective capacity available to the Soviets on the first
against amphibious landings behind your of the Army Group is to put pressure on turn the turn they need it most.
main line. If the Soviets land properly they Leningrad quickly. Only the die-hard German player out there
can put ZOCs behind your flank divisions Dramatically reinforcing the Army Group will who refuses to play the Russian side won't
anchored on the shore of the lake and cut not tip the balance in your favor; only speed understand how effective the loss of any rail
retreats. will do that. Taking the time to bring capacity is to early Soviet deployment plans.
Driving toward Leningrad is dangerous and overwhelming force to bear on Leningrad is Zero rail capacity will make it very difficult to
ineffective, stopping at Viipuri is sufficient the surest way of losing the momentum decide between sending troops to the Arctic
provided the Finns regain control of the rail needed to overcome the city. or defending the Luga and Volkhov rivers on
line out of Leningrad each turn. The Russian The German usually can't take Leningrad the first turn.
can put a lot of pressure on Viipuri and the against a determined Russian resistance; Bombing the Russian rail net in decisive
Finns must maintain a strong covering force however, the cost of defending the city is sectors on the first two turns is also effective
from Viipuri to Lake Ladoga to keep the expensive in terms of troops, air units, because of the limited engineering assets
drive on Petrozavoclsk from being stalled. resource points, rail capacity, and available to the Russian. He will need rail to
The Finns can be hit pretty hard by the construction units. If the Russian knows get his few available engineers into critical
Soviet navy attacking from the safe zone, from past play, or from your lackluster move sectors of the VaIdai Hills and Luga river
especially if used in combination with tank toward Leningrad, that you harbor no lines in order to get fort construction going.
forces. desires to take the city, he will have little Look carefully at the rail junctions on the
The woods and rivers, coupled with the 0-8 reason to commit troops to the area. map from the Soviet side of the table and
hv AA and German 1-10 mot hv AA
battalions (and, if at all possible, forts)
should reduce the effectiveness of any
Russian tanks pouring out of Leningrad.
Maintain control of the rail hexes out of
Leningrad by putting a ZOC on them or
dashing two of the 1-10 mot hv AA
battalions over the hexes, returning to the
line during exploit.
Since Leningrad usually has a lot of
construction assets, the Russian can
probably repair every rail in sight, but unless
he also owns the hexes at the start of the
phase they can't be used for rail movement
that turn. This hampers the Soviets from
making a surprise sweep north out of
Leningrad.
To conclude, all these drives on the
Murmansk railroad, combined with the
casualties sure to be caused, will guarantee
that the Soviets don't get a free ride in the
Arctic.
ARMY GROUP NORTH
by Rick Gayler
The Main Strategic Objective (MSO) of Army
Group North is Leningrad, the second
largest city in the USSR. I'm not saying that
you, as the German player, MUST take
Leningrad, but if the opportunity presents
itself you should be able to take advantage.
To accomplish the tasks outlined for AGN,
the Axis must take advantage of the limited Allowing the Russian such latitude to you will quickly see there are a number of
number of new troops the Leningrad MD is concentrate troops elsewhere is dangerous - choke points where a single hit can create
able to create during the early part of the if the Russian isn't kept stretched lots of aggravation for the Soviet player.
summer campaign. Although the district is everywhere he will be able to pursue limited
studded with excellent defensive terrain, Many German players can't see the
objectives of his own, such as crippling the problems caused by interdiction of enemy
possesses formidable air base capacity, and Finns.
houses the Red Banner Fleet, the area can logistics because it doesn't result in direct
be choked off from the rest of Russia. As explained in TEM #14, successful Axis causalities for the Russian. Bombing enemy
Cutting off Leningrad has the added prosecution of the war in the Arctic and the air units will at least put IL-2's or Pe-3's in
potential benefit of starving Murmansk. The Finnish theater is one way to stretch the the dead pile. However, the worst mission
more pressure brought to bear early in the Soviet formations available for the defense for the Luftwaffe after the surprise turn is
game against Leningrad, the more the of Leningrad. However, this effort will be bombing the Red air force on the ground.
Russian will have to react to the Axis threat. wasted unless Army Group North moves Interdict rail lines instead! In the early part of
While the Russian is massing units along quickly toward its goal. Therefore, bring the game at least 40% of the Luftwaffe
the Luga river line, using considerable rail pressure to bear against the Luga line should be used to interdict rail lines in the
capacity to do so, the rest of Russia will go quickly! north.
hungry for troops.
Although it's hard to see the tangible results support, so the sooner the panzers are interlocking ZOCs, coupled with the mini-
of interdiction and the bombing of critical joined by their slower comrades, the better. stacks in between, will keep even the most
sectors of the enemy rail net, try looking at it Be sure to move security troops to key daring Russian armored units from moving
this way: Listen to your opponent brag about administrative movement choke points to deep behind your lines.
a sector he plans to hold for dear life, say disrupt the enormous number of partisans Riga's final defensive strength is unknown to
the clear terrain and woods hexes directly available to the Russian in the first two turns the German until the Russian is fully
behind Velikie Luki. These hexes are a of the game generated from all the isolated deployed; position AA, a BB and CA, and
natural avenue toward the Valdai Hills and dead. These partisans are so numerous as surviving VVS fighters can reduce the
can be defended with double fort lines to be able to completely blanket a sector, chance of seizing the city in a coup de main
between the forest hexes at 1B:2501 and thereby denying maximum movement for with panzers. Unless the Russian deploys
2A:3030. your infantry. his Baltic forces PERFECTLY Riga can be
However, there aren't any cities in the area CLEARING THE WAY attacked on the Jun II regular turn, and the
to support the construction of forts or In order to carry out the MSO of AGN, 4th fall of Riga this early in the game can bring
airfields, or to provide the large number of Panzer Group will have to secure as much the German infantry to the gates of
troops necessary to hold the sector. of the Baltic rail net toward Pskov and Narva Leningrad long before the Russian can
Therefore, building up the area requires as soon as possible. While obtaining this amass enough troops to mount a credible
extensive preplanning due to time objective, two major obstacles must be defense of the region.
restrictions. The Russian player will have to overcome: Riga and Daugavpils. Leave Brandenburgers can be landed at 1B:1817
screen the first fort line while it is under Daugavpils to AGC if possible. Keep AGN and 1B:1917 in front of Riga to attempt the
construction and sufficient troops are being moving directly on Leningrad and use 4th seizure of the bridges across the Dvina river.
brought up to hold it. Panzer's tanks in support of the AGN's A successful attempt will allow a single
The losses will be heavy, yet the payoff will objectives and not running off supporting 3rd division at full strength to attack across the
be pretty good if the German is deflected Panzer Group. These two cities must fall, river hexside. Several Brandenburgers can
around this avenue or forced to slug his way and all of the rail net possible up to Tartu be dropped to increase the odds of success.
through two well- defended fort lines. Yet the and Pskov should be captured during June. (However, at least one Brandenburger
entire operation is dependent on the two rail Riga is the only administrative corridor open should be used at Orsha to limit rail
lines running from Kalinin and Moscow for to AGN's infantry, and the main hub of Baltic communication at this very important rail
success. Using the Luftwaffe to interdict rail traffic. junction.) Be sure to land the
these two rail lines can disrupt troop On Jun II, then, the whole of 4th Panzer Brandenburgers during the surprise turn to
movements and make it impossible for the Group must be committed to seizing and allow the mechanics of the first turn to
Russian player to achieve his objective. holding the terrain needed for the infantry to guarantee their safe landing, as they will
This approach can work to undermine the follow up quickly on Jul I. After capturing this automatically recover from any disruption
defense of Leningrad as well. Bombing (and territory, the 4th Panzer Group must screen during the initial phase of the regular Jun II
follow-up bombing) of the only two rail lines off their gains from incursions by Russian turn. Finally, if attacking Riga during the Jun
into Leningrad will force the Russian to troops. Any casualties incurred by this II regular turn, don't forget that it is treated
commit construction assets, as well as motorized screen are worth the benefits as a dot city this turn per Rule 31G.
fighter cover, to keep these lines open. A gained on Jul I, when massive If Riga can't be attacked on the Jun II
myth many panzer jocks believe is that the reinforcements can rail up to the front. regular turn, be sure to build a temporary
Russian has plenty of construction troops Intense study of the Russian units in your airfield with a 2-10 mot Eng III close enough
available for repair work, so bombing his area is the only way to guarantee sound to base fighters within patrol range of the
lines of communication isn't worth the play during exploit. Remember, it only takes city to prevent VVS DAS missions.
mission. The 5 movement-factor a 1-2-8 M/C regiment to cut behind your In fact, all four 2-10 motorized engineer
construction troops move slowly, and once lines and block movement corridors, yet a regiments should be used in support of the
committed to building a fort, are stuck for wellplaced ant can keep these outlaw bikers Luftwaffe; race the engineers forward six
one turn at least. And once the fort is from accomplishing their mission. hexes and build a temporary airfield. During
completed, the unit may be too far away to In fact, most German players fall short in the air phase, use Ju 52 transports to fly in
get to a blown rail hex. planning when it comes to the exploitation 0-1-5 construction regiments to hold the
Another method to get to Leningrad quickly phase, even while excelling during temporary airbases while the 2- 10 mot
is to move trucks with the panzers, movement and combat. The fall of Riga is engineers exploit 10 hexes closer to the
expending them for supply as needed. By meaningless if Russian troops can race up front line. Repeat this procedure during each
Jul I, the panzers should be feeling around and sit adjacent to the city on Jun II. movement, air phase, and exploit phase.
for weak spots. Use some 1-10 ants to race TIP FOR A SCREENING FORCE Also consider reference city hexes such as
up rail lines and roads (especially the road Tartu, Daugavpils, and Polotsk as sites for
through Dno southeast of Lake limen) to Here is a tip for constructing an effective
screening force: break down a motorized temporary airfields; this way the flown-in
prevent Red Army troops from construction regiment can repair the city's
administrative and rail movement toward infantry division into two unsupported 3-10
regiments - add the HO, a flak regiment, and air capacity the following turn while
your lines. Since the Baltic rail net doesn't garrisoning the temporary airfield. It also
need converting, even destroyed rail hexes two assault gun battalions to create a mini-
panzer stack. This stack will equal 7 factors allows a better air repair die roll, by using
of this net can be used to replenish your the city's permanent airbase as your repair
trucks. on defense with five points of AA, plus
possess 1/7th AECD and half ATEC. The hangar.
As early as mid-July both the Luga and the second unsupported regiment should be DASH TO THE LUGA
Volkhov rivers can be threatened or crossed stacked with a 1-2-8 motorized Artillery, a
with panzers using trucks for supply. If the Jul I is the turn to commit the panzers to
flak regiment and two assault gun battalions deep penetrations without regard for flanks,
German moves aggressively enough in - again, a formidable 9-point stack which
crossing either river it may be impossible to through Narva and Luga if possible. Don't
should be proof against early Russian worry excessively about rear area
guarantee overland supply, which is the reprisals.
reason for using trucks. But once across communications if key terrain can be
either river it will be impossible for the Notice that supported regiments created gobbled up quickly. Capturing Novgorod
Russian to erect any type of credible from the 6-10 motor division would not intact can have the Luftwaffe streaming in
defensive position strong enough to stop the support the non-divisional units stacked with with unsupported infantry regiments,
large infantry and artillery formations moving them. So if your counter mix includes only engineers, resource points and even supply.
up rapidly along the Baltic rail net and the one mot. artillery regiment, as does 4th Fighters can be landed here overstacked -
administrative corridors opened by the Panzer Group's, then the divisional HO use quick construction the following turn to
panzers. gained when breaking down unsupported complete a permanent airfield and fly four
can lend support to the other stack. Be sure missions from the city.
The panzers aren't going to hurt as bad as to spread out your other divisions such that
the German infantry, artillery and air
The tremendous amount of Russian armor either operation will ensure the rapid maintain 7-factor double lines as easily as 6-
available in this area also poses a threat. conquest of the Baltic. A large air capacity factor ones, plus the first line is usually
The tank army facing the Finns can be from Parnu can be worth plenty of Luftwaffe panzer meat anyway - so the extra factor in
released on Jun 11, allowing the Russians ground support against Tallinn, Narva and each hex is a free kill.
actual superiority in armor. A Russian player any aggressive Russian naval activity in the So, be very aggressive with 3rd Panzer
might commit this armor against an Baltic region. Group during exploit on Jun II and dash into
overextended German player if the gain The fall of Narva on Jul I is a disaster for the the Polotsk and Orsha sectors. A little
were worthwhile. The German can not let Russians, so have plenty of air support preplanning should have some DAS
this threat deter him, however. He must be available for a possible attack and have your available and a truck counter with the
willing to take losses, even in panzers, panzers ready to exploit any breakthrough. panzer corps. The seizure of the Insterburg -
provided his objectives are maintained. The Luga river defense can be Kaunas - Wilno 1B:3313 - Polotsk rail line
Thus counterattack corridors may be open compromised by an early and heavily- intact before the Russian ever gets to move
and the Russian armor may be committed. supported assault past Narva. Narva is also should be the key objective of 3rd Panzer
But once committed, Russian armor seldom an important communication and Group and 9th Army. Good planning can
gets away on this front and the Russian will replacement center for the Axis. make this a very easy objective to achieve.
be hard pressed to replace these tanks with Using the port and airbase at Narva one can The line through 1B:3313 is more important
the limited rail available. A secondary benefit bring in up to 18 RE's of firepower through than the one from Wilno to Daugavpils,
will accrue from keeping the Russians from naval and air transport. Going around Lake because once Polotsk falls, the Russian
turning on the Finns, which will surely Peipus through Pskov is an alternative path flank is compromised across the Dvina river.
happen if the Luga isn't threatened. toward Narva. This route tends to turn the Just capturing Daugavpils doesn't prevent
THE PARNU PARAMETER southern flank at Narva, making the position the Polotsk area of the Dvina from being
untenable; however, the process is slower blocked by elements of 22nd Army stationed
No examination of AGN would be complete further east by Velikie Luki.
without discussing the Parnu possibilities. than a direct push at Narva.
This operation requires intense planning Successful operations around Leningrad Guderian's 2nd Panzer should make all
before the game starts. Here is how it works: promote the chances for German success efforts possible to cross in strength the
if the Soviets do not place a non-divisional further south as Army Group Center pushes Berezina river at Bobruysk. If too weak in
unit in Parnu during the deployment of their toward Moskva and Army Group South rolls numbers, it could face a sharp riposte by
border MD forces, the Germans plan to land into the industrial heartland of Russia. We Russian tanks moving up from the south. Of
the Kriegsmarine (KM) commando in Parnu. will examine these two Army Groups next all the Army Groups, AGC MUST use its two
issue. See you then. panzer groups very aggressively - leave the
If the Russian doesn't then place at least mop-up to the infantry. An early breach of
one point of position AA at Parnu's airbase ARMY GROUP CENTER the Berezina and Dvina river lines will force
during the deployment of his remaining By Roy Lane the Russian to set up his second line of
forces, the KM commando can hit Parnu defense in an area less defensible than the
during the surprise turn, as explained in the Army Group Center should be the hammer
during the early summer campaign. And if swamps and forests of the Berezina area.
SE errata sheet. And if not breached at once, the Berezina
AGC moves quickly and decisively past
Most Russian players think they have better Minsk toward Smolensk, the Russian will line can be strongly reinforced using the rail
use for position AA than to defend coastal spend some anxious turns wondering where net available several hexes behind it.
cities until they see what happens next. The this hammer will fall. The longer the Russian Crossing the Berezina toward Gomel will do
airbase capacity at Parnu is unlimited for is kept unsure of AGC's Main Strategic more for AGS than AGS can do for itself.
incoming air transport, so during the special Objective (MSO), the better. Guderian's panzer group must look as if it
air phase, five Luftwaffe Ju 52 transport could turn south toward Kiev at any time. A
groups can land 5 REs of engineers, various AGC's first task is to assist AGN in capturing
the Baltic rail net, especially the line running smart Russian will be standing fast against
types of infantry and resource points. This the Rumanians, thereby forcing 1st Panzer
can be increased to 10 REs by using gliders Kaunas to Daugavpils and back through
Grodno. Moreover, 3rd Panzer Group Group south away from Kiev. Yet if
to increase the airlift capability. Guderian can move through Gomel by Aug
should take possession of Polotsk and the
Supply points are unnecessary because the Orsha rail net by the end of the Jun 11 1, the Russian will be unable to defend the
Wehrmacht is automatically in supply during exploit phase; failure to do so will result in Dnepr river at Kiev. This doesn't mean
the German regular Jun II turn. The 2-8 additional scorched earth and possibly a actually turning 2nd Panzer Group south;
engineer and 0-1-5 construction regiments double line between Polotsk and the upper just being able to do so if the situation
can build either permanent or temporary Berezina River. The Russian can easily warrants. Keeping the Russian guessing
airfields depending on how much the admin. move in elements of 5th, 7th and your true '41 MSO is vital when dealing with
German wishes to commit to the operation 25th Mechanized Corps to form the second a "Forward Defense."
and what his objectives are for attacking line of this blocking position while using local If confronted with a "Runaway Defense,"
Leningrad. resources to form the first nonoverrunable keeping your Army Groups moving east is of
This construction of airfields in the Parnu line of six factors. In fact, throughout most of paramount importance. Letting the Russian
sector will bring the Luftwaffe within range of the front the Soviet will be able to erect have a free hand to do as he pleases will
Leningrad on the regular Jun II turn. Air 6factor double lines. The only cure for only serve to enhance the "Runaway" style
capacity at Parnu can be up to around breaching such a line is distasteful, but of defense. So keep AGC moving directly
seven air groups if one permanent and two necessary. east to bring the Russians to bay as early as
temporary and airfields are built in Parnu If the German expects to make any possible. If the Valclai Hills are left open, go
and the two hexes directly south. progress, he requires the formation of a sixty grab them; otherwise, wait for the infantry to
Taking Parnu can also lead to the capture of factor "killer wad." This stack may be come into the line there, as the Valclai
Tallinn and Tartu during Jun II. This would assembled by breaking down two 11-10 fighting will quickly become trench warfare.
be a major coup, as combined with the panzer divisions and stacking the 5-3-10 The sooner the panzers become embroiled
capture of Riga, this would secure the rail armor regiments with three 12-10 panzer besieging defensive strongholds, the better
line all the way to Narva with no damage. Jul divisions, Gross Deutschland Mot III (4-10), off the Russian is in the fall. So, bypass the
I could then see RR artillery supporting 8-6 69th mot Art III (5-3-8), and the 792nd mot Valdai Hills with the panzers, and use the
infantry divisions in an attack on Narva. Art III (5-3-8) from 2nd Panzer Group. infantry to assault directly with some heavy
Even if Tartu can not be seized, the capture Obviously, no panzer jock wants to put five AA for antitank support. Swing the panzers
of Tallinn and the rail line north to Narva panzer divisions into one stack, but if you're through Rzhev and cut between the Hills
could allow an attack by German infantry not aggressive enough and allow the and Moscow toward Kalinin. If not fortified,
divisions which are shipped to Tallinn. Russian to begin forming double lines, it will the terrain here is at worst only a -1 due to
Depending on whether the Parnu operation be the presence of the "killer wad" that woods or rough terrain and the Russian rail
is tailored to support an attack on Tallinn OR forces him to make the double lines at least net doesn't favor the defense of this sector.
support forward basing of the Luftwaffe, 7 factors per hex. The Russian can't Of all the panzer drives, 3rd Panzer Group's
drive on Kalinin will likely yield the most it. 2nd Panzer Group will only get bogged this task alone; therefore outside help may
dividends and should receive top priority in down if the German is unwilling to exchange be required. This outside help can take one
OKH support. a few panzer divisions along the way. of three forms: panzers from either 1st or
3rd Panzer Group's MSO should be to drive If the German is too cautious in the center, 2nd Panzer Group, jagers from 17th Army,
rapidly past the Valdai Hills to the south the Russian will be able to harass any drive or substantial OKH reserves from those
swinging north at Rzhev. The timing should on Smolensk from the south and defend appearing Jul I. 6th Army must cover the left
be such that infantry is passing Velikie Luki Kiev much more stubbornly than should be flank of 1st Panzer Group as well as move
while the panzers take Rzhev. 3rd Panzer allowed. Since the going will be slow here, directly east.
Group should drive toward the Kalinin sector 4th Army will be able to play a direct role in No surprises here. Help can also come from
with an aim to cut rail traffic both north and assisting 2nd Panzer Group in operations. the 1st Cavalry Division, as the best
south of the city, from Moscow directly to The MSO for AGC's southern wing should employment for this division is into the
Leningrad. If the city can be taken in a coup be Bryansk at a minimum, with an eye marsh looking to put a ZOC behind Russian
de main, so much the better. Luftwaffe toward Orel and Tula. The Russian should stacks.
support can be concentrated in this sector, if be forced to move as many factories as 17th Army must apply immediate pressure
the enemy hasn't planned ahead and possible. Pressure on Tula and Kharkov can toward Lwow and clear an open rail line into
Russian air bases are few. Your air should cost the Russian 60 rail points which may be Rumania through Cernauti before the
be used in this area primarily for interdiction quite dear if he is conducting a "Forward Russian can destroy too much of the rails.
of the Russian rail net. Of all the areas on Defense." The sooner 17th Army links up with the
the map, it is in the Moscow - Yaroslavl ARMY GROUP SOUTH Rumanians, the faster the Russians will be
Leningrad triangle where rail hits can be pushed out of the Vinnitsa area. 1st Panzer
most effective. All I can say about Army Group South is,
"Good luck." Army Group South will have Group isn't strong enough to cover its right
3rd Panzer Group's next move will be the toughest nut to crack in the opening flank and dash for the Dnepr unless the
governed by two other factors: whether 9th moves. The Russian colossus is massive in Russian has vacated the Vinnitsa area.
Army is moving through the Valdai Hills at a the Lwow area and a poorly executed The obvious problems from the Russians
satisfactory rate and what has become of offensive here can mean severe setbacks in staying in Vinnitsa are compounded by the
Guderian. However, reaching and cutting the Axis timetable. rail line coming up from Odessa. The
the direct rail between Moscow and number of tank formations the Russian has
Leningrad is the MSO for this group, and Charles Sharp has said "calculated
boldness" is the key ingredient in this sector in the Odessa area which can hit 1st Panzer
once achieved the group should begin to Group's right flank while staying somewhat
consolidate its position. Many a German of the front. Bold advances are the norm
here, but the Axis must be ever vigilant. protected by the terrain of the Vinnitsa
player neglects to build forts in the fall. If region is almost on par with Axis panzers.
your troops aren't moving forward, build the Many Soviet plans allow a rapid advance of
AGS's panzers, just so they can be Granted, a commitment of Russian armor
forts. Even if the hex isn't your most forward this early usually spells doom for the Red
position, the fort will come in handy during counterattacked once out of reach of their
lagging infantry support. Too much caution, Army tanks, yet the delicate Axis timetable
the winter. The German is well endowed could be sufficiently upset to ensure that the
with resource points and the fort building will however, can lead to a formidable defense
of the Dnepr river at Kiev. Kharkov MD coal mines keep Russian
pay off in January 1942. factories producing at full capacity
If 9th Army is cutting through the Hills it may The objectives for AGS differ sharply from throughout 1941.
be wise for 3rd Panzer Group to build forts AGN and AGC. What are the objectives?
Ultimately the MSO for AGS will be to Basically it falls upon 1st Panzer Group to
facing Moscow and drive north to cut the accomplish the majority of the groundwork
junction at Vyshniy Volochek. If Guderian is capture as many of the southern major hex
cities as possible, thereby denying the necessary for AGS to meet its MSO for the
moving toward Tula, 3rd Panzer Group may summer of '41. Drive east! A motorized
wish to drive directly on Moscow while Russian considerable rolling stock and
replacements. Kiev and Odessa Military detachment sent to Nikolaev keeps the
fortifying to the northwest. The objective Russians honest and diminishes scorched
would be to spread out the Russian and Districts should be taken in total, with
Sevastopol being the only possible earth tactics. The motto of your railroad
force him to give up some sectors. Unless engineers should be "Go boldly forth." Move
AGN is keeping pressure on the Luga exception. Kharkov should also be
considered a must-take city. Stalino, the engineers east, working at full speed.
toward Leningrad, AGC's northern wing will Replacing an overrun rail engineer costs
probably be confronted with the strongest Voroshilovgrad, Voronezh, and even Rostov
should also be under consideration if all one infantry replacement point, but there
Russian response available. isn't a replacement for a supply line which
goes well.
Pressure must be brought to bear on the doesn't reach far enough into Russia.
entire front with additional weight being The problem remains, however, of how to
accomplish all this given the tactical So how to accomplish this long list of
applied to sectors which will be defensible in objectives without being annihilated? One
winter. The KalininVaIdai Hills-Luga to considerations. The Pripyat Marsh rail lines
need to be secured, pressure put on the way is to present screening units for the
Narva line is probably the best defensive Russians to nibble on while keeping a
terrain on the map and is definitely within the Odessa MD, and a hard drive undertaken
through Kiev toward both the substantial hitting power in reserve.
German's ability to take with the forces at Luftwaffe support will be key for both ground
hand. What the German does with his Dnepropetrovsk region and toward Kharkov-
Voronezh. Pretty tall orders for your support and DAS so the far-flung
remaining armies will depend on how detachments can prevent being gobbled up
successful he is in attaining the above onearmed 1st Panzer Army. The first step to
alleviate some of AGS's problems is to in the vast Ukraine. Dropping air supply for
mentioned line, which is the line this author one of these extended detachments may be
considers an MSO for the German Armies in reinforce 11th Army with some armor,
thereby allowing 11th Army, with the support the only way to retain its punch.
the east in 1941.
of the 1st Rumanian Armor Division, to As a Luftwaffe commander, my Ju-52s are
So what of 2nd Panzer Group and 4th stand on its own. Unfortunately, any results the busiest units on the board. If yours are
Army? Guderian's forces may be siphoned from this won't be felt on AGS's front until sitting on the ground turn after turn without a
off for usage by 1st Panzer Group, or to late July. mission, I would hazard to guess that your
support a drive on Gomel. Because of the level of planning stops with the movement of
terrain involved in 2nd Panzer Group's So what are AGS's first priorities upon
opening hostilities? First, advance into the your tanks and could be improved.
sector, defining a sound strategy can be
difficult. If the Russians decide on a major southern region of the Pripyat Marsh to Again, "calculated boldness" is required. If
defense along the Berezina to deny quick secure the north-south rail lines and prevent 1st Panzer Group is strung out too far the
access toward Smolensk or a flanking move Kiev MD armor from appearing uninvited on Russian can easily counterattack realizing
on Kiev, the going could be slow. Be 2nd Panzer Group's right flank. (Air AGC won't have any rail routes open this
prepared to take causalities in order to take interdiction may also be needed to slow early to come to the rescue. And the
terrain. If the Russian throws a 25-point Soviet tanks from leaving the Kiev area too Rumanians don't have the mobile forces
defensive stack to block movement, go after quickly.) 6th Army is too weak to accomplish necessary to come to anyone's rescue. 1st
Panzer Group must simply move east, be taken lightly. Chisinau should be grabbed and if he does he should be strongly
tackling any Red Army concentrations in its rapidly and the Dnestr River crossed on the punished. Nonetheless, the Rumanians
path - bypassing Kiev will consume too shortest route to Odessa; a drive toward must be constantly on guard for traps. When
many screening forces. Vinnitsa should only be considered if the moving Rumanians aggressively into
Be sure to move a detachment southeast Russian is standing fast at the border in Bessarabia against an unknown Russian
along the western side of the Dnepr river. A front of Army Group South. tank commander, keep the 4-8 and 4-6
motorized division, three assault gun Moving slowly or too cautiously on this front infantry and cavalry divisions safe from
battalions, a motorized heavy AA regiment, allows the Russian to move a considerable multi-hex or surrounded attacks.
and a motorized artillery regiment should be amount of support into the Odessa sector Use the German infantry divisions in any
sufficient to both cover territory and protect making progress very slow for 11th Army. hexes from which two or more hexsides are
itself. This detachment can also serve to The Russian has a lot of tricks down here exposed to counterattacks. The Rumanian
dislodge overland supply to Odessa. because of the open flank of the coast and 5-6 infantry divisions can be moved forward
So move east through whatever gets in the his ability to land troops almost anywhere as well, provided they have a secure retreat
way; otherwise your forces will be tied down along it. route. Note: if a Rumanian 5-6 infantry
all over the Ukraine waiting for infantry to So the German must ensure in the early division or the 7-8 armored division is
catch up and take over. The great stages of the game that set piece battles to cadred, pull it from the line immediately for
encirclement of the real war was only cross the Dnestr or Dnepr rivers don't rebuilding.
accomplished by Guderian driving south and happen. The result could be amphibious The earlier Chisinau falls, the quicker rail
with this maneuver, any perceived chance of landings behind your heavy stacks with conversion can begin toward Odessa. Plan
taking Moscow in '41 went south with him. massive tank and plenty of fleet support. on having railroad artillery and siege guns
Now you wouldn't want that would you? However, if the German is aggressive on hand to blow away Odessa. If the
THE RUMANIAN ARMY enough he can keep things pretty fluid in his Russian sees siege guns and rail artillery
race for Zaporozhe and the Crimean moving toward the city he will know its
The Rumanian front is second only to the Peninsula. defense will probably be futile and abandon
Arctic front in the probability of a stalemate any hopes of converting it into a "Hero City."
early in the game. If the Russians set up Begin naval interdiction of Odessa
immediately, but forget bombing the port Without the added artillery, too much of the
strongly along the border, the rivers are Allied army will be required to screen the
tough and the Axis will have a hard time facilities or going after the fleet in port. The
reasons are twofold: if you go directly at the city, with too few units moving east towards
making any gains against a determined the Crimea. And Odessa must fall early if
Soviet tank commander. city, first come the patrol attacks (which will
engage the vulnerable Stukas first), next any credible supply line is going to reach
Other than Finland, this is the only place comes interception, and finally the massive deep into Russia when the snow flies.
where Russian tanks can counterattack ground AA coupled with the fleet's AA, after Only one railroad engineer regiment is
without fear of encirclement or swift which any hit on a ship will at best net you needed on this front. Having none present is
counterblows. As well, quick reinforcements only the ship itself. asking for trouble, as it will give the Russian
in the form of an extra tank division can be a secure feeling knowing Axis supply will be
shipped in from the Transcaucasus MD by However if you use the air-naval interaction
mission, the Stukas can avoid patrol attacks a problem in late fall. Upgrading the road to
the Black Sea Fleet without using rail. So Nikolaev is well worth the RPs. And
couple any determined aggressive Axis entirely and accompanying escorts can
protect them from interception from the few consider: if the Rumanians are too cautious,
advance into Bessarabia with air-naval the amount of time the Russians will have
interdiction of Odessa and Nikolaev. VVS fighters with the range to reach. This
also avoids the fire of any land- based AA. for rail destruction will be enormous.
Too many Axis commanders get cold feet The last reason for using naval interdiction is Dropping the 22nd Air Landing Division in
with the Rumanians because eliminated that any ship sunk at sea will take it's cargo Bessarbia during the Jun II regular turn may
Rumanians go into reserve status upon down with it, and this includes the case of serve to block the retreat route of a Russian
replacement. Don't allow the Russian to set two ships carrying one division, where only stack. The regiments of the 22nd can be
the pace on this front, or AGS will suffer in one of the ships is sunk. very instrumental in quickly clearing this
its advance on Kiev. If the Russian launches territory of Russians without exposing
an attack to kill Rumanians, his tanks will As alluded to earlier, one must begin
interdicting Odessa on the very first turn. themselves too much.
still be there during your turn. A couple of
Rumanian divisions are worth losing if The Russian garrison along the Turkish If air resources are available, use them to
several Russian tank divisions can be border has more troops than required and continue the air-naval interdiction of the
caught. some of these can be dispatched coast line after Odessa falls. Be wary of
immediately to the front. And since rail amphibious landings near Odessa which
The first priority in Rumania is to reinforce capacity is going to be stretched to the limit could sever supply to your advanced units
the Rumanians with armor. Not a lot of Jun II, the Black Sea Fleet becomes the prior to a linking with AGS's regauged rail
armor is needed, but enough to keep the ideal medium for transporting them. net.
Rumanian 1st Armored Division out of the
dead pile. Those c/m units arriving Jul I fill Units transported from port to port can still CONCLUSION
the bill perfectly. The 3-2-8 panzer regiment move quite effectively, especially when Hopefully this series of articles on German
can stack with the 1st Rumanian Armored using administrative movement. Failure to tactical doctrine on the Eastern Front during
Division, along with a few other odd take action against this transfer can make the early stages of the game will advance
motorized units. The 60 Motorized Division the Dnestr River line one of the easiest the art of competent play in your local group.
(6-10), plus three assault gun battalions sectors on the map for the Russian to What I've seen in the past is that local
adds enough AEC to the 11th Army to keep quickly bring superior force to bear in both groups get into a mind-set on how to play
pressure on the Russians. Two stacks of tanks and infantry. The combination of these the game and innovation stops.
armor are necessary for line-busting, a one forces and aggressive play by the Soviets
armed boxer isn't as effective as one with could cause considerable damage to the
two arms, and the same goes for armies Rumanian armies. The only way for the Axis
with only one stack of armor. Remember, in to unhinge a strong defense of the Dnestr
order to bust a line you have to hit the outer river is to swing 1st Panzer Group south
hexes at higher odds or with positive armor instead of continuing its drive on Kiev. So
modifiers in order to leave the inner hexes the bottom line is that if the Rumanians
without retreat routes. move too slowly, the net result could be
diminished chances for the early capture of
In Bessarabia, the enemy must be attacked Kiev.
as savagely as possible while protecting the
fragile Rumanian cadre-less divisions. If the Russian deploys away from the
Replaced Rumanians go into reserve until border, the chances are low that he will
spartanly released, so their loss should not cross the Dnestr river back into Bessarabia,

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